Add tracked AI skills for Blender assets and release QA
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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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