Rebuild the NPC hands and add a hand capture
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zwitschi committed 2026-11-02 19:14:55 +01:00
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@@ -1,12 +1,15 @@
# NPC visual baseline and acceptance criteria
Status: baseline captured 2026-11-02. The first P1 fixes (tourist photo-prop
visibility, backpack straps), the neck/shoulder and torso/hip transitions and
the face-depth pass are applied. Remaining hand/clothing work is open; the
baseline remains the reference for 0.9.4. Comparison sheets:
Status: baseline captured 2026-11-02. The P1 fixes (tourist photo-prop
visibility, backpack straps), the neck/shoulder and torso/hip transitions, the
face-depth pass and the first hand pass are applied. Hand-item grip alignment
and clothing work remain open; the baseline remains the reference for 0.9.4.
Comparison sheets:
[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
and the latest [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg).
the latest [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg),
and the conversation-distance hand pass
[`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg).
## What was captured
@@ -37,6 +40,17 @@ python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
The 48 raw PNGs are local QA under `tmp/` (gitignored). The committed contact
sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg).
For the P2 hand/grip check there is an optional eighth view, captured separately
so the 48-frame baseline stays stable:
```bash
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
--out=res://tmp/npc-hands --view=hand
```
That writes eight `*__hand.png` frames at 0.80 m from the right hand; the
before/after review image is
[`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg).
The capture is deterministic apart from engine rasterisation; re-running into
the same directory keeps the earlier files and writes `-vN` copies rather than
overwriting them.
@@ -100,19 +114,19 @@ From `python3 tools/blender_assets.py fit` and the manifest:
| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
| --- | ---: | ---: | ---: | ---: | --- |
| `npc_casual` | 3,762 | 3,474 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
| `npc_jacket` | 4,152 | 3,900 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
| `npc_coat` | 4,754 | 4,584 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
| `npc_vest` | 4,260 | 4,183 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
| `npc_dress` | 4,180 | 3,863 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
| `npc_hoodie` | 4,584 | 4,294 | 0.315 m | 0.190 m (hip) | — |
| `npc_firefighter` | 4,624 | 4,583 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
| `npc_guard` | 4,326 | 4,443 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
| `npc_casual` | 4,042 | 3,894 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
| `npc_jacket` | 4,432 | 4,265 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
| `npc_coat` | 5,034 | 4,814 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
| `npc_vest` | 4,540 | 4,503 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
| `npc_dress` | 4,460 | 4,191 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
| `npc_hoodie` | 4,864 | 4,506 | 0.315 m | 0.190 m (hip) | — |
| `npc_firefighter` | 4,904 | 4,948 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
| `npc_guard` | 4,606 | 4,679 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
The widest character is `npc_coat` at 4,754 triangles and 4,584 vertices, so the
current headroom is 1,246 triangles and 416 vertices per character. Any hand or
clothing refinement must come out of that budget or replace existing detail. The
refit backpack measures 380 triangles / 406 vertices.
`npc_coat` is widest at 5,034 triangles (966 below the cap); `npc_firefighter` is
closest on vertices at 4,948 (only 52 below the 5,000 cap). Any further hand or
clothing detail must replace existing geometry rather than adding it. The refit
backpack measures 380 triangles / 406 vertices.
## Baseline findings, ranked
@@ -140,9 +154,12 @@ refit backpack measures 380 triangles / 406 vertices.
### P2 — fix after the first P1 pass
4. **Hands and grips are not proven at conversation distance.** The full-body
frame shows small block hands; the camera, phone and clipboard need a
close-up grip check before the hand mesh is accepted.
4. **Hands: first pass fixed 2026-11-02; grip alignment still open.** The palm
is wider and shallower, and each finger is now a two-segment bent tube with a
rounded tip and a separate bent thumb. The hand capture shows a readable
four-finger hand instead of flat bars. The camera, phone, cup, clipboard and
sign still need their attach offsets checked: several props occlude the palm
or read as floating beside it.
5. **Clothing detail is tile-driven and transitional seams are visible.** The
fabric pattern repeats strongly on the casual, coat and dress variants, and
collar/cuff/waist edges are abrupt. This is more visible than the shoe/hem
@@ -189,15 +206,16 @@ The committed runs are
[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
and [`sheet_npc_baseline_compare-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg).
The transition pass is [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg).
The hand pass is [`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg).
Keep the baseline sheet as the before artifact and add a new comparison sheet
rather than replacing it.
## Next implementation order
1. Add the remaining body-shape variation between variants and re-measure the
1. Fix hand-item grip offsets (phone, cup, clipboard, camera, sign, flashlight,
wand and radio) against the new palm/finger geometry.
2. Add the remaining body-shape variation between variants and re-measure the
LOD/impostor silhouettes.
2. Add a conversation-distance hand/grip capture and fix hand geometry before
judging hand items.
3. Audit hems and footwear in walk/sit/block poses.
4. Refine nose/lip/ear shapes only if the portrait pass still flags them after
the hands and clothing read cleanly.