Re-prioritize: Rig harness -> MakeHuman -> 3D re-eval -> 0.11.0; move character development to DONE
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@@ -2033,3 +2033,122 @@ with a 0.291 Pillow gap. A clean worktree built Linux/Windows/macOS/Web/HQ at
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161.5/197.1/148.0/97.8/241.5 MB; the Web zip and HQ override were checked and
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the HQ binary launched headless. Tagged `v0.9.6`; Gitea run 1296 passed checks
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and the full build and published seven assets.
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## Character development
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Completed 2026-11-04. The procedural crowd-variety roster (four new variants, per-role pools)
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shipped with the realistic face; the external-asset intake and the MakeHuman body pipeline were
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promoted to the active **MakeHuman character pipeline** track in `TODO.md`.
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## Character development
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Goal: break the eight-character clone effect with four licence-cleared crowd-variety looks while
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keeping the frozen `npc_base` bone, tint-slot and gear-attach contract. The procedural generator is
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the primary path; Quaternius is a reviewed reference and MakeHuman is deferred to a separate local
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development pipeline.
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The roster build is deliberately sequenced **after** the 3D model and local map re-evaluation: the new variants
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must inherit the reviewed face/hand/gear baseline instead of multiplying whatever it finds.
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*Skill route: `character-artist`, `retopology`, `rigging`, `uv-workflow`, `materials`,
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`asset-optimization`, `lowpoly-style`, `godot-export`, `qa-review`.*
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### Source review and decision
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- [x] Research free/open-source character sources and evaluate at least three downloads against
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the existing Blender contract. (Measured Quaternius CC0, Kenney CC0, Khronos
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CesiumMan/RiggedFigure CC-BY and the MakeHuman CC0 base mesh; none is a drop-in.
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Results, local preview sheet and SHA-256 provenance are in
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`docs/npc-model-sourcing.md`.)
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- [x] Review the sourcing research with the project owner and choose Option A (procedural),
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Option B (Quaternius CC0 intake) or Option C (MakeHuman/MPFB body pipeline); record the
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decision in an ADR and in `MEMORY.md`. (2026-11-03: extend the procedural generator as the
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primary path, keep Quaternius as a reviewed prototype/reference, defer MakeHuman to a
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separate local pipeline. Recorded in ADR-0015 and `MEMORY.md`.)
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- [x] Add a source licence allow-list and provenance rule: CC0 preferred, CC-BY only with
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attribution in `CREDITS.md`, and no service assets whose terms restrict redistribution.
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(ADR-0015; the CC-BY research previews are attributed in `CREDITS.md`.)
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- [x] Decide whether the external preview sheet stays local under `tmp/` or is committed with
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the required CC-BY attribution. (Committed as
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`docs/blender_previews/sheet_npc_sources_research.jpg` with Cesium CC-BY attribution;
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the project-owned crowd prototype sheet is also committed.)
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### Intake and validation
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- [x] Add a Blender `inspect` path that imports a GLB, applies node transforms, reports
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tris/verts, bounds, bones, materials, UVs and skinning, and lists contract failures.
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(`blender_assets.py inspect --file ...` applies parent/object transforms, converts to
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Godot Y-up, ignores the importer's bone-shape helper and prints budgets, bones, slots,
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UVs, skinning and animations with issues/warnings; `--json` and `--category` supported.
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Seven synthetic contract tests added; all 46 library GLBs inspect clean. `audit` remains
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the final gate.)
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- [x] `adapt` path: promoted to the **MakeHuman character pipeline** track (2026-11-04).: scale/ground, weld seams, decimate, map the
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five tint slots, and either rebuild the contract armature or record an explicit second-rig
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contract. Use `retopology`/`rigging`/`uv-workflow` guidance for the manual steps, but keep
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the Quaternius no-go: a contract rebuild needs a proportion warp, so this is not on the
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character critical path.
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- [x] Audit gate + intake regression test: promoted to the **MakeHuman character pipeline** track.
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- [x] Adapter documentation: promoted to the **MakeHuman character pipeline** track.
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### Quaternius prototype
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- [x] Prototype one Quaternius CC0 variant: weld/decimate to budget and capture Idle/Walk
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renders. (12,518 imported verts -> 3,199 after weld -> 2,423 / 4,654 tris after a 0.75
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decimate; Idle/Walk quality is good. Preview in
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`docs/blender_previews/sheet_npc_sources_research.jpg`.)
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- [x] Measure the prototype against the `npc_casual` controls: silhouette, rest pose, body
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proportions and gear fit. (No-go for a contract rebuild: T-pose 62-bone realistic rig,
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~0.96 m hip, ~1.68 m arm span and ~0.153 m shoulder joint do not match the arm-down
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13-bone contract. Keep as reference; a second rig/animation path needs its own ADR.)
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- [x] Make a go/no-go decision on Option B. (No-go for the current pass; proceed with the procedural
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generator and keep Quaternius as a visual/style reference.)
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### Roster and runtime
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- [x] Approve four crowd-variety looks (build, head silhouette, hair/beard, outer layer and
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accessory; no clothing that labels the NPC's behaviour). (`npc_crowd_a` bun/slim/sunglasses,
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`npc_crowd_b` bald/broad/beard/shoulder bag, `npc_crowd_c` coat/umbrella, `npc_crowd_d`
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hood/cup; prototype sheet committed.)
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- [x] Re-derive the four specs against the new baseline: the four crowd entries inherit the
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realistic face (`seg=24/rings=16`) and the reviewed hand/gear offsets automatically because
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they share `_face`/`_hands_and_shoes`/`GEAR_ATTACH`.
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- [x] Generate the four variants: built via `blender_assets.py build`, AO re-baked, `audit` clean
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(4,734–5,814 tris), `inspect` clean, proportions pass.
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- [x] Add the four specs to `CHARACTERS`, commit their GLBs/AO maps and manifest roles/tint data.
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(Note: this adds ~2 MB to the next release build via `export_filter=all_resources` — accepted
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for the crowd-variety roster.)
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- [x] Per-role pools: `character_model_for()` now picks from `CHARACTER_POOLS` by seed — the
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routine crowd roles gain the crowd variants (tourist → casual/crowd_a/crowd_d,
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confused_visitor → casual/crowd_b, intoxicated → casual/crowd_c) while the special roles
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keep their existing alternation (guest ⅓ jacket, trespasser/threat ½ hoodie). The test
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now checks seed-stability plus that every pool entry resolves to a committed GLB
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(277/277).
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- [x] Gear fit + inspect for the four new variants: `fit` is clean (sunglasses band=inside,
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shoulder bag clear; cup/umbrella are hand gear with the forward offset), `inspect` clean,
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proportions pass.
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- [x] Crowd-variety reference: five licence-cleared Commons photos fetched to
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`tmp/research/crowd-variety/`; the AI proposal set stays the next step for detail.
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- [x] Baseline + portrait rows: the four variants are in `capture_npc_baseline.gd` and
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`sheet_npc_baseline.jpg` (12 variants × 6 views); review-doc rows added.
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### QA and release
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- [x] Gates with the expanded library: 24-NPC budget smoke 152,464 tris / 168 meshes / 6.94 ms
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(under 50 ms), portrait baseline 12 variants × 6 views, `fit` clean, Godot 277/277, Python
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160/160. No release build is created for this unversioned track.
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- [x] Docs: `docs/development-status.md`, `docs/3d-model-review.md` and the baseline sheet updated;
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`CREDITS.md` needs no change (the crowd variants are procedural, no new source). Accepted
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visual limits: the crowd accessories (umbrella canopy, cup, sunglasses, beard) read at
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full-body distance but not in the head-only portrait framing.
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- [x] Exit: the 12-character library passes contract audit, portrait/gear acceptance, the 24-NPC
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budget and licence/provenance review; the runtime contract (13 bones, five tint slots,
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`npc_base` fallback) is unchanged.
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### Deferred MakeHuman local pipeline
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- [x] Evaluate the MakeHuman CC0 base mesh for a later separate local development pipeline.
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(19,158 verts / 36,972 tris; scaled to 1.82 m; decimate 0.35 -> 3,780 verts / 6,468 tris;
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UVs present, no normals/material groups/rig. Feasible only with retopology, a custom rig and
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project-owned clothing; keep out of CI/build.)
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- [x] Body-shape diversity decision (2026-11-04, owner): **yes** — use MakeHuman for the next
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character pass. Promoted to the **MakeHuman character pipeline** track.
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