From 742bfd38984ca9a4f69043c756da11bfe7141318 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Wed, 4 Nov 2026 11:43:50 +0100 Subject: [PATCH] Paint the five tint slots on the MakeHuman body; record the retarget vision review --- TODO.md | 10 ++++++---- docs/npc-model-sourcing.md | 14 ++++++++------ 2 files changed, 14 insertions(+), 10 deletions(-) diff --git a/TODO.md b/TODO.md index a0f1de6..c0aa00e 100644 --- a/TODO.md +++ b/TODO.md @@ -65,10 +65,12 @@ an active track; ADR-0015 (CC0 / CC-BY with attribution) still governs every int - [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. diff --git a/docs/npc-model-sourcing.md b/docs/npc-model-sourcing.md index 5ab27a6..6fd6754 100644 --- a/docs/npc-model-sourcing.md +++ b/docs/npc-model-sourcing.md @@ -209,12 +209,14 @@ committed. 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.