Move _head_proto into blender_assets.py and add assemble --head-proto; verify prototype weights
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zwitschi committed 2026-11-04 14:45:02 +01:00
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+8 -1
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@@ -97,8 +97,15 @@ the rest of §C remains the broad review checklist.
and 1.5 m, front/three-quarter/profile. Vision-judged: **s48 wins** — s24 is too faceted and 1.5 m, front/three-quarter/profile. Vision-judged: **s48 wins** — s24 is too faceted
(nose/lips melt, jagged silhouette), s64 is visually identical to s48 at both distances (nose/lips melt, jagged silhouette), s64 is visually identical to s48 at both distances
(extra ~900 verts wasted). Rejected variants stay in `tmp/npc-parts/`. (extra ~900 verts wasted). Rejected variants stay in `tmp/npc-parts/`.
- [ ] Verify head weights stay on the Head bone, headgear clearance still passes `fit`, and the - [-] Verify head weights stay on the Head bone, headgear clearance still passes `fit`, and the
face does not bake recessed creases into dark AO patches. face does not bake recessed creases into dark AO patches.
Weight check done: `npc_parts.py assemble --head-proto` passes `inspect` (npc_base, 14 bones,
skinned, no issues) and the head join is weighted 100% Head by construction
(`rigid=lambda p: "Head"`). Headgear clearance and the AO no-blotch check are pending the
§5 rollout (the `fit`/`bake_ao` tools read the committed assets; the ad-hoc AO bake on the
imported GLB came out black and is superseded by the proper `.blend`-source bake). Flag: the
prototype ears reach x ±0.162 vs the 0.1575 head-radius reference, so headgear may clip and
must be re-measured at rollout.
- [ ] Get owner sign-off on the one-variant prototype, then roll the approved head/face into the - [ ] Get owner sign-off on the one-variant prototype, then roll the approved head/face into the
other 11 variants one asset family at a time, with a before/after sheet per batch. other 11 variants one asset family at a time, with a before/after sheet per batch.
+112 -2
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@@ -855,6 +855,116 @@ def _face(mats, spec):
return parts return parts
def _head_proto(mats, spec, subdiv=48):
"""Connected head shell with sculpted sockets, nose, lips, ears and brow/cheek/jaw.
The model-overhaul prototype: the skin features are displaced out of one
head mesh instead of floating spheres, so the face is a single connected
surface with loop-based eye sockets and protruding nose/lip/ear volumes. The
eyeballs (sclera/iris/lids) stay separate — they are not skin. Blender Z-up,
face front −Y. `subdiv` is the UV-sphere u-segments (24/48/64 variants); s48
is the chosen default after the 1.5 m/1.85 m comparison.
"""
skin, acc, hair = mats["skin"], mats["accessory"], mats["hair"]
white = material("eye_white", textured_solid=True)
rings = max(14, subdiv // 2 + 2)
head = sphere("HeadShell", 0.155, (0, 0, 1.635), skin, seg=subdiv, rings=rings,
scale=(0.90, 0.96, 1.08))
_shape_head_mesh(head) # brow ridge + cheekbone + jaw/chin planes
bm = bmesh.new()
bm.from_mesh(head.data)
# Pass 1: skull shape — flatten the face plane and taper the jaw/chin.
for v in bm.verts:
x, y, z = v.co
if y < -0.03 and 1.44 < z < 1.76:
v.co.y = -0.13 + (y + 0.13) * 0.10 # flatten the forward bulge
if y < -0.03 and z > 1.70:
v.co.y += (z - 1.70) * 0.35 # forehead slopes back to the crown
if z < 1.58:
taper = max(0.0, 1.0 - (1.58 - z) / 0.12)
v.co.x *= 1.0 - 0.16 * taper # narrow the lower face
# Pass 2: features on the flattened face.
for v in bm.verts:
x, y, z = v.co
ax = abs(x)
# --- brow step ---
brow = (max(0.0, 1.0 - abs(z - 1.695) / 0.022)
* max(0.0, 1.0 - abs(ax - 0.050) / 0.045))
if brow > 0:
v.co.y -= 0.016 * brow
# --- eye sockets: recess the floor, leave a raised orbital rim ---
for s in (-1.0, 1.0):
r = math.hypot(x - 0.052 * s, z - 1.664)
if r < 0.036:
v.co.y += 0.018 * (1.0 - r / 0.036)
elif r < 0.046:
v.co.y -= 0.010 * (1.0 - (r - 0.036) / 0.010)
# --- nose: a wide bridge/tip with ala wings ---
if y < 0 and ax < 0.075:
band = max(0.0, 1.0 - abs(z - 1.632) / 0.055)
if band > 0:
tip = max(0.0, 1.0 - abs(z - 1.615) / 0.032)
v.co.y -= (0.060 * tip + 0.018 * max(0.0, band - tip)) \
* (1.0 - ax / 0.075)
for s in (-1.0, 1.0):
ar = math.hypot((x - 0.024 * s) / 0.014, (z - 1.604) / 0.013)
if ar < 1.0:
v.co.y -= 0.022 * (1.0 - ar)
# --- chin bump + jaw step ---
if y < 0 and ax < 0.040:
chin = max(0.0, 1.0 - abs(z - 1.548) / 0.022)
if chin > 0:
v.co.y -= 0.030 * chin
step = max(0.0, 1.0 - abs(z - 1.516) / 0.016)
if step > 0:
v.co.y += 0.024 * step
# --- mouth: recessed line + upper/lower lip volumes ---
if y < 0 and ax < 0.030:
if abs(z - 1.583) < 0.012:
v.co.y += 0.008
if abs(z - 1.590) < 0.008:
v.co.y -= 0.014
if abs(z - 1.577) < 0.010:
v.co.y -= 0.018
# --- ears: helix rim + concha recess + a lobe ---
for v in bm.verts:
x, y, z = v.co
r = math.hypot((z - 1.60) / 0.055, (y - 0.002) / 0.045)
near = abs(x) - 0.138
sign = 1.0 if x >= 0 else -1.0
if -0.02 < near < 0.06 and r < 1.0:
if r < 0.30:
v.co.x -= 0.018 * (1.0 - r / 0.30) * sign
else:
v.co.x += 0.045 * (1.0 - r) * sign
lr = math.hypot((z - 1.575) / 0.016, (y + 0.012) / 0.016)
if -0.02 < near < 0.05 and lr < 1.0:
v.co.x += 0.032 * (1.0 - lr) * sign
bm.normal_update()
bm.to_mesh(head.data)
bm.free()
# Eyeballs stay separate for readability; lids wrap the socket rim.
parts = [head]
for s in (-1.0, 1.0):
ex, ey, ez = 0.052 * s, -0.134, 1.664
parts.append(sphere("EyeWhite", 0.019, (ex, ey, ez), white, seg=10,
rings=6, scale=(1.25, 0.62, 0.85)))
parts.append(sphere("Iris", 0.0105, (ex, ey - 0.007, ez), acc, seg=8,
rings=5, scale=(1.0, 0.55, 1.0)))
parts.append(sphere("UpperLid", 0.020, (ex, ey - 0.006, ez + 0.014),
skin, seg=8, rings=4, scale=(1.20, 0.32, 0.24),
rot=(math.radians(-10), 0, 0)))
parts.append(sphere("LowerLid", 0.017, (ex, ey - 0.004, ez - 0.012),
skin, seg=8, rings=4, scale=(1.10, 0.22, 0.18),
rot=(math.radians(6), 0, 0)))
parts.append(box("Brow", (0.055, 0.014, 0.012), (0.052 * s, -0.143, 1.699),
hair, rot=(0, 0.14 * s, 0.0)))
return parts
def _hands_and_shoes(mats, spec): def _hands_and_shoes(mats, spec):
skin = mats["skin"] skin = mats["skin"]
shoe = mats["accessory"] shoe = mats["accessory"]
@@ -986,7 +1096,7 @@ def _clothing(spec, mats):
return parts return parts
def build_character(name): def build_character(name, head_proto=False):
spec = dict(CHARACTERS[name]) spec = dict(CHARACTERS[name])
if name == "npc_hoodie": if name == "npc_hoodie":
spec["beard"] = True spec["beard"] = True
@@ -1001,7 +1111,7 @@ def build_character(name):
_assign_body_slots(body, spec, body_mats) _assign_body_slots(body, spec, body_mats)
_auto_weights(body, layout) _auto_weights(body, layout)
head_parts = _face(mats, spec) head_parts = _head_proto(mats, spec) if head_proto else _face(mats, spec)
hair_style = spec["hair"] if spec["layer"] != "hood" else "buzz" hair_style = spec["hair"] if spec["layer"] != "hood" else "buzz"
head_parts += _hair(hair_style, mats["hair"]) head_parts += _hair(hair_style, mats["hair"])
head = join(head_parts, "head") head = join(head_parts, "head")
+8 -117
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@@ -93,118 +93,6 @@ def _export_obj(obj, path):
return path return path
def _head_proto(mats, spec, subdiv=48):
"""Connected head shell with sculpted sockets, nose, lips, ears and brow/cheek/jaw.
This is the §3 prototype: the skin features are displaced out of one head
mesh instead of floating spheres, so the face is a single connected surface
with loop-based eye sockets and protruding nose/lip/ear volumes. The eyeballs
(sclera/iris/lids) stay separate — they are not skin. Blender Z-up, face
front −Y. `subdiv` is the UV-sphere u-segments (24/48/64 variants).
"""
skin, acc, hair = mats["skin"], mats["accessory"], mats["hair"]
white = ba.material("eye_white", textured_solid=True)
rings = max(14, subdiv // 2 + 2)
head = ba.sphere("HeadShell", 0.155, (0, 0, 1.635), skin, seg=subdiv, rings=rings,
scale=(0.90, 0.96, 1.08))
ba._shape_head_mesh(head) # brow ridge + cheekbone + jaw/chin planes
bm = ba.bmesh.new()
bm.from_mesh(head.data)
# Pass 1: skull shape — flatten the face plane and taper the jaw/chin so the
# head stops reading as an egg.
for v in bm.verts:
x, y, z = v.co
if y < -0.03 and 1.44 < z < 1.76:
v.co.y = -0.13 + (y + 0.13) * 0.10 # flatten the forward bulge
if y < -0.03 and z > 1.70:
v.co.y += (z - 1.70) * 0.35 # forehead slopes back to the crown
if z < 1.58:
taper = max(0.0, 1.0 - (1.58 - z) / 0.12)
v.co.x *= 1.0 - 0.16 * taper # narrow the lower face
# Pass 2: features on the flattened face.
for v in bm.verts:
x, y, z = v.co
ax = abs(x)
# --- brow step: a clear ridge where the forehead meets the nose ---
brow = (max(0.0, 1.0 - abs(z - 1.695) / 0.022)
* max(0.0, 1.0 - abs(ax - 0.050) / 0.045))
if brow > 0:
v.co.y -= 0.016 * brow
# --- eye sockets: recess the floor, leave a raised orbital rim ---
for s in (-1.0, 1.0):
r = math.hypot(x - 0.052 * s, z - 1.664)
if r < 0.036:
v.co.y += 0.018 * (1.0 - r / 0.036) # recess inward (+y)
elif r < 0.046:
v.co.y -= 0.010 * (1.0 - (r - 0.036) / 0.010) # rim forward
# --- nose: a wide bridge/tip with ala wings, not a spike ---
if y < 0 and ax < 0.075:
band = max(0.0, 1.0 - abs(z - 1.632) / 0.055) # 1.577..1.687
if band > 0:
tip = max(0.0, 1.0 - abs(z - 1.615) / 0.032)
v.co.y -= (0.060 * tip + 0.018 * max(0.0, band - tip)) \
* (1.0 - ax / 0.075)
for s in (-1.0, 1.0):
ar = math.hypot((x - 0.024 * s) / 0.014, (z - 1.604) / 0.013)
if ar < 1.0:
v.co.y -= 0.022 * (1.0 - ar)
# --- chin: a distinct forward bump below the mouth ---
if y < 0 and ax < 0.040:
chin = max(0.0, 1.0 - abs(z - 1.548) / 0.022)
if chin > 0:
v.co.y -= 0.030 * chin
# jaw step: recess just below the chin so it reads as a chin-to-neck
step = max(0.0, 1.0 - abs(z - 1.516) / 0.016)
if step > 0:
v.co.y += 0.024 * step
# --- mouth: recessed line + upper/lower lip volumes ---
if y < 0 and ax < 0.030:
if abs(z - 1.583) < 0.012:
v.co.y += 0.008 # mouth slit recess
if abs(z - 1.590) < 0.008:
v.co.y -= 0.014 # upper lip
if abs(z - 1.577) < 0.010:
v.co.y -= 0.018 # fuller lower lip
# --- ears: helix rim + concha recess + a lobe ---
for v in bm.verts:
x, y, z = v.co
r = math.hypot((z - 1.60) / 0.055, (y - 0.002) / 0.045)
near = abs(x) - 0.138
sign = 1.0 if x >= 0 else -1.0
if -0.02 < near < 0.06 and r < 1.0:
if r < 0.30:
v.co.x -= 0.018 * (1.0 - r / 0.30) * sign # concha recess (inward)
else:
v.co.x += 0.045 * (1.0 - r) * sign # helix rim outward
# lobe: a distinct bump at the lower front of the ear
lr = math.hypot((z - 1.575) / 0.016, (y + 0.012) / 0.016)
if -0.02 < near < 0.05 and lr < 1.0:
v.co.x += 0.032 * (1.0 - lr) * sign
bm.normal_update()
bm.to_mesh(head.data)
bm.free()
# Eyeballs stay separate for readability; lids wrap the socket rim.
parts = [head]
for s in (-1.0, 1.0):
ex, ey, ez = 0.052 * s, -0.134, 1.664
parts.append(ba.sphere("EyeWhite", 0.019, (ex, ey, ez), white, seg=10,
rings=6, scale=(1.25, 0.62, 0.85)))
parts.append(ba.sphere("Iris", 0.0105, (ex, ey - 0.007, ez), acc, seg=8,
rings=5, scale=(1.0, 0.55, 1.0)))
parts.append(ba.sphere("UpperLid", 0.020, (ex, ey - 0.006, ez + 0.014),
skin, seg=8, rings=4, scale=(1.20, 0.32, 0.24),
rot=(math.radians(-10), 0, 0)))
parts.append(ba.sphere("LowerLid", 0.017, (ex, ey - 0.004, ez - 0.012),
skin, seg=8, rings=4, scale=(1.10, 0.22, 0.18),
rot=(math.radians(6), 0, 0)))
parts.append(ba.box("Brow", (0.055, 0.014, 0.012), (0.052 * s, -0.143, 1.699),
hair, rot=(0, 0.14 * s, 0.0)))
return parts
def build_part(name, variant, out, subdiv=48): def build_part(name, variant, out, subdiv=48):
"""Build one part fresh from the current builders (Blender-only).""" """Build one part fresh from the current builders (Blender-only)."""
mats, spec = _mats_and_spec(variant) mats, spec = _mats_and_spec(variant)
@@ -215,7 +103,7 @@ def build_part(name, variant, out, subdiv=48):
elif name == "face": elif name == "face":
obj = ba.join(ba._face(mats, spec), "face") obj = ba.join(ba._face(mats, spec), "face")
elif name == "head_proto": elif name == "head_proto":
obj = ba.join(_head_proto(mats, spec, subdiv=subdiv), "head_proto") obj = ba.join(ba._head_proto(mats, spec, subdiv=subdiv), "head_proto")
else: else:
side = -1.0 if name == "hand_l" else 1.0 side = -1.0 if name == "hand_l" else 1.0
hs = ba._hands_and_shoes(mats, spec) hs = ba._hands_and_shoes(mats, spec)
@@ -271,13 +159,14 @@ def extract_part(name, variant, out):
return _extract_group(mesh, group, out) return _extract_group(mesh, group, out)
def assemble(variant, out): def assemble(variant, out, head_proto=False):
"""Assemble a variant (currently rebuilds the procedural character). """Assemble a variant (currently rebuilds the procedural character).
This proves the end-to-end wiring; once parts are approved, this swaps the This proves the end-to-end wiring; once parts are approved, this swaps the
new part GLBs in instead of calling ``build_character`` directly. new part GLBs in instead of calling ``build_character`` directly. Pass
``head_proto=True`` to build with the connected-shell prototype head.
""" """
objs = ba.build_character(variant) objs = ba.build_character(variant, head_proto=head_proto)
mesh = next(o for o in objs if o.type == "MESH") mesh = next(o for o in objs if o.type == "MESH")
arm = next(o for o in objs if o.type == "ARMATURE") arm = next(o for o in objs if o.type == "ARMATURE")
out = Path(out) out = Path(out)
@@ -385,6 +274,8 @@ def main(argv=None):
asm = sub.add_parser("assemble") asm = sub.add_parser("assemble")
asm.add_argument("--variant", default=PROTOTYPE) asm.add_argument("--variant", default=PROTOTYPE)
asm.add_argument("--out", required=True) asm.add_argument("--out", required=True)
asm.add_argument("--head-proto", action="store_true",
help="use the connected-shell prototype head")
insp = sub.add_parser("inspect") insp = sub.add_parser("inspect")
insp.add_argument("--file", required=True) insp.add_argument("--file", required=True)
@@ -420,7 +311,7 @@ def main(argv=None):
extract_part(args.part, args.variant, args.out) extract_part(args.part, args.variant, args.out)
print(f"extracted {args.part} -> {args.out}") print(f"extracted {args.part} -> {args.out}")
elif args.cmd == "assemble": elif args.cmd == "assemble":
assemble(args.variant, args.out) assemble(args.variant, args.out, head_proto=args.head_proto)
print(f"assembled {args.variant} -> {args.out}") print(f"assembled {args.variant} -> {args.out}")
elif args.cmd == "inspect": elif args.cmd == "inspect":
inspect(args.file) inspect(args.file)