Document the frozen npc_base fallback boundary
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@@ -35,6 +35,16 @@ captures in `docs/screenshots/`.
doors, stair handrails and a dark sedan. Today's in-game props are primitive
boxes, and the trees are cones.
## Frozen fallback boundary
`assets/models/npc/npc_base.blend` is the tracked, frozen plain-primitive
fallback. Prototype head/face/hand detail from the local part pipeline must not
be saved into it; a separate contract decision (ADR or owner sign-off) is
required before any prototype detail is absorbed. Working scenes live under
`tmp/npc-parts/` (gitignored) and are exported as local GLBs for review, never
directly over the tracked `.blend`. The same rule already appears in
[`asset-tooling.md#recommended-part-workflow`](asset-tooling.md#recommended-part-workflow).
## Optional MCP
Blender MCP can be used for interactive head/face/hand part exploration, but it