Add tracked AI skills for Blender assets and release QA
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---
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name: gig-line-blender-asset-contract
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description: Use when adding, rebuilding, auditing or fixing any Gig Line Blender-authored character, NPC base, gear, prop or venue geometry. Covers the 13-bone npc_base contract, five tint slots, triangle/vertex budgets, gear attach space, 256² texture/AO rules, headless flatpak Blender commands, and the inspect/audit/fit/proportion/capture gates. Do not use for pure GDScript/UI work or release publishing.
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compatibility: Gig Line repository checkout. Godot 4.7.2 on PATH; Blender 5.2 LTS via the org.blender.Blender flatpak for build/bake/render. Audit, fit, inspect and proportion checks are stdlib-only.
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metadata:
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project: Gig Line
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domain: 3d-assets
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version: "1.0.0"
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triggers: Blender, NPC, character, gear, prop, npc_base, GLB, AO, texel, asset rebuild, fit, audit
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---
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# Gig Line Blender Asset Contract
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Use this skill for any change that touches:
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- `assets/models/blender/**`
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- `assets/models/generated/npc_base.glb`
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- `assets/textures/npc/**`
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- `tools/blender_assets.py`, `tools/npc_pipeline.py`, `tools/bake_ao.py`,
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`tools/npc_proportions.py` or `tools/npc_baseline.py`
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- Blender-authored venue/prop geometry
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The project contract and measured gates override any generic Blender advice.
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There is **no Blender MCP** in this project. Blender runs headless through the
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flatpak CLI; the `blender-skills` pack is optional, local guidance only, and
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gitignored.
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## Read first
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From the repository root, read the relevant sources rather than relying on this
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skill alone:
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1. `AGENTS.md` — required workflow and verification.
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2. `TODO.md` and `MEMORY.md` — current track, claimed tasks, known gotchas.
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3. `docs/blender-assets.md` — library contract and command reference.
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4. `docs/asset-tooling.md` — exact rebuild/bake/capture commands.
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5. `docs/npc-visual-review.md` and `docs/3d-model-review.md` — accepted limits,
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scorecards and known blockers.
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6. `docs/known-limitations.md` — limits that must not be silently “fixed” into
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contract changes.
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The contract lives in code and docs, not in this skill. If they disagree, stop
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and resolve the source of truth before editing assets.
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## Non-negotiable contract
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| Area | Rule |
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| --- | --- |
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| Mesh root | `npc_base` mesh node, skinned under `Rig`; preserve the limb node names. |
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| Bones | 13 contract bones: `Head`, `HipL/R`, `KneeL/R`, `ShoulderL/R`, `ElbowL/R`, `HandL/R`, `Spine`, `Neck` (parent/helper bones must not change the contract). |
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| Tint slots | `skin`, `cloth`, `pants`, `accessory`, `hair`. |
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| Orientation | Front is Blender −Y / Godot +Z; feet grounded near y = 0; metres. |
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| Library budget | **8,000 triangles / 8,000 glTF vertices** per character (`CHAR_MAX_TRIS`/`CHAR_MAX_VERTS`). |
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| Frozen fallback | `npc_base` keeps **6,000 tris / 4,000 verts**. Do not silently raise or lower it. |
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| Gear budget | **1,500 triangles** per gear piece; authored in attach-point space. |
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| Prop budget | **4,000 triangles** per prop. |
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| Gear attach | Use the catalogued attach points; verify with `fit`. Runtime `GEAR_OFFSETS` (lanyard forward, firefighter helmet up) and `HAND_ITEM_FORWARD` are intentional, not asset-contract changes. |
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| Textures | 256² albedo/normal/ORM maps. Cloth and pants use `NPC_FABRIC_UV_SCALE = (4,4,1)` and **skip** baked per-character AO; skin/hair/gear keep baked AO. |
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| CI | Offline and skill-free. Committed GLBs/AO/maps must make CI pass without Blender or MCP. |
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| Licensing | No new asset source without ADR-0015: CC0, or CC-BY with attribution in `CREDITS.md`; record provenance. |
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Do not change the renderer, engine baseline, runtime dependency graph or the
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`npc_base` contract as part of an asset pass.
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## Workflow
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### 1. Preflight and claim
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```bash
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git status --short
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git log --oneline -5
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godot --version
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flatpak run org.blender.Blender --version | head -3
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```
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Inspect the current asset and the relevant docs. Claim the TODO item with `[-]`
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before starting. Work on one asset family per commit.
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### 2. Establish a baseline
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Run the checks that do not need Blender first:
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```bash
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python3 tools/blender_assets.py audit
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python3 tools/blender_assets.py fit
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python3 tools/blender_assets.py texels
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python3 tools/npc_proportions.py report
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python3 tools/npc_pipeline.py audit
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```
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For a specific incoming or existing GLB:
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```bash
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/blender_assets.py" -- \
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inspect --file "$PWD/path/to/asset.glb" --category npc_gear --json
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```
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Record the before measurements (tris/verts, head/shoulder/hip/leg/arm/foot,
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fabric texel density, gear clearance). Do not “improve” an asset without a
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measurable target.
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### 3. Optional Blender-skill routing
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If the local `blender-skills` pack is installed, load `blender-director`, then
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only the specialists the task needs:
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- character mesh/face/hands: `character-artist`, `retopology`
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- rig/weights/pose: `rigging`
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- UVs/texel density: `uv-workflow`
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- maps/materials: `texture-workflow`, `materials`, `lookdev`
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- gear/props: `prop-artist`, `hard-surface`
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- budget/LOD/collision: `asset-optimization`, `lod-pipeline`, `collision-proxy`
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- final review: `qa-review`
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Translate any MCP instruction into a change to `tools/*.py` or a headless CLI
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run. Never add an MCP dependency to the build, CI or runtime.
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### 4. Build or bake
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Characters, gear and library props:
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```bash
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/blender_assets.py" -- build --only <name>
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/bake_ao.py" -- --only <name>
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```
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NPC base and its material maps:
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```bash
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python3 tools/npc_pipeline.py prepare # only when fabric tiles change
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/npc_pipeline.py" -- build
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python3 tools/npc_pipeline.py audit
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```
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Do not overwrite a review image or a promoted texture pick. Use a new `-vN`
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path and document the promotion.
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### 5. Import and capture
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```bash
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godot --headless --path . --import
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godot --headless --path . --script res://src/test/test_runner.gd
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# neutral baseline: 8 variants x 6 views, raw frames stay in tmp/
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godot --path . --script res://src/test/capture_npc_baseline.gd \
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-- --out=res://tmp/npc-baseline
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# final-context: 96 frames across both venues and day/night
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godot --path . --script res://src/test/capture_npc_review.gd \
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-- --out=res://tmp/npc-review
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```
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Compare before/after with `tools/npc_baseline.py compare`; do not replace the
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committed baseline sheet until a fix actually lands. See
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`references/verification.md` for the full gate matrix.
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### 6. Verify and hand off
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At minimum:
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- `blender_assets.py audit` and `fit` exit 0.
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- `npc_proportions.py` passes the stylized guide.
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- `npc_pipeline.py audit` passes if the base/textures changed.
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- texel density is inside the authored/fabric bands.
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- No character exceeds 8,000/8,000; gear/prop caps hold.
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- 24-NPC budget and Web/Compatibility path remain green.
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- Contract tests, headless suite, capture gates and docs check pass.
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- The diff contains only the intended assets, tools, tests and docs.
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State in the handoff: files changed, measurements before/after, skills used,
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gates run, and any accepted limit.
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## Failure playbook
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- **`Class "..." hides a global script class`** — a stray `.gd` backup is in the
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project. Delete `tmp/*.gd` backups, `rm -rf .godot`, re-import; never keep
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`class_name` copies in `tmp/`.
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- **Blender cannot see the path** — the flatpak cwd is `/app/blender`; use
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absolute paths (`"$PWD/..."`).
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- **Empty or stale captures** — close modals/pause, check the capture script's
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settle frames, and remove stale output directories before re-running.
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- **Pose harness mismatch** — the current `capture_npc_pose.gd` is blocked per
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`docs/3d-model-review.md`; do not use its frames as pose evidence until the
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recipe is fixed.
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- **Asset test fails after import** — re-run audit/fit first, then import; if the
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manifest or AO path changed, rebuild the affected asset rather than editing
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the manifest by hand.
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- **Uncertain about a visual change** — produce a labelled before/after sheet and
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ask for review; do not hide a regression behind a budget claim.
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## Bundled references
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- [`references/asset-contract.md`](references/asset-contract.md) — full contract,
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inventory, file locations and provenance rules.
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- [`references/verification.md`](references/verification.md) — command matrix,
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capture gates, expected results and acceptance criteria.
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## Do not
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- Add an MCP server, Blender dependency or API call to the build/runtime.
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- Change the bone/tint/contract to make a generic asset fit.
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- Rewrite committed baselines or overwrite existing images.
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- Commit `.blend` sources, raw captures or generated AI inputs.
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- Treat an asset audit as a substitute for visual review at portrait and crowd
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distance.
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@@ -0,0 +1,139 @@
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# Asset Contract Reference
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This is a working summary. The authoritative sources remain
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`docs/blender-assets.md`, `docs/asset-tooling.md`, ADR-0013, the tests in
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`src/test/tests/` and the constants in `tools/blender_assets.py` /
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`tools/npc_pipeline.py`.
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## Library inventory
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- **Character variants (8):** `npc_casual`, `npc_jacket`, `npc_coat`,
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`npc_vest`, `npc_dress`, `npc_hoodie`, `npc_firefighter`, `npc_guard`.
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- **Frozen fallback:** `npc_base` / `assets/models/generated/npc_base.glb`.
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- **Gear:** 18 attach-space pieces covering head, back, chest and hand items.
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- **Library props:** 20 Blender-authored props plus 6 generated props.
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- **Venues:** procedural venues in `src/game/world_builder.gd`; Blender venue
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geometry follows the same budgets and collision/provenance rules.
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## Skeleton and geometry
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The contract skeleton has 13 bones:
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```text
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Head, Spine, Neck,
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HipL, HipR,
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KneeL, KneeR,
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ShoulderL, ShoulderR,
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ElbowL, ElbowR,
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HandL, HandR
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```
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Requirements:
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- `npc_base` mesh node exists and is skinned under `Rig`.
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- Limb node names stay stable for `NpcAvatar` and tests.
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- Front is Blender −Y / Godot +Z.
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- Feet are grounded at approximately y = 0; no floating origin.
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- Units are metres; character height is approximately 1.8 m.
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- No zero-area/duplicate degenerate faces in the exported mesh.
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- Every character has UVs in [0,1] unless a planned UDIM/atlas change is
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explicitly accepted.
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## Material slots
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Exactly these five tint slots:
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```text
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skin, cloth, pants, accessory, hair
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```
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- Neutral albedo is authored in Blender; runtime tinting is authoritative.
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- Slot names are contract values; do not rename or add a sixth slot casually.
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- The procedural fallback (`NpcAvatar._build_body`) must keep working when the
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GLB is missing.
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## Budgets
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| Asset | Limit |
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| --- | --- |
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| Library character | 8,000 triangles / 8,000 glTF vertices |
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| `npc_base` fallback | 6,000 triangles / 4,000 vertices |
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| Gear piece | 1,500 triangles |
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| Prop | 4,000 triangles |
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| Library prop/venue total | must stay inside the venue tests and library budget |
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`CHAR_MAX_TRIS`, `CHAR_MAX_VERTS`, `GEAR_MAX_TRIS`, `PROP_MAX_TRIS` and related
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constants live in `tools/blender_assets.py`. The budget is per character, not an
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average. Measure after every mesh change. Do not lower the cap to make a diff
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pass.
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## Gear and hand items
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- Gear is authored in the attach-point space documented by `GEAR` /
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`GEAR_ATTACH` / `ATTACH_BLENDER`.
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- `blender_assets.py fit` measures gear boxes against the character's head band,
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clothing radius and back clearance.
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- Runtime offsets are intentional:
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- `NpcAvatar.GEAR_OFFSETS = {"lanyard": Vector3(0,0,0.04),
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"firefighter_helmet": Vector3(0,0.03,0)}`
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- `NpcAvatar.HAND_ITEM_FORWARD = Vector3(0,0,0.04)`
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- An offset is **not** an authored-asset change; do not bake it into the GLB
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without a separate contract decision.
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- Open-palm grip (no finger-curl rig) is the accepted stylized limit.
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## Textures and AO
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- NPC maps are 256² albedo + normal + packed ORM.
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- `TEX_SIZE = 256` in `tools/npc_pipeline.py`.
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- Fabric UV scale is `Materials.NPC_FABRIC_UV_SCALE = Vector3(4,4,1)`.
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- Cloth/pants skip the per-character baked AO; skin/hair/gear keep it. This
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avoids the large blotchy magnification that appeared at 256².
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- Gear/props may have their own AO maps; `tools/bake_ao.py` writes
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`<name>_ao.png` next to the GLB and Godot wires it into the AO channel.
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- Never overwrite an existing committed image; use a new `-vN` candidate and
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promote only after review.
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- Run `python3 tools/asset_pipeline.py audit <path>` and the relevant
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`npc_pipeline.py audit` before committing map changes.
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## File map
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| Path | Role |
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| --- | --- |
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| `tools/blender_assets.py` | Catalogue, builders, audit/fit/inspect/texels/sheet. |
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| `tools/npc_pipeline.py` | `npc_base` builder, texture preparation and audit. |
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| `tools/bake_ao.py` | Blender AO bake into `<name>_ao.png`. |
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| `tools/npc_proportions.py` | Exported-GLB proportion audit (no Blender). |
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| `tools/npc_baseline.py` | Contact sheets/comparisons (no Blender). |
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| `assets/models/blender/manifest.json` | Generated asset manifest. |
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| `assets/models/blender/**/*.glb` | Committed library assets. |
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| `assets/models/generated/npc_base.glb` | Frozen NPC fallback. |
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| `assets/textures/npc/*_{albedo,normal,orm}.png` | Committed NPC maps. |
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| `src/test/capture_npc_baseline.gd` | 48-frame neutral baseline. |
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| `src/test/capture_npc_review.gd` | 96-frame final-context review. |
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## Provenance and source rules
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- Procedural Blender assets are project-owned.
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- External/CC assets need ADR-0015 clearance: CC0 preferred, CC-BY only with
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attribution in `CREDITS.md`; no service assets with redistribution limits.
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- Editable `.blend` files under `assets/models/blender_src/` are gitignored;
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only exported `.glb`, AO maps, manifests and committed preview sheets ship.
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- AI-generated source images are development inputs, not shipped assets. Keep
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raw generations under gitignored paths until picked, checked and credited.
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- Do not copy a downloaded/Street View/AI reference into a committed asset
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without the licence and provenance review.
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## Verification invariants
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The asset pass is not complete unless:
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1. `python3 tools/blender_assets.py audit` exits 0.
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2. `python3 tools/blender_assets.py fit` exits 0 and the report is reviewed.
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3. `python3 tools/npc_proportions.py report` passes the stylized guide.
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4. `python3 tools/npc_pipeline.py audit` passes when the base/textures changed.
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5. The 48-frame baseline and 96-frame final-context review are captured, with no
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blank frames.
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6. The 24-NPC budget smoke is inside its frame budget.
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7. The full Godot suite and Python tooling tests pass.
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8. No runtime contract, renderer or dependency changed except the rebuilt
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assets and their generated metadata.
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@@ -0,0 +1,123 @@
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# Verification Matrix
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Run from the repository root. Stop and fix the first failure before continuing.
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## Environment
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```bash
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godot --version
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flatpak run org.blender.Blender --version | head -3
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git status --short
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```
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Expected: Godot 4.7.2; Blender 5.2 LTS flatpak; clean or intentionally scoped
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working tree. Blender's flatpak cwd is `/app/blender`; all paths passed to
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Blender must be absolute.
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## Asset checks
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| Check | Command | Expected |
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| --- | --- | --- |
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| Contract audit | `python3 tools/blender_assets.py audit` | exit 0, no `BAD` assets |
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| Gear fit | `python3 tools/blender_assets.py fit` | exit 0; review head band/clothing/back clearances |
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| Texture/texel density | `python3 tools/blender_assets.py texels` | authored 40–400 px/m; fabric ≥250 px/m |
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| NPC base | `python3 tools/npc_pipeline.py audit` | exit 0, contract bones/slots/maps |
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| Proportions | `python3 tools/npc_proportions.py report` | all eight inside the stylized guide |
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| Single incoming GLB | `flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- inspect --file "$PWD/path.glb" --category <cat> --json` | contract result and measurements |
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| Prop audit | `python3 tools/model_pipeline.py audit` | exit 0 when generated props changed |
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| Texture audit | `python3 tools/asset_pipeline.py audit assets/textures/ai/game_ready` | exit 0 when textures changed |
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## Build/bake
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||||
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```bash
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# one library asset
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/blender_assets.py" -- build --only npc_guard
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||||
# bake AO for the same asset
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flatpak run org.blender.Blender --background \
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--python "$PWD/tools/bake_ao.py" -- --only npc_guard
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# NPC base material maps/base
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python3 tools/npc_pipeline.py prepare
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flatpak run org.blender.Blender --background \
|
||||
--python "$PWD/tools/npc_pipeline.py" -- build
|
||||
python3 tools/npc_pipeline.py audit
|
||||
```
|
||||
|
||||
Only run `prepare` when AI fabric inputs changed. Do not run a full library
|
||||
rebuild just to hide a small diff; build the affected asset and its AO map.
|
||||
|
||||
## Import and tests
|
||||
|
||||
```bash
|
||||
godot --headless --path . --import
|
||||
godot --headless --path . --script res://src/test/test_runner.gd
|
||||
python3 -m unittest discover -s tools/tests -t tools -p 'test_*.py'
|
||||
python3 tools/check_docs.py
|
||||
```
|
||||
|
||||
Expected: Godot suite passes; Python tooling suite passes; docs check OK. The
|
||||
project uses its own headless runner, not GUT.
|
||||
|
||||
## Capture gates
|
||||
|
||||
```bash
|
||||
# neutral studio baseline: 48 frames (8 characters x 6 views)
|
||||
godot --path . --script res://src/test/capture_npc_baseline.gd \
|
||||
-- --out=res://tmp/npc-baseline-after
|
||||
|
||||
# final-context: 96 frames (8 models x 3 distances x 2 venues x day/night)
|
||||
godot --path . --script res://src/test/capture_npc_review.gd \
|
||||
-- --out=res://tmp/npc-review-after
|
||||
|
||||
# optional hand close-up: 8 frames
|
||||
godot --path . --script res://src/test/capture_npc_baseline.gd \
|
||||
-- --out=res://tmp/npc-hands --view=hand
|
||||
```
|
||||
|
||||
Raw frames stay under `tmp/` and are never committed. Compare with:
|
||||
|
||||
```bash
|
||||
python3 tools/npc_baseline.py compare \
|
||||
--before tmp/npc-baseline --after tmp/npc-baseline-after \
|
||||
--out docs/blender_previews/sheet_npc_baseline_compare-<topic>.jpg
|
||||
```
|
||||
|
||||
Do not replace the committed baseline sheet until the change is accepted.
|
||||
|
||||
## Budget/performance
|
||||
|
||||
```bash
|
||||
godot --headless --path . --script res://src/test/smoke_npc_budget.gd
|
||||
```
|
||||
|
||||
Expected report: 24 avatars / 168 meshes / 131,616 triangles (current baseline)
|
||||
inside the 50 ms budget. Record the actual frame time; do not copy an old number
|
||||
without measuring.
|
||||
|
||||
## Visual review criteria
|
||||
|
||||
For each changed variant, inspect at least:
|
||||
|
||||
- 2 m portrait: eyes, mouth, ears, neck/shoulder, hair/headgear clearance.
|
||||
- 4.2 m conversation: hands, gear contact, clothing silhouette.
|
||||
- 8 m crowd: readable silhouette and LOD/impostor swap.
|
||||
- Day and night/LATE final-context frames.
|
||||
- Front, three-quarter and profile for a shape change.
|
||||
|
||||
Accepted stylized limits are in `docs/npc-visual-review.md` and
|
||||
`docs/known-limitations.md`. Do not turn an accepted limit into an unreviewed
|
||||
contract change.
|
||||
|
||||
## Final diff review
|
||||
|
||||
```bash
|
||||
git diff --check
|
||||
git status --short
|
||||
git diff --stat
|
||||
```
|
||||
|
||||
Check that only intended `.glb`, AO/maps, manifest, tests and docs changed. If a
|
||||
`.blend`, raw capture, generated AI input or temporary sheet is staged, stop and
|
||||
remove it. Commit one coherent asset family per commit.
|
||||
Reference in new issue
Block a user