Taper the NPC torso into the hips
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zwitschi committed 2026-11-02 19:11:28 +01:00
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@@ -94,8 +94,8 @@ All eight use the `npc_base` contract, so each one can replace
`Materials.npc_slot()` tints them the same way it tints `npc_base`.
- budget ≤ 6000 triangles and ≤ 5000 vertices (glTF vertex count, after seam
splits; `CHAR_MAX_VERTS` in `tools/blender_assets.py`, raised from 4000 for
the 2026-11-01 face/hand pass). The current range is 3,760–4,754 triangles
and 3,556–4,574 vertices.
the 2026-11-01 face/hand pass). The current range is 3,762–4,754 triangles
and 3,474–4,584 vertices.
Construction: the torso and limbs are one continuous Skin-modifier mesh,
subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs,
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@@ -47,6 +47,7 @@ Committed contact sheets and local Blender renders for the character, gear and p
| <img src="sheet_npc_baseline_compare-p1.jpg" width="280" alt="sheet_npc_baseline_compare-p1.jpg"> | [`sheet_npc_baseline_compare-p1.jpg`](sheet_npc_baseline_compare-p1.jpg) |
| <img src="sheet_npc_baseline_compare-body.jpg" width="280" alt="sheet_npc_baseline_compare-body.jpg"> | [`sheet_npc_baseline_compare-body.jpg`](sheet_npc_baseline_compare-body.jpg) |
| <img src="sheet_npc_baseline_compare-face.jpg" width="280" alt="sheet_npc_baseline_compare-face.jpg"> | [`sheet_npc_baseline_compare-face.jpg`](sheet_npc_baseline_compare-face.jpg) |
| <img src="sheet_npc_baseline_compare-torso.jpg" width="280" alt="sheet_npc_baseline_compare-torso.jpg"> | [`sheet_npc_baseline_compare-torso.jpg`](sheet_npc_baseline_compare-torso.jpg) |
| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
| <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) |
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@@ -41,6 +41,7 @@ Implemented so far:
- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing. The wand panel lists the guest's carried items, and multiline HUD/wand strings render real line breaks.
- NPC neck/shoulder transition (0.9.4 work): the body graph now uses a fuller neck base, a slightly tapered neck top and a lower shoulder root, giving the head/neck/shoulder line a trapezius slope instead of a thin post. The full character library was rebuilt with a final degenerate-face cleanup; the baseline comparison is `sheet_npc_baseline_compare-body.jpg`.
- NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`.
- NPC torso/hip transition (0.9.4 work): the pelvis and chest are slightly wider than the waist, giving shirts and jackets a readable taper into the hips without changing the build multipliers or the skeleton. The comparison is `sheet_npc_baseline_compare-torso.jpg`.
- NPC proportion audit (0.9.4 work): `tools/npc_proportions.py` measures all eight GLBs against a stylized height/head/shoulder/hip/torso/leg/arm/foot guide. All variants pass; the head and broad-build silhouettes are the nearest upper bounds. Results are in [`npc-proportion-audit.md`](npc-proportion-audit.md).
- NPC P1 portrait fixes (0.9.4 work): tourists now hide their photo-pose camera bag outside `photo`/`film` poses, removing the duplicate-backpack silhouette; the backpack gear was rebuilt with flattened, forward chest straps and a fresh AO map. The before/after sheet is [`blender_previews/sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg); the face and remaining clothing/hand work stay open.
- NPC visual baseline (0.9.4 work): `src/test/capture_npc_baseline.gd` captures all eight library characters from front, three-quarter, profile, back, full-body and crowd views in a neutral studio (48 frames). The criteria, measurements and ranked gaps are in [`npc-visual-review.md`](npc-visual-review.md); the committed sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg). No model changes were made in this baseline step.
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@@ -50,11 +50,11 @@ than the slim build.
| --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | --- |
| `npc_casual` | 1.824 m | 0.190 | 0.907 | 0.321 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
| `npc_jacket` | 1.824 m | 0.190 | 0.907 | 0.333 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
| `npc_coat` | 1.824 m | 0.190 | 0.907 | 0.334 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
| `npc_vest` | 1.819 m | 0.191 | 0.907 | 0.322 | 0.210 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
| `npc_coat` | 1.824 m | 0.190 | 0.907 | 0.328 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
| `npc_vest` | 1.819 m | 0.191 | 0.907 | 0.322 | 0.209 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
| `npc_dress` | 1.825 m | 0.190 | 0.907 | 0.289 | 0.191 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
| `npc_hoodie` | 1.856 m | 0.187 | 0.907 | 0.328 | 0.205 | 0.302 | 0.442 | 0.323 | 0.141 | PASS |
| `npc_firefighter` | 1.819 m | 0.191 | 0.907 | 0.358 | 0.225 | 0.308 | 0.451 | 0.330 | 0.148 | PASS |
| `npc_hoodie` | 1.856 m | 0.187 | 0.907 | 0.328 | 0.206 | 0.302 | 0.442 | 0.323 | 0.141 | PASS |
| `npc_firefighter` | 1.819 m | 0.191 | 0.907 | 0.358 | 0.223 | 0.308 | 0.451 | 0.330 | 0.148 | PASS |
| `npc_guard` | 1.819 m | 0.191 | 0.907 | 0.369 | 0.219 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
No variant is outside a band, so the body pass does not need a global skeleton
@@ -63,7 +63,7 @@ or mesh rescale. The values closest to a boundary are:
- **head height 0.190** against the 0.22 upper bound, and **head aspect 0.907**
against 1.00 — the head is deliberately large. Any head-size change must be
coordinated with the face/headgear pass and its gear-fit measurements.
- **guard shoulder 0.369** and **firefighter hip 0.225** against the broad-build
- **guard shoulder 0.369** and **firefighter hip 0.223** against the broad-build
upper bounds — these are the intended uniform/turnout silhouettes, not
outliers.
- **leg length 0.449** and **torso 0.307** sit inside the guide for all variants;
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@@ -1,12 +1,12 @@
# 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 transition and the face-depth
pass are applied. Remaining body/clothing work is open; the baseline remains the
reference for 0.9.4. Comparison sheets:
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:
[`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-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg).
and the latest [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg).
## What was captured
@@ -100,17 +100,17 @@ From `python3 tools/blender_assets.py fit` and the manifest:
| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
| --- | ---: | ---: | ---: | ---: | --- |
| `npc_casual` | 3,760 | 3,556 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
| `npc_jacket` | 4,160 | 3,930 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
| `npc_coat` | 4,754 | 4,574 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
| `npc_vest` | 4,272 | 4,186 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
| `npc_dress` | 4,176 | 3,863 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
| `npc_hoodie` | 4,592 | 4,187 | 0.315 m | 0.190 m (hip) | — |
| `npc_firefighter` | 4,624 | 4,487 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
| `npc_guard` | 4,334 | 4,456 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
| `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 |
The widest character is `npc_coat` at 4,754 triangles and 4,574 vertices, so the
current headroom is 1,246 triangles and 426 vertices per character. Any hand or
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.
@@ -188,12 +188,14 @@ The committed runs are
[`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 [`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).
Keep the baseline sheet as the before artifact and add a new comparison sheet
rather than replacing it.
## Next implementation order
1. Improve the torso/hip transition and the remaining body-shape variation.
1. 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.