Paint the five tint slots on the MakeHuman body; record the retarget vision review
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@@ -65,10 +65,12 @@ an active track; ADR-0015 (CC0 / CC-BY with attribution) still governs every int
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- [x] Rig strategy decided (owner): **retarget the body to the 13-bone contract**.
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`tmp/npc-research/makehuman_retarget.py` rotates the A-pose arms down (−38°/+38°), scales the
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arms 1.63× to the contract 0.70 m length, welds the split vertices, smooth-shades, adds the
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contract armature + `_auto_weights`, renames the mesh to `npc_base`, and exports
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`makehuman_retargeted.glb`. Result: 6,444 tris / 7,186 verts (under 8,000), 14 bones (13
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contract + Hips), skinning yes, arm-down x ±0.356, grounded y 0–1.82. Remaining gap: only the
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`skin` slot is painted — cloth/pants/accessory/hair need the clothing/retopology step.
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contract armature + `_auto_weights`, paints the five slot regions (hair/cloth/pants/accessory/
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skin) and exports `makehuman_retargeted.glb`. **Contract passes:** 6,444 / 8,000 tris,
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7,726 / 8,000 verts, 14 bones (13 + Hips), skinned, arm-down, grounded, five slots, no issues.
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Vision-reviewed: arms hang down and the silhouette + slot regions read, but the 1.63× arm warp
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distorts the deltoid/shoulder (spiky/warped), the decimated hands are blocky, and the slot
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boundaries are rough — these are the refinement steps below.
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- [ ] Re-run `inspect`/`audit`/`fit`/proportions and the 24-NPC budget after each intake; keep the
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procedural generator as the fallback until a MakeHuman variant ships.
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