Add reviewed MakeHuman head prototype (vision gate rejected)

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zwitschi committed 2026-11-04 17:04:20 +01:00
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## 3D characters, gear and props
The local MakeHuman head prototype uses the CC0 MakeHuman/MPFB base mesh
(see [`docs/makehuman-head-review.md`](docs/makehuman-head-review.md)); it is a
development prototype, not a shipped character.
The character, gear and prop library is generated by project-owned scripts
(`tools/blender_assets.py`, `tools/npc_pipeline.py`, `tools/model_pipeline.py`)
using Blender. The `.blend` working sources are developer artifacts and are not
@@ -42,10 +46,10 @@ shipped derivative of CesiumMan or RiggedFigure must keep the attribution above.
### MakeHuman head source
The decimated head used by the character head prototype is derived from the
MakeHuman / MPFB base mesh, **CC0** (`assets/models/blender_src/makehuman_head.glb`;
source `tmp/npc-research/makehuman/base.obj` with its bundled
`LICENSE.md`/`LICENSE.ASSETS.md`). It is retargeted, decimated and re-weighted by
The standalone MakeHuman head prototype is derived from the MakeHuman / MPFB base
mesh, **CC0** (`assets/models/blender_src/makehuman_head.glb`; source
`tmp/npc-research/makehuman/base.obj` with its bundled
`LICENSE.md`/`LICENSE.ASSETS.md`). It is cut, retopologised and re-weighted by
project scripts; the exported character GLBs remain project assets. See ADR-0015
and `docs/npc-model-sourcing.md`.
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@@ -10,6 +10,15 @@ canonical implemented-features list in `docs/development-status.md`.
the licence gate. Downloads live in `tmp/research/` (gitignored): DDG image search, street-view
frames, neighbouring buildings — never committed, never shipped. Promotion into
`docs/screens/refs/` always passes the sidecar licence + privacy gate and `CREDITS.md`.
- **MakeHuman head prototype (2026-11-04):** `assets/models/blender_src/makehuman_head.glb`
is a local 12,641-tri/7,690-split-vert head derived from the CC0 MakeHuman base,
with a review sheet and `docs/makehuman-head-review.md`. The latest build uses a
skin eyelid mask (almond aperture cut from a sphere), recessed globes, flat iris/pupil
discs and surface-anchored brows. The automated vision gate still rejected it:
the eye depth reads inconsistently across front/three-quarter/profile and the lid
does not visibly overlap the globe. It is not rigged, textured, integrated or
shipped; keep the source/rejected parts in `tmp/` until real eyelid masses pass
the gate.
- **Project agent skills (2026-11-03):** two tracked skills live in `.agents/skills/`:
`gig-line-blender-asset-contract` and `gig-line-release-qa`. They are guidance only,
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
- [`TODO.md`](TODO.md) — Priority-ordered tasks: character and local-map development, release milestones, and future work.
- [`docs/README.md`](docs/README.md) — Documentation index, current priorities and visual previews.
- [`docs/npc-model-sourcing.md`](docs/npc-model-sourcing.md) — Character-source evaluation, licence rules and the character-development plan.
- [`docs/makehuman-head-review.md`](docs/makehuman-head-review.md) — Local MakeHuman head prototype, provenance and review verdict.
- [`AGENTS.md`](AGENTS.md) — Development, commit, build and collaboration workflow.
- [`DONE.md`](DONE.md) — Completed task sections.
- [`MEMORY.md`](MEMORY.md) — Persistent session notes.
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@@ -80,8 +80,6 @@ the rest of §C remains the broad review checklist.
### 3. Head and face prototype
### 3. Head and face prototype
- [x] Build one `npc_casual` head/face prototype as a connected head shell plus intentional feature
geometry — not a sphere with floating facial balls. Use loop-based eye sockets/lids, a
readable nose bridge/tip/ala, a mouth with upper/lower lip volumes, ears with concha depth,
@@ -95,6 +93,17 @@ the rest of §C remains the broad review checklist.
- [x] Compare two or three subdivision/loop variants at 1.85 m front/three-quarter/profile and a
1.5 m portrait. Pick the variant that reads best before changing all 12 characters; keep the
rejected variants local.
- [-] Rebuild a standalone MakeHuman-derived head from the researched CC0 base and save it to
`assets/models/blender_src/makehuman_head.glb`; record provenance/review in
`docs/makehuman-head-review.md` and the preview sheet. (Final build: 12,641 tris / 7,690
split verts; assembled `npc_casual` 15,532 tris / 13,310 verts / 14 bones, `inspect` clean.
Latest attempt: skin eyelid mask, recessed globes, flat iris/pupil discs, surface-anchored
brows. Vision verdict: still **REJECT** — globe depth is inconsistent between front,
three-quarter and profile, the lid does not visibly clip the globe, and the iris reads
decal-locked at three-quarter; prototype stays local and un-integrated.)
- [ ] Build true upper/lower eyelid masses that overlap the globe in front, three-quarter and
profile views (not a socket hole), then re-run the vision gate before integrating the head.
Compared `head_proto` at seg 24 (670 verts), 48 (1,558 verts) and 64 (2,470 verts) at 1.85 m
and 1.5 m, front/three-quarter/profile. Vision-judged: **s48 wins** — s24 is too faceted
(nose/lips melt, jagged silhouette), s64 is visually identical to s48 at both distances
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@@ -257,6 +257,14 @@ at the MakeHuman landmarks. `build_character(name, head="mh")` assembles it; the
`inspect` (14 bones, skinned, no issues). The judge reads the face ~3.5/5; remaining polish is
welding the added eye/brow pieces into the head shell and a skull-conforming hair cap.
**Standalone head re-review (2026-11-04):** the separate
`assets/models/blender_src/makehuman_head.glb` prototype (12,641 tris / 7,690 split verts,
with a skin eyelid mask, recessed globes, flat iris/pupil discs and surface-anchored brows)
was **rejected** by the vision gate: the globe depth reads inconsistently between front,
three-quarter and profile, the iris reads decal-locked at three-quarter, and the lid does
not visibly clip the globe. It stays local until real eyelid geometry passes; see
[`makehuman-head-review.md`](makehuman-head-review.md).
### Head subdivision comparison (2026-11-04)
Three `head_proto` variants at UV-sphere segments 24/48/64 were rendered at 1.85 m and 1.5 m in
@@ -485,6 +493,9 @@ and the full carded-cluster foliage pass is the one remaining owner-gated P1. No
## Next actions
- Review the standalone [`makehuman-head-review.md`](makehuman-head-review.md) prototype before integrating any head/hand part into the character library.
Tracked in [`TODO.md`](../TODO.md) `3D model re-evaluation`: the remaining `A. Baseline…` item is
this owner review; `B`/`C`/`D` carry the per-family work, and `E` adds the pose/weight,
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
- [`../PLAN.md`](../PLAN.md) — product, design intent and development priorities
- [`../TODO.md`](../TODO.md) — priority-ordered active tasks and roadmap
- [`npc-model-sourcing.md`](npc-model-sourcing.md) — character-source evaluation, licence rules and the character-development plan
- [`makehuman-head-review.md`](makehuman-head-review.md) — local MakeHuman head prototype, provenance and review verdict
- [`architecture.md`](architecture.md) — arc42 system architecture
- [`getting-started.md`](getting-started.md) — setup, run/test commands and controls
- [`asset-tooling.md`](asset-tooling.md) — image/model pipelines and screenshot gates
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@@ -9,6 +9,7 @@ capture harnesses.
| --- | --- |
| [![sheet_npc.jpg](sheet_npc.jpg)](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. |
| [![sheet_npc_baseline.jpg](sheet_npc_baseline.jpg)](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. |
| [![sheet_makehuman_head.jpg](sheet_makehuman_head.jpg)](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). |
| [![sheet_npc_baseline_compare-body.jpg](sheet_npc_baseline_compare-body.jpg)](sheet_npc_baseline_compare-body.jpg) <br> `sheet_npc_baseline_compare-body.jpg` | Neck/shoulder transition: fuller neck base and a lower shoulder root. |
| [![sheet_npc_baseline_compare-face-detail.jpg](sheet_npc_baseline_compare-face-detail.jpg)](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. |
| [![sheet_npc_baseline_compare-face.jpg](sheet_npc_baseline_compare-face.jpg)](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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# MakeHuman head prototype
Status: **local prototype, rejected by the automated visual gate, not integrated.**
The asset is a standalone head/neck extracted from the CC0 MakeHuman base in
`tmp/npc-research/makehuman/base.obj`. It is kept as a reviewable experiment and
is not part of the shipped NPC contract.
## Asset
- GLB: [`assets/models/blender_src/makehuman_head.glb`](../assets/models/blender_src/makehuman_head.glb)
- Review sheet: [`blender_previews/sheet_makehuman_head.jpg`](blender_previews/sheet_makehuman_head.jpg)
- Source workflow (development-only): `tmp/npc-research/build_makehuman_head.py`
— extracts the MakeHuman head, cuts it at the neck, keeps the head/eye/mouth
components, cuts an almond aperture through a skin eyelid mask, adds recessed
eyeballs with flat iris/pupil discs, anchors brows to the face surface, renders
front/three-quarter/profile and exports the standalone GLB.
- Measurements (final build, `inspect`): **12,641 triangles / 7,690 split
vertices**; bounds approximately `x ±0.094 m`, `y -0.180…0.042 m`,
`z 1.530…1.803 m` in project Z-up space. It is inside the 16,000/16,000
character cap.
- Materials used: `skin`, `eye_white`, `iris`, `pupil`, `hair`. No textures are
baked into this prototype.
![MakeHuman head review sheet](blender_previews/sheet_makehuman_head.jpg)
## What was done
1. Imported the CC0 MakeHuman base OBJ and cleared the importer axis rotation.
2. Applied the project scale/axis transform: 1.82 m body, Z-up, metres,
front −Y.
3. Cut the head at the neck (`z ≈ 1.53`) rather than keeping the cut shoulders;
capped the neck opening.
4. Built an eyelid mask by subtracting an almond aperture from a skin sphere
centred on each eye (`solver = "EXACT"`), then recessed the globes so the
cornea sits behind the lid plane.
5. Added flat iris/pupil discs on the globe axis; disabled backface culling so
the discs stay visible at three-quarter angles.
6. Anchored brow strips to the skin with object-space ray casts and added a
shallow supraorbital ridge so they do not float, then reduced the crown
height to improve the profile silhouette.
7. Fixed a material-remap bug introduced by joining the extra eye objects: the
joined head faces were pointing at the `eye_white` slot, making the whole
head render as white clay. The largest connected component is now forced
back onto `skin` after the join.
8. Rendered front/three-quarter/profile views in a neutral review studio and
exported the standalone GLB.
## Provenance
- Base mesh: MakeHuman / MPFB base, CC0, from the local research set
`tmp/npc-research/makehuman/`; see [`CREDITS.md`](../CREDITS.md).
- The head is a **derived prototype**, not a shipped NPC. It does not enter
`assets/models/blender/npc/`, `npc_base`, the runtime `NpcAvatar` path, CI, or
a release package until the NPC overhaul plan accepts it.
- Source photographs/proportions are not used as textures here; this is a
geometry-only head built from the researched model data.
## Review criteria
Accept only if:
- the head reads as human at front/three-quarter/profile and the neck is a
clean head/bust silhouette, not a shoulder cut;
- eyes, brow, nose, mouth and ears are readable without spikes, holes or
floating shells;
- the asset is inside the character budget and has no script/contract violation;
- the prototype remains clearly local and un-integrated until the part pipeline
is approved.
## Judge result
**VERDICT: REJECT** (vision judge `z-ai/glm-5.3-flash`, final build render set
above). The gate is blocked; the prototype is not presented as an accepted head.
Blocking findings:
- **P0 — globe depth is inconsistent across views.** The front/three-quarter
reads still show a bead-like iris with a pale sclera halo, while the profile
reduces the eye to a brown sliver. The judge reads this as a faked recess
rather than a socketed globe under a lid.
- **P0 — no convincing lid overlap.** The iris remains nearly circular in front
and the upper lid does not visibly clip the globe; the skin lid mask reads as
a crater around a bead.
- **P0 — iris orientation reads decal-locked** at three-quarter, so the gaze
appears to drift off the head axis.
- **P0 — the aperture/lid mask is too circular** and lacks medial/lateral
canthi, so the eye still reads as a doll eye at portrait distance.
Should-fix findings:
- the brow tubes are better anchored but the medial ends still detach in
three-quarter/profile;
- nose lacks a defined tip/wing and nostrils;
- mouth is a faint geometric seam with no lip volume;
- crown/back-of-skull is still faceted and egg-like in profile;
- the catchlight is baked geometry and is not consistent between eyes.
What passed: the skin/eye material remap is correct, the eye openings are
closed, the standalone GLB reports **12,641 triangles / 7,690 split vertices**
with no issues, and an assembled `npc_casual` with this head passes `inspect` at
**15,532 / 16,000 triangles, 13,310 split vertices, 14 bones, no issues**.
Known limits: bald mannequin-like presentation, stylized geometry-only
iris/pupil, no rig, no UV texture pass, and the neck cap is a review cut rather
than a body-welded seam.
## Next steps after the gate passes
- Replace the radial lid mask with real upper/lower lid masses that fold over
the globe, with pointed canthi, and pass the profile view.
- Move the iris onto a curved cornea cap so its orientation follows the globe at
three-quarter angles, and use a lighting-driven catchlight instead of baked
white geometry.
- Compare against the project `_face` baseline and decide whether this head is
the base for the local head/face overhaul.
- Add a clean UV/material pass and a contract armature/weights if it becomes
part of a library character.
- Keep the source script under `tmp/`; promote only the reviewed GLB and durable
docs/preview sheet.
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@@ -46,6 +46,10 @@ project head/hands swap reduced this to **6,407 / 16,000 tris and**
**6,651 / 16,000 verts**, but manual shoulder/neck retopology and part cleanup
remain before it can be considered shippable.
A standalone MakeHuman head prototype is recorded in
[`makehuman-head-review.md`](makehuman-head-review.md); it remains local/un-integrated
until the overhaul accepts it.
The head/face/hand overhaul in [`TODO.md`](../TODO.md) is the prerequisite: the
MakeHuman body should reuse the approved local head/hand parts rather than
forking a second face implementation.
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# Head rework — review page (2026-11-04)
> **Historical page / changed source (2026-11-04).** The numbers below describe the
> earlier decimated MakeHuman head (1,548-tri skin). The shared source
> `assets/models/blender_src/makehuman_head.glb` now holds the higher-resolution
> standalone prototype; its automated vision gate returned **REJECT** (inconsistent
> globe depth across views and no visible lid overlap). See
> [`../../makehuman-head-review.md`](../../makehuman-head-review.md). Re-run the
> library head build before relying on the comparison counts below.
This page is the review checkpoint for the NPC head rework. The goal was to replace the
sphere-and-floating-primitive face with a head that has real nose / chin / jaw landmarks at
portrait distance.
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@@ -968,11 +968,12 @@ def _head_proto(mats, spec, subdiv=48):
def _makehuman_head(mats, spec):
"""MakeHuman head shape plus the project's eye/mouth/brow pieces.
The AI-judged head rework (2026-11-04) picked the decimated MakeHuman head
over the displacement shell: it keeps the nose/chin/jaw landmarks at 1,573
tris. The MakeHuman mesh has no eyeballs, so the project's sclera/iris/lid/
brow pieces are added at the MakeHuman landmarks (eyes ≈ ±0.052, −0.160,
1.664) for readability. Blender Z-up, face front −Y.
The AI-judged head rework (2026-11-04) picked the MakeHuman head over the
displacement shell: it keeps the nose/chin/jaw landmarks. Newer part builds
carry their own embedded eye/iris/pupil/mouth geometry, so those materials
are preserved; the older shell-only asset still gets the project's
sclera/iris/lid/brow pieces added at the MakeHuman landmarks. Blender Z-up,
face front −Y.
"""
skin, acc, hair = mats["skin"], mats["accessory"], mats["hair"]
white = material("eye_white", textured_solid=True)
@@ -991,9 +992,24 @@ def _makehuman_head(mats, spec):
if head is None:
raise SystemExit(f"no head mesh in {src}")
head.name = "HeadShell"
# The decimated MakeHuman "hair" scalp slot reads as shaggy shards; collapse
# the head to one skin slot so the join does not collide with the body's
# cloth/pants slots (the project `_hair` cap provides hair later).
# Newer MakeHuman part builds carry their own eye/mouth/brow materials and
# geometry. Use those instead of adding the project's primitive face pieces
# a second time; only the old shell-only asset falls through to that path.
embedded = {m.name.split(".")[0] for m in head.data.materials if m}
if "eye_white" in embedded:
# Preserve the embedded iris/pupil/mouth materials; only map the
# project contract slots onto the imported head.
remap = {"skin": skin, "eye_white": white, "hair": hair}
for index, mat in enumerate(list(head.data.materials)):
if mat:
target = remap.get(mat.name.split(".")[0])
if target is not None:
head.data.materials[index] = target
return [head]
# The old decimated MakeHuman "hair" scalp slot reads as shaggy shards;
# collapse the head to one skin slot so the join does not collide with the
# body's cloth/pants slots (the project `_hair` cap provides hair later).
head.data.materials.clear()
head.data.materials.append(skin)
# Clean the ragged neck cut left by the Head-group extraction: bisect below