Detail deferred MakeHuman local pipeline boundary

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zwitschi committed 2026-11-03 08:00:47 +01:00
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@@ -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, triangles, which fits the geometry budget but is a collapse-decimation result,
not production topology. not production topology.
MakeHuman is therefore **feasible only as a separate local body-shape pipeline**: 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 The boundary for that future work is:
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 - MPFB/MakeHuman is installed and run by a contributor, never by CI or the game
dependency, and only the final CC0-derived assets with recorded provenance may be build.
committed. This is deferred; it is not part of the 0.11.0 crowd-variety work. - 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 ## Provisional NPC roster