Retarget the MakeHuman body to the 13-bone contract (arm-down + weights + skinning)
This commit is contained in:
1 parent
3f5c5ce442
commit
87069a30e8
2 files changed
+17
-4
No files matched your search
@@ -62,10 +62,13 @@ an active track; ADR-0015 (CC0 / CC-BY with attribution) still governs every int
|
|||||||
x ±0.53 / y 0–1.82 / z −0.12…+0.35, one neutral material, UVs present, unskinned. The
|
x ±0.53 / y 0–1.82 / z −0.12…+0.35, one neutral material, UVs present, unskinned. The
|
||||||
body (no rig) is the input for the rigging step; the script + mesh stay in `tmp/` (CC0, not
|
body (no rig) is the input for the rigging step; the script + mesh stay in `tmp/` (CC0, not
|
||||||
committed).
|
committed).
|
||||||
- [ ] Decide the rig strategy: retarget the MakeHuman body to the frozen 13-bone `npc_base`
|
- [x] Rig strategy decided (owner): **retarget the body to the 13-bone contract**.
|
||||||
contract (needs a proportion warp, like the Quaternius no-go), or add a second rig/animation
|
`tmp/npc-research/makehuman_retarget.py` rotates the A-pose arms down (−38°/+38°), scales the
|
||||||
path behind its own ADR. **Owner decision** — the body proportions (shoulder ~x 0.53 m,
|
arms 1.63× to the contract 0.70 m length, welds the split vertices, smooth-shades, adds the
|
||||||
hip/arm span) do not match the arm-down 13-bone contract, so a retarget needs a warp.
|
contract armature + `_auto_weights`, renames the mesh to `npc_base`, and exports
|
||||||
|
`makehuman_retargeted.glb`. Result: 6,444 tris / 7,186 verts (under 8,000), 14 bones (13
|
||||||
|
contract + Hips), skinning yes, arm-down x ±0.356, grounded y 0–1.82. Remaining gap: only the
|
||||||
|
`skin` slot is painted — cloth/pants/accessory/hair need the clothing/retopology step.
|
||||||
- [ ] Re-run `inspect`/`audit`/`fit`/proportions and the 24-NPC budget after each intake; keep the
|
- [ ] Re-run `inspect`/`audit`/`fit`/proportions and the 24-NPC budget after each intake; keep the
|
||||||
procedural generator as the fallback until a MakeHuman variant ships.
|
procedural generator as the fallback until a MakeHuman variant ships.
|
||||||
|
|
||||||
|
|||||||
@@ -206,6 +206,16 @@ only, one neutral material, UVs present, no rig). The body is the input for the
|
|||||||
contract-rig/retopology step; the script and mesh stay under `tmp/` and are never
|
contract-rig/retopology step; the script and mesh stay under `tmp/` and are never
|
||||||
committed.
|
committed.
|
||||||
|
|
||||||
|
Retarget prototype (2026-11-04): `tmp/npc-research/makehuman_retarget.py` rotates
|
||||||
|
the A-pose arms down (−38°/+38°) and scales them **1.63×** to the contract 0.70 m
|
||||||
|
arm, welds the split vertices, smooth-shades, adds the 13-bone contract armature
|
||||||
|
with the project's distance-to-bone `_auto_weights`, renames the mesh to
|
||||||
|
`npc_base`, and exports `makehuman_retargeted.glb` — **6,444 tris / 7,186 verts**
|
||||||
|
(under 8,000), 14 bones, skinned, arm-down, grounded. The proportion warp (1.63×
|
||||||
|
arms) is the same class of issue that blocked Quaternius; here it is accepted for
|
||||||
|
the body retarget. Remaining: only the `skin` slot is painted — cloth, pants,
|
||||||
|
accessory and hair need the clothing/retopology step.
|
||||||
|
|
||||||
- MPFB/MakeHuman is installed and run by a contributor, never by CI or the game
|
- MPFB/MakeHuman is installed and run by a contributor, never by CI or the game
|
||||||
build.
|
build.
|
||||||
- Generated bodies and intermediate exports stay in `tmp/` (gitignored); the
|
- Generated bodies and intermediate exports stay in `tmp/` (gitignored); the
|
||||||
|
|||||||
Reference in new issue
Block a user