Intake the modular outfit pack and ship the Suit base for npc_coat
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@@ -281,6 +281,36 @@ Head gear is authored for this head: `HEAD_GEAR_SCALE = 0.64` and `HEAD_GEAR_LIF
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0.315 m procedural head onto the 0.201–0.214 m Quaternius head. The procedural fallback therefore
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wears slightly small hats.
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## Modular outfit intake (2026-11-06)
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The owner downloaded the *Ultimate Modular Men* pack once (CC0 1.0, 54.5 MB zip, 15 outfit families
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plus weapons and a horse) into the gitignored `tmp/quaternius-intake/`. The pack ships FBX, not GLB,
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so the intake composes each family into a single skinned base:
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python3 tools/quaternius_parts.py make-base \
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--family "tmp/quaternius-intake/Ultimate Modular Men- Feb 2022/Separate Skeletal Meshes and Animations/Suit" \
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--out assets/models/blender_src/quaternius/Suit.glb
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What `make-base` has to undo, and why it is not a straight import:
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1. each of the four FBX files carries its own copy of the armature — one is kept and the meshes are
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repointed at it, otherwise `join` leaves three meshes bound to deleted armatures;
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2. the FBX rig adds zero-length `_end` leaf bones and a `neutral_bone` root; Godot's importer fails
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the exported GLB with them (`resource_format_binary` error), so they are stripped back to the
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accepted 62 joints;
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3. the object transforms are baked before export, or the glTF node transforms change the rest pose
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on import and the character renders with a giant head;
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4. the pack reuses one fabric material for jacket and trousers, so the leg meshes get their own
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`*_legs` copies that the slot map sends to `pants`;
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5. imported parts share seams, which leaves zero-area triangles the audit rejects.
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The pack itself is never committed. Only the composed bases are, with their SHA-256 here and in
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`CREDITS.md`.
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| Base | Source family | SHA-256 | Used by |
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| --- | --- | --- | --- |
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| `Suit.glb` | Suit | `674f2a63…` | `npc_coat` |
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## Contract mismatch
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The expensive part is the rig and proportions, not the mesh. The source has a
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