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