Add reviewed MakeHuman head prototype (vision gate rejected)
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@@ -15,6 +15,10 @@ been cleared for public distribution.
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## 3D characters, gear and props
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The local MakeHuman head prototype uses the CC0 MakeHuman/MPFB base mesh
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(see [`docs/makehuman-head-review.md`](docs/makehuman-head-review.md)); it is a
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development prototype, not a shipped character.
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The character, gear and prop library is generated by project-owned scripts
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(`tools/blender_assets.py`, `tools/npc_pipeline.py`, `tools/model_pipeline.py`)
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using Blender. The `.blend` working sources are developer artifacts and are not
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@@ -42,10 +46,10 @@ shipped derivative of CesiumMan or RiggedFigure must keep the attribution above.
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### MakeHuman head source
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The decimated head used by the character head prototype is derived from the
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MakeHuman / MPFB base mesh, **CC0** (`assets/models/blender_src/makehuman_head.glb`;
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source `tmp/npc-research/makehuman/base.obj` with its bundled
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`LICENSE.md`/`LICENSE.ASSETS.md`). It is retargeted, decimated and re-weighted by
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The standalone MakeHuman head prototype is derived from the MakeHuman / MPFB base
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mesh, **CC0** (`assets/models/blender_src/makehuman_head.glb`; source
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`tmp/npc-research/makehuman/base.obj` with its bundled
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`LICENSE.md`/`LICENSE.ASSETS.md`). It is cut, retopologised and re-weighted by
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project scripts; the exported character GLBs remain project assets. See ADR-0015
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and `docs/npc-model-sourcing.md`.
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@@ -10,6 +10,15 @@ canonical implemented-features list in `docs/development-status.md`.
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the licence gate. Downloads live in `tmp/research/` (gitignored): DDG image search, street-view
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frames, neighbouring buildings — never committed, never shipped. Promotion into
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`docs/screens/refs/` always passes the sidecar licence + privacy gate and `CREDITS.md`.
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- **MakeHuman head prototype (2026-11-04):** `assets/models/blender_src/makehuman_head.glb`
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is a local 12,641-tri/7,690-split-vert head derived from the CC0 MakeHuman base,
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with a review sheet and `docs/makehuman-head-review.md`. The latest build uses a
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skin eyelid mask (almond aperture cut from a sphere), recessed globes, flat iris/pupil
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discs and surface-anchored brows. The automated vision gate still rejected it:
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the eye depth reads inconsistently across front/three-quarter/profile and the lid
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does not visibly overlap the globe. It is not rigged, textured, integrated or
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shipped; keep the source/rejected parts in `tmp/` until real eyelid masses pass
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the gate.
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- **Project agent skills (2026-11-03):** two tracked skills live in `.agents/skills/`:
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`gig-line-blender-asset-contract` and `gig-line-release-qa`. They are guidance only,
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add no runtime dependency and are referenced from `tools/README.md`. The third-party
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@@ -160,6 +160,7 @@ Full setup, every run/test/smoke command, and the controls table are in
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- [`TODO.md`](TODO.md) — Priority-ordered tasks: character and local-map development, release milestones, and future work.
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- [`docs/README.md`](docs/README.md) — Documentation index, current priorities and visual previews.
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- [`docs/npc-model-sourcing.md`](docs/npc-model-sourcing.md) — Character-source evaluation, licence rules and the character-development plan.
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- [`docs/makehuman-head-review.md`](docs/makehuman-head-review.md) — Local MakeHuman head prototype, provenance and review verdict.
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- [`AGENTS.md`](AGENTS.md) — Development, commit, build and collaboration workflow.
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- [`DONE.md`](DONE.md) — Completed task sections.
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- [`MEMORY.md`](MEMORY.md) — Persistent session notes.
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@@ -80,8 +80,6 @@ the rest of §C remains the broad review checklist.
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### 3. Head and face prototype
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### 3. Head and face prototype
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- [x] Build one `npc_casual` head/face prototype as a connected head shell plus intentional feature
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geometry — not a sphere with floating facial balls. Use loop-based eye sockets/lids, a
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readable nose bridge/tip/ala, a mouth with upper/lower lip volumes, ears with concha depth,
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@@ -95,6 +93,17 @@ the rest of §C remains the broad review checklist.
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- [x] Compare two or three subdivision/loop variants at 1.85 m front/three-quarter/profile and a
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1.5 m portrait. Pick the variant that reads best before changing all 12 characters; keep the
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rejected variants local.
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- [-] Rebuild a standalone MakeHuman-derived head from the researched CC0 base and save it to
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`assets/models/blender_src/makehuman_head.glb`; record provenance/review in
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`docs/makehuman-head-review.md` and the preview sheet. (Final build: 12,641 tris / 7,690
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split verts; assembled `npc_casual` 15,532 tris / 13,310 verts / 14 bones, `inspect` clean.
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Latest attempt: skin eyelid mask, recessed globes, flat iris/pupil discs, surface-anchored
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brows. Vision verdict: still **REJECT** — globe depth is inconsistent between front,
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three-quarter and profile, the lid does not visibly clip the globe, and the iris reads
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decal-locked at three-quarter; prototype stays local and un-integrated.)
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- [ ] Build true upper/lower eyelid masses that overlap the globe in front, three-quarter and
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profile views (not a socket hole), then re-run the vision gate before integrating the head.
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Compared `head_proto` at seg 24 (670 verts), 48 (1,558 verts) and 64 (2,470 verts) at 1.85 m
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and 1.5 m, front/three-quarter/profile. Vision-judged: **s48 wins** — s24 is too faceted
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(nose/lips melt, jagged silhouette), s64 is visually identical to s48 at both distances
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Binary file not shown.
@@ -257,6 +257,14 @@ at the MakeHuman landmarks. `build_character(name, head="mh")` assembles it; the
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`inspect` (14 bones, skinned, no issues). The judge reads the face ~3.5/5; remaining polish is
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welding the added eye/brow pieces into the head shell and a skull-conforming hair cap.
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**Standalone head re-review (2026-11-04):** the separate
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`assets/models/blender_src/makehuman_head.glb` prototype (12,641 tris / 7,690 split verts,
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with a skin eyelid mask, recessed globes, flat iris/pupil discs and surface-anchored brows)
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was **rejected** by the vision gate: the globe depth reads inconsistently between front,
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three-quarter and profile, the iris reads decal-locked at three-quarter, and the lid does
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not visibly clip the globe. It stays local until real eyelid geometry passes; see
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[`makehuman-head-review.md`](makehuman-head-review.md).
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### Head subdivision comparison (2026-11-04)
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Three `head_proto` variants at UV-sphere segments 24/48/64 were rendered at 1.85 m and 1.5 m in
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@@ -485,6 +493,9 @@ and the full carded-cluster foliage pass is the one remaining owner-gated P1. No
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## Next actions
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- Review the standalone [`makehuman-head-review.md`](makehuman-head-review.md) prototype before integrating any head/hand part into the character library.
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Tracked in [`TODO.md`](../TODO.md) `3D model re-evaluation`: the remaining `A. Baseline…` item is
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this owner review; `B`/`C`/`D` carry the per-family work, and `E` adds the pose/weight,
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collider-coverage and scorecard-coverage gates this document found missing.
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@@ -13,6 +13,7 @@ This folder holds the project documentation, visual references and generated QA
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- [`../PLAN.md`](../PLAN.md) — product, design intent and development priorities
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- [`../TODO.md`](../TODO.md) — priority-ordered active tasks and roadmap
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- [`npc-model-sourcing.md`](npc-model-sourcing.md) — character-source evaluation, licence rules and the character-development plan
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- [`makehuman-head-review.md`](makehuman-head-review.md) — local MakeHuman head prototype, provenance and review verdict
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- [`architecture.md`](architecture.md) — arc42 system architecture
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- [`getting-started.md`](getting-started.md) — setup, run/test commands and controls
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- [`asset-tooling.md`](asset-tooling.md) — image/model pipelines and screenshot gates
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@@ -9,6 +9,7 @@ capture harnesses.
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| --- | --- |
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| [](sheet_npc.jpg) <br> `sheet_npc.jpg` | Eight skinned character variants (casual, jacket, coat, hi-vis vest, dress, hoodie, firefighter, guard) with their gear attach points. |
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| [](sheet_npc_baseline.jpg) <br> `sheet_npc_baseline.jpg` | Neutral studio baseline: 8 characters x front, three-quarter, profile, back, full body and crowd views. |
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| [](sheet_makehuman_head.jpg) <br> `sheet_makehuman_head.jpg` | Local MakeHuman head prototype: front, three-quarter and profile review views. The vision gate rejected this build (inconsistent globe depth and no visible lid overlap); see [`../makehuman-head-review.md`](../makehuman-head-review.md). |
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| [](sheet_npc_baseline_compare-body.jpg) <br> `sheet_npc_baseline_compare-body.jpg` | Neck/shoulder transition: fuller neck base and a lower shoulder root. |
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| [](sheet_npc_baseline_compare-face-detail.jpg) <br> `sheet_npc_baseline_compare-face-detail.jpg` | Face detail: nose ala wings, a single rounded mouth and a darker ear concha. |
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| [](sheet_npc_baseline_compare-face.jpg) <br> `sheet_npc_baseline_compare-face.jpg` | Face-depth pass: recessed sclera, upper lid and sculpted chin/cheek planes. |
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@@ -0,0 +1,119 @@
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# MakeHuman head prototype
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Status: **local prototype, rejected by the automated visual gate, not integrated.**
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The asset is a standalone head/neck extracted from the CC0 MakeHuman base in
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`tmp/npc-research/makehuman/base.obj`. It is kept as a reviewable experiment and
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is not part of the shipped NPC contract.
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## Asset
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- GLB: [`assets/models/blender_src/makehuman_head.glb`](../assets/models/blender_src/makehuman_head.glb)
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- Review sheet: [`blender_previews/sheet_makehuman_head.jpg`](blender_previews/sheet_makehuman_head.jpg)
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- Source workflow (development-only): `tmp/npc-research/build_makehuman_head.py`
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— extracts the MakeHuman head, cuts it at the neck, keeps the head/eye/mouth
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components, cuts an almond aperture through a skin eyelid mask, adds recessed
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eyeballs with flat iris/pupil discs, anchors brows to the face surface, renders
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front/three-quarter/profile and exports the standalone GLB.
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- Measurements (final build, `inspect`): **12,641 triangles / 7,690 split
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vertices**; bounds approximately `x ±0.094 m`, `y -0.180…0.042 m`,
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`z 1.530…1.803 m` in project Z-up space. It is inside the 16,000/16,000
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character cap.
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- Materials used: `skin`, `eye_white`, `iris`, `pupil`, `hair`. No textures are
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baked into this prototype.
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## What was done
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1. Imported the CC0 MakeHuman base OBJ and cleared the importer axis rotation.
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2. Applied the project scale/axis transform: 1.82 m body, Z-up, metres,
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front −Y.
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3. Cut the head at the neck (`z ≈ 1.53`) rather than keeping the cut shoulders;
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capped the neck opening.
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4. Built an eyelid mask by subtracting an almond aperture from a skin sphere
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centred on each eye (`solver = "EXACT"`), then recessed the globes so the
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cornea sits behind the lid plane.
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5. Added flat iris/pupil discs on the globe axis; disabled backface culling so
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the discs stay visible at three-quarter angles.
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6. Anchored brow strips to the skin with object-space ray casts and added a
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shallow supraorbital ridge so they do not float, then reduced the crown
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height to improve the profile silhouette.
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7. Fixed a material-remap bug introduced by joining the extra eye objects: the
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joined head faces were pointing at the `eye_white` slot, making the whole
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head render as white clay. The largest connected component is now forced
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back onto `skin` after the join.
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8. Rendered front/three-quarter/profile views in a neutral review studio and
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exported the standalone GLB.
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## Provenance
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- Base mesh: MakeHuman / MPFB base, CC0, from the local research set
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`tmp/npc-research/makehuman/`; see [`CREDITS.md`](../CREDITS.md).
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- The head is a **derived prototype**, not a shipped NPC. It does not enter
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`assets/models/blender/npc/`, `npc_base`, the runtime `NpcAvatar` path, CI, or
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a release package until the NPC overhaul plan accepts it.
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- Source photographs/proportions are not used as textures here; this is a
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geometry-only head built from the researched model data.
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## Review criteria
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Accept only if:
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- the head reads as human at front/three-quarter/profile and the neck is a
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clean head/bust silhouette, not a shoulder cut;
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- eyes, brow, nose, mouth and ears are readable without spikes, holes or
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floating shells;
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- the asset is inside the character budget and has no script/contract violation;
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- the prototype remains clearly local and un-integrated until the part pipeline
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is approved.
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## Judge result
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**VERDICT: REJECT** (vision judge `z-ai/glm-5.3-flash`, final build render set
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above). The gate is blocked; the prototype is not presented as an accepted head.
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Blocking findings:
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- **P0 — globe depth is inconsistent across views.** The front/three-quarter
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reads still show a bead-like iris with a pale sclera halo, while the profile
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reduces the eye to a brown sliver. The judge reads this as a faked recess
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rather than a socketed globe under a lid.
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- **P0 — no convincing lid overlap.** The iris remains nearly circular in front
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and the upper lid does not visibly clip the globe; the skin lid mask reads as
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a crater around a bead.
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- **P0 — iris orientation reads decal-locked** at three-quarter, so the gaze
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appears to drift off the head axis.
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- **P0 — the aperture/lid mask is too circular** and lacks medial/lateral
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canthi, so the eye still reads as a doll eye at portrait distance.
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Should-fix findings:
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- the brow tubes are better anchored but the medial ends still detach in
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three-quarter/profile;
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- nose lacks a defined tip/wing and nostrils;
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- mouth is a faint geometric seam with no lip volume;
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- crown/back-of-skull is still faceted and egg-like in profile;
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- the catchlight is baked geometry and is not consistent between eyes.
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What passed: the skin/eye material remap is correct, the eye openings are
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closed, the standalone GLB reports **12,641 triangles / 7,690 split vertices**
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with no issues, and an assembled `npc_casual` with this head passes `inspect` at
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**15,532 / 16,000 triangles, 13,310 split vertices, 14 bones, no issues**.
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Known limits: bald mannequin-like presentation, stylized geometry-only
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iris/pupil, no rig, no UV texture pass, and the neck cap is a review cut rather
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than a body-welded seam.
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## Next steps after the gate passes
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- Replace the radial lid mask with real upper/lower lid masses that fold over
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the globe, with pointed canthi, and pass the profile view.
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- Move the iris onto a curved cornea cap so its orientation follows the globe at
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three-quarter angles, and use a lighting-driven catchlight instead of baked
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white geometry.
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- Compare against the project `_face` baseline and decide whether this head is
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the base for the local head/face overhaul.
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- Add a clean UV/material pass and a contract armature/weights if it becomes
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part of a library character.
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- Keep the source script under `tmp/`; promote only the reviewed GLB and durable
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docs/preview sheet.
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@@ -46,6 +46,10 @@ project head/hands swap reduced this to **6,407 / 16,000 tris and**
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**6,651 / 16,000 verts**, but manual shoulder/neck retopology and part cleanup
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remain before it can be considered shippable.
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A standalone MakeHuman head prototype is recorded in
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[`makehuman-head-review.md`](makehuman-head-review.md); it remains local/un-integrated
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until the overhaul accepts it.
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The head/face/hand overhaul in [`TODO.md`](../TODO.md) is the prerequisite: the
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MakeHuman body should reuse the approved local head/hand parts rather than
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forking a second face implementation.
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@@ -1,5 +1,13 @@
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# Head rework — review page (2026-11-04)
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> **Historical page / changed source (2026-11-04).** The numbers below describe the
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> earlier decimated MakeHuman head (1,548-tri skin). The shared source
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> `assets/models/blender_src/makehuman_head.glb` now holds the higher-resolution
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> standalone prototype; its automated vision gate returned **REJECT** (inconsistent
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> globe depth across views and no visible lid overlap). See
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> [`../../makehuman-head-review.md`](../../makehuman-head-review.md). Re-run the
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> library head build before relying on the comparison counts below.
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This page is the review checkpoint for the NPC head rework. The goal was to replace the
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sphere-and-floating-primitive face with a head that has real nose / chin / jaw landmarks at
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portrait distance.
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+24
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@@ -968,11 +968,12 @@ def _head_proto(mats, spec, subdiv=48):
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def _makehuman_head(mats, spec):
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"""MakeHuman head shape plus the project's eye/mouth/brow pieces.
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The AI-judged head rework (2026-11-04) picked the decimated MakeHuman head
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over the displacement shell: it keeps the nose/chin/jaw landmarks at 1,573
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tris. The MakeHuman mesh has no eyeballs, so the project's sclera/iris/lid/
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brow pieces are added at the MakeHuman landmarks (eyes ≈ ±0.052, −0.160,
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1.664) for readability. Blender Z-up, face front −Y.
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The AI-judged head rework (2026-11-04) picked the MakeHuman head over the
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displacement shell: it keeps the nose/chin/jaw landmarks. Newer part builds
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carry their own embedded eye/iris/pupil/mouth geometry, so those materials
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are preserved; the older shell-only asset still gets the project's
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sclera/iris/lid/brow pieces added at the MakeHuman landmarks. Blender Z-up,
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face front −Y.
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"""
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skin, acc, hair = mats["skin"], mats["accessory"], mats["hair"]
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white = material("eye_white", textured_solid=True)
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@@ -991,9 +992,24 @@ def _makehuman_head(mats, spec):
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if head is None:
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raise SystemExit(f"no head mesh in {src}")
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head.name = "HeadShell"
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# The decimated MakeHuman "hair" scalp slot reads as shaggy shards; collapse
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# the head to one skin slot so the join does not collide with the body's
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# cloth/pants slots (the project `_hair` cap provides hair later).
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# Newer MakeHuman part builds carry their own eye/mouth/brow materials and
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# geometry. Use those instead of adding the project's primitive face pieces
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# a second time; only the old shell-only asset falls through to that path.
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embedded = {m.name.split(".")[0] for m in head.data.materials if m}
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if "eye_white" in embedded:
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# Preserve the embedded iris/pupil/mouth materials; only map the
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# project contract slots onto the imported head.
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remap = {"skin": skin, "eye_white": white, "hair": hair}
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for index, mat in enumerate(list(head.data.materials)):
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if mat:
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target = remap.get(mat.name.split(".")[0])
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if target is not None:
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head.data.materials[index] = target
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return [head]
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# The old decimated MakeHuman "hair" scalp slot reads as shaggy shards;
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# collapse the head to one skin slot so the join does not collide with the
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# body's cloth/pants slots (the project `_hair` cap provides hair later).
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head.data.materials.clear()
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head.data.materials.append(skin)
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# Clean the ragged neck cut left by the Head-group extraction: bisect below
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Block a user