Paint the five tint slots on the MakeHuman body; record the retarget vision review
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zwitschi committed 2026-11-04 11:43:50 +01:00
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- [x] Rig strategy decided (owner): **retarget the body to the 13-bone contract**.
`tmp/npc-research/makehuman_retarget.py` rotates the A-pose arms down (−38°/+38°), scales the
arms 1.63× to the contract 0.70 m length, welds the split vertices, smooth-shades, adds the
contract armature + `_auto_weights`, renames the mesh to `npc_base`, and exports
`makehuman_retargeted.glb`. Result: 6,444 tris / 7,186 verts (under 8,000), 14 bones (13
contract + Hips), skinning yes, arm-down x ±0.356, grounded y 0–1.82. Remaining gap: only the
`skin` slot is painted — cloth/pants/accessory/hair need the clothing/retopology step.
contract armature + `_auto_weights`, paints the five slot regions (hair/cloth/pants/accessory/
skin) and exports `makehuman_retargeted.glb`. **Contract passes:** 6,444 / 8,000 tris,
7,726 / 8,000 verts, 14 bones (13 + Hips), skinned, arm-down, grounded, five slots, no issues.
Vision-reviewed: arms hang down and the silhouette + slot regions read, but the 1.63× arm warp
distorts the deltoid/shoulder (spiky/warped), the decimated hands are blocky, and the slot
boundaries are rough — these are the refinement steps below.
- [ ] Re-run `inspect`/`audit`/`fit`/proportions and the 24-NPC budget after each intake; keep the
procedural generator as the fallback until a MakeHuman variant ships.
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Retarget prototype (2026-11-04): `tmp/npc-research/makehuman_retarget.py` rotates
the A-pose arms down (−38°/+38°) and scales them **1.63×** to the contract 0.70 m
arm, welds the split vertices, smooth-shades, adds the 13-bone contract armature
with the project's distance-to-bone `_auto_weights`, renames the mesh to
`npc_base`, and exports `makehuman_retargeted.glb` — **6,444 tris / 7,186 verts**
(under 8,000), 14 bones, skinned, arm-down, grounded. The proportion warp (1.63×
arms) is the same class of issue that blocked Quaternius; here it is accepted for
the body retarget. Remaining: only the `skin` slot is painted — cloth, pants,
accessory and hair need the clothing/retopology step.
with the project's distance-to-bone `_auto_weights`, paints the five slot regions,
renames the mesh to `npc_base`, and exports `makehuman_retargeted.glb` — **6,444 /
8,000 tris, 7,726 / 8,000 verts**, 14 bones, skinned, arm-down, grounded, five
slots, no contract issues. The proportion warp (1.63× arms) is the same class of
issue that blocked Quaternius; here it is accepted, but the vision review shows
it distorts the deltoid/shoulder, the decimated hands are blocky, and the slot
boundaries are rough — refinement work (arm-scale falloff, project head/hands,
weight tuning) is the next step.
- MPFB/MakeHuman is installed and run by a contributor, never by CI or the game
build.