Verify NPC headgear clearance after the face pass
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zwitschi committed 2026-11-02 19:30:19 +01:00
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@@ -96,6 +96,10 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
0.150→0.146, chest 0.170→0.168, upper chest 0.172→0.170. This is a subtle shirt taper, not a 0.150→0.146, chest 0.170→0.168, upper chest 0.172→0.170. This is a subtle shirt taper, not a
skeleton change; all proportions pass and `sheet_npc_baseline_compare-torso.jpg` records it. skeleton change; all proportions pass and `sheet_npc_baseline_compare-torso.jpg` records it.
Max character is 4,754 tris / 4,584 verts. Max character is 4,754 tris / 4,584 verts.
- **NPC headgear clearance (0.9.4, 2026-11-02):** after the face-detail pass, the 96
final-context frames confirm the cap, firefighter helmet, hood and sunglasses clear the refined
brow/eyes; `blender_assets.py fit` stays clean, so no gear was rebuilt. The broad helmet brim is
intentional turnout language, not a fit failure.
- **NPC face-detail pass (0.9.4, 2026-11-02):** Nose tip radius reduced to 0.022 with ala wings, - **NPC face-detail pass (0.9.4, 2026-11-02):** Nose tip radius reduced to 0.022 with ala wings,
the two dark lip boxes became one shallow `Mouth` sphere (two blobs read as a moustache), and the the two dark lip boxes became one shallow `Mouth` sphere (two blobs read as a moustache), and the
ears gained a dark `EarInner` concha. All eight rebuilt; current counts are 4,226–5,218 tris / ears gained a dark `EarInner` concha. All eight rebuilt; current counts are 4,226–5,218 tris /
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@@ -115,8 +115,9 @@ and equipment fit.
rebuilt. `sheet_npc_baseline_compare-face-detail.jpg`.) rebuilt. `sheet_npc_baseline_compare-face-detail.jpg`.)
- [ ] Audit hair caps, fringes, side locks, buns and beard silhouettes for gaps, intersections and - [ ] Audit hair caps, fringes, side locks, buns and beard silhouettes for gaps, intersections and
obvious scalp seams; keep hair color in the tintable slot. obvious scalp seams; keep hair color in the tintable slot.
- [ ] Verify hats/hoods/sunglasses/helmets still clear the refined brow, ears and hair; update gear - [x] Verify hats/hoods/sunglasses/helmets still clear the refined brow, ears and hair; update gear
fit measurements and rebuild any affected gear. fit measurements and rebuild any affected gear. (Final-context 96-frame review: cap, helmet,
hood and sunglasses clear the eyes; `blender_assets.py fit` clean; no rebuild needed.)
- [ ] Check face readability under day, evening and LATE lighting and at the portrait capture’s - [ ] Check face readability under day, evening and LATE lighting and at the portrait capture’s
shallow depth of field. shallow depth of field.
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@@ -44,6 +44,7 @@ Implemented so far:
- 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 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 mesh budget (0.9.4 work): the eight library variants now have an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000); the `npc_base` fallback remains 6,000/4,000. Current characters measure 4,226–5,218 triangles and 4,119–5,240 vertices. - NPC mesh budget (0.9.4 work): the eight library variants now have an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000); the `npc_base` fallback remains 6,000/4,000. Current characters measure 4,226–5,218 triangles and 4,119–5,240 vertices.
- NPC face-detail pass (0.9.4 work): ala wings and a smaller nose bridge/tip, one rounded mouth slot, and a darker ear concha; all eight rebuilt. The comparison is `sheet_npc_baseline_compare-face-detail.jpg`. - NPC face-detail pass (0.9.4 work): ala wings and a smaller nose bridge/tip, one rounded mouth slot, and a darker ear concha; all eight rebuilt. The comparison is `sheet_npc_baseline_compare-face-detail.jpg`.
- NPC headgear clearance (0.9.4 work): the 96-frame final-context review after the face-detail pass confirms the cap, firefighter helmet, hood and sunglasses clear the refined brow and eyes; no gear rebuild was needed.
- NPC hand pass (0.9.4 work): wider, shallower palms; four two-segment bent fingers with rounded tips and a separate bent thumb; optional `--view=hand` capture at 0.80 m. The hand comparison is `sheet_npc_hands_compare.jpg`; item grip offsets remain open. - NPC hand pass (0.9.4 work): wider, shallower palms; four two-segment bent fingers with rounded tips and a separate bent thumb; optional `--view=hand` capture at 0.80 m. The hand comparison is `sheet_npc_hands_compare.jpg`; item grip offsets remain open.
- 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 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 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.
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@@ -169,10 +169,11 @@ The refit backpack measures 380 triangles / 406 vertices.
6. **Shoes are simple blocks.** They are grounded, but the toe/heel silhouette 6. **Shoes are simple blocks.** They are grounded, but the toe/heel silhouette
is minimal; the responder and firefighter footwear should remain distinct is minimal; the responder and firefighter footwear should remain distinct
after any refinement. after any refinement.
7. **Headgear scale needs a visual, not just numeric, check.** The cap and 7. **Headgear scale and clearance. Checked 2026-11-02.** The cap and helmet
helmet width ratios are 1.067 and 1.651; those are expected for headgear, but width ratios are 1.067 and 1.651; those are expected for headgear. Final-context
the brim/ear clearance and the helmet's relationship to the head still need a portraits confirm the cap, firefighter helmet, hood and sunglasses clear the
face-on check. refined brow/eyes, and the helmet brim still reads as deliberate turnout gear.
No gear rebuild was needed.
8. **Performer props dominate the silhouette.** The red cone hat and the 8. **Performer props dominate the silhouette.** The red cone hat and the
primitive sign are intentionally large stage props, but they should be primitive sign are intentionally large stage props, but they should be
checked during the pose pass so they do not read as head/body geometry. checked during the pose pass so they do not read as head/body geometry.