Document the frozen npc_base fallback boundary
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@@ -45,8 +45,10 @@ the rest of §C remains the broad review checklist.
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open and gripping at 0.8 m; silhouette, eye/mouth readability, ear/nose/jaw planes, finger
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separation and gear contact. Keep the 16,000/16,000 cap; optional extra bones are allowed, but the required 13 core bones and rest positions must not move.
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Recorded in `docs/3d-model-review.md` §Overhaul acceptance criteria.
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- [ ] Confirm the identity boundary: `npc_base.blend` is the frozen fallback and must not absorb
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- [x] Confirm the identity boundary: `npc_base.blend` is the frozen fallback and must not absorb
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prototype detail unless a separate contract decision approves it.
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Recorded in `docs/3d-model-review.md` §Baseline inventory and
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`docs/blender-assets.md` §Frozen fallback boundary.
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- [ ] Choose a local working-set layout: `tmp/npc-parts/<variant>/` (gitignored) for part `.blend`
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and preview GLBs; only the assembled character GLBs, AO/maps, manifest and review sheets are
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committed. Do not add a new committed `.blend` source tree without a docs/ADR decision.
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@@ -35,6 +35,16 @@ captures in `docs/screenshots/`.
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doors, stair handrails and a dark sedan. Today's in-game props are primitive
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boxes, and the trees are cones.
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## Frozen fallback boundary
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`assets/models/npc/npc_base.blend` is the tracked, frozen plain-primitive
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fallback. Prototype head/face/hand detail from the local part pipeline must not
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be saved into it; a separate contract decision (ADR or owner sign-off) is
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required before any prototype detail is absorbed. Working scenes live under
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`tmp/npc-parts/` (gitignored) and are exported as local GLBs for review, never
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directly over the tracked `.blend`. The same rule already appears in
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[`asset-tooling.md#recommended-part-workflow`](asset-tooling.md#recommended-part-workflow).
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## Optional MCP
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Blender MCP can be used for interactive head/face/hand part exploration, but it
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