diff --git a/docs/npc-model-sourcing.md b/docs/npc-model-sourcing.md index 7c07c55..18733df 100644 --- a/docs/npc-model-sourcing.md +++ b/docs/npc-model-sourcing.md @@ -195,12 +195,21 @@ rig. Scaling it to 1.82 m and decimating to 0.35 produced 3,780 vertices / 6,468 triangles, which fits the geometry budget but is a collapse-decimation result, not production topology. -MakeHuman is therefore **feasible only as a separate local body-shape pipeline**: -generate a small set of bodies locally with MPFB/MakeHuman, export the CC0 -meshes, decimate or retopologise them, build the contract rig and add -project-owned heads, hands, clothing and gear. It must not become a CI or build -dependency, and only the final CC0-derived assets with recorded provenance may be -committed. This is deferred; it is not part of the 0.11.0 crowd-variety work. +MakeHuman is therefore **feasible only as a separate local body-shape pipeline**. +The boundary for that future work is: + +- MPFB/MakeHuman is installed and run by a contributor, never by CI or the game + build. +- Generated bodies and intermediate exports stay in `tmp/` (gitignored); the + CC0 base mesh is not committed. +- The contributor scales to 1.8–1.9 m, decimates or retopologises to roughly + 6–7k triangles, and checks the silhouette against `npc-visual-review.md`. +- The body gets the contract armature, weights, project-owned head/hands, + clothing and gear; it must pass `blender_assets.py audit` and `fit`. +- Only the final CC0-derived GLB and its provenance note are committed. The + application code and any non-CC0 assets stay outside the repository. + +This is deferred; it is not part of the 0.11.0 crowd-variety work. ## Provisional NPC roster