Reorganize docs into category folders and drop the retired head-review page
Group the top-level docs into docs/project, docs/design, docs/assets and docs/process, each with its own README index. Delete the superseded docs/screens/head-review page and sheets. Rewrite every markdown link, absolute docs path and tool/test reference to the new locations, fix the pre-existing broken anchors and remove the dead Joke Shop photo-board link. check_docs OK, Python tooling 167/167.
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@@ -4,7 +4,7 @@
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Everything here is modelled procedurally inside Blender (flatpak, headless) so
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the assets are reproducible from source. Outputs are staged for *later*
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integration: nothing in the game loads them yet (see
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`docs/blender-assets.md` for the integration contract).
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`docs/assets/blender-assets.md` for the integration contract).
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# build every asset (or --only name,name) -> assets/models/blender/**.glb
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flatpak run org.blender.Blender --background \
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@@ -1489,7 +1489,7 @@ def build_character(name, head="face"):
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# is 4 skinned meshes on the same 62-joint armature; the build joins them
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# **without welding** (a weld corrupts the skin weights), renames the upstream
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# materials onto the five tint slots, unwraps the degenerate source UVs and bakes
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# the arm-down rest. See docs/npc-model-sourcing.md for the measurements.
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# the arm-down rest. See docs/assets/npc-model-sourcing.md for the measurements.
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QUATERNIUS_SRC = SRC_DIR / "quaternius"
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@@ -1497,7 +1497,7 @@ QUATERNIUS_SRC = SRC_DIR / "quaternius"
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# (face, hair detail and hivis fabrics); anything not listed is kept too, so a
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# new upstream material shows up as an extra fixed-colour slot instead of
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# silently disappearing. The maps were derived from the per-material height bands
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# measured in docs/npc-model-sourcing.md.
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# measured in docs/assets/npc-model-sourcing.md.
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QUATERNIUS_SOURCES = {
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"casual": {
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"file": "Casual.glb",
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@@ -2605,7 +2605,7 @@ def build_gear(name):
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# procedural library's 0.315 m, and its centre sits 0.07 m higher, so the
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# head gear is scaled and lifted to match. The procedural fallback then
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# wears slightly small hats — cosmetic, and recorded in
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# docs/blender-assets.md.
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# docs/assets/blender-assets.md.
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centre = Vector((0.0, 0.0, HEAD_GEAR_LIFT))
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obj.data.transform(
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Matrix.Translation(centre)
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