Paint the five tint slots on the MakeHuman body; record the retarget vision review
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@@ -209,12 +209,14 @@ committed.
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Retarget prototype (2026-11-04): `tmp/npc-research/makehuman_retarget.py` rotates
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the A-pose arms down (−38°/+38°) and scales them **1.63×** to the contract 0.70 m
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arm, welds the split vertices, smooth-shades, adds the 13-bone contract armature
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with the project's distance-to-bone `_auto_weights`, renames the mesh to
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`npc_base`, and exports `makehuman_retargeted.glb` — **6,444 tris / 7,186 verts**
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(under 8,000), 14 bones, skinned, arm-down, grounded. The proportion warp (1.63×
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arms) is the same class of issue that blocked Quaternius; here it is accepted for
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the body retarget. Remaining: only the `skin` slot is painted — cloth, pants,
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accessory and hair need the clothing/retopology step.
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with the project's distance-to-bone `_auto_weights`, paints the five slot regions,
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renames the mesh to `npc_base`, and exports `makehuman_retargeted.glb` — **6,444 /
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8,000 tris, 7,726 / 8,000 verts**, 14 bones, skinned, arm-down, grounded, five
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slots, no contract issues. The proportion warp (1.63× arms) is the same class of
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issue that blocked Quaternius; here it is accepted, but the vision review shows
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it distorts the deltoid/shoulder, the decimated hands are blocky, and the slot
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boundaries are rough — refinement work (arm-scale falloff, project head/hands,
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weight tuning) is the next step.
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- MPFB/MakeHuman is installed and run by a contributor, never by CI or the game
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build.
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