Rewrite NPC plans around the Quaternius base

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@@ -85,10 +85,12 @@ Readings:
## Baseline inventory (2026-11-04)
Recorded for the Blender NPC model overhaul track: the exact starting point before the local
part pipeline is built. `npc_base.blend` is the frozen fallback; the 12 characters are assembled
procedurally by `tools/blender_assets.py`; the MakeHuman prototypes live under `tmp/npc-research/`
and are not the shipped path.
Recorded for the character baseline before the Quaternius migration. `npc_base.blend` is the
frozen fallback; the 12 characters are currently assembled procedurally by
`tools/blender_assets.py`. The active plan is now the CC0 Quaternius base bake
([ADR-0017](adr/0017-quaternius-npc-base.md)); this section and the MakeHuman notes below are the
pre-migration record. The MPFB/MakeHuman development files were removed from `tmp/` after the
2026-11-05 pivot.
### `assets/models/npc/npc_base.blend` (frozen fallback)
@@ -143,7 +145,7 @@ width scale.
287–440 px/m via the 4× repeat; runtime tint carries the look. This is a recorded note until a
portrait shows texture starvation.
### MakeHuman prototypes (not shipped; `tmp/npc-research/makehuman/`)
### MakeHuman prototypes (historical, not shipped; research files removed from `tmp/`)
| File | Verts / tris | Bones | Slots | Note |
| --- | ---: | ---: | --- | --- |
@@ -242,7 +244,7 @@ nose/lip/chin relief cleanly.
The judge then compared the displacement head against the **decimated MakeHuman head**
(extracted from `makehuman_retargeted.glb`, 2,009 verts / 1,573 tris, saved as
`tmp/npc-parts/makehuman_head.glb`) and returned a decisive result: **ship the MakeHuman head** —
the local `makehuman_head.glb`) and returned a decisive result: **ship the MakeHuman head** —
it keeps the nose/chin/jaw landmarks at a fraction of the cost, while the procedural head's
"clean ellipse outline instantly screams procedural sphere".
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@@ -4,8 +4,8 @@ This folder holds the project documentation, visual references and generated QA
## Current priorities
1. [Blender NPC model overhaul](../TODO.md#blender-npc-model-overhaul-top-priority) — part-based head/face/hands pipeline and 24,000-budget contract.
2. [MakeHuman and 3D model/map improvements](../TODO.md#makehuman-character-pipeline) — body intake, asset re-evaluation and local map reconstruction.
1. [Quaternius NPC base migration](../TODO.md#quaternius-npc-base-migration-top-priority) — CC0 Quaternius mesh/animation source baked to the 24,000-budget runtime contract.
2. [3D model and local map improvements](../TODO.md#3d-model-and-local-map-re-evaluation) — asset re-evaluation and local map reconstruction.
3. [0.10.0 release candidate](../TODO.md#milestone-0100--3d-model-and-map-improvements-minor) — versioned release hardening after the unversioned development tracks.
## Start here
@@ -13,7 +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
- [`makehuman-head-review.md`](makehuman-head-review.md) — retained MakeHuman fallback head, 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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# ADR-0015: NPC model variety sourcing
- **Status:** Accepted (planning)
- **Status:** Superseded by [ADR-0017](0017-quaternius-npc-base.md) (2026-11-05)
- **Date:** 2026-11-03
## Superseded
ADR-0017 replaces the generator-first decision below: Quaternius is now the
primary NPC base. The evaluation, licence rules and consequences remain as the
record of the 2026-11-03 decision.
## Context
The library has eight skinned characters, and role/seed selection reuses them
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# ADR-0017: Quaternius NPC base
- **Status:** Accepted
- **Date:** 2026-11-05
- **Supersedes:** ADR-0015 (generator-first character sourcing)
## Context
The current NPC library is built by the project-owned procedural generator. It
keeps the contract and ships, but the body, neck, hands and shoes need a
bespoke part pipeline to read as human. The MakeHuman head and MPFB body
prototypes improved detail but added a second authoring path, a 19,747-triangle
prototype and unresolved neck/shoulder seams.
The CC0 **Quaternius Ultimate Modular Characters** pack already provides a
coherent low-poly human silhouette, 21 modular outfits and 24 animation clips.
The researched GLBs (`Casual`, `Casual_Hoodie`, `Worker`) measure 4 meshes, 62
joints and 24 clips each. The owner directed that Quaternius become the NPC
base. The full evaluation is in [`docs/npc-model-sourcing.md`](../npc-model-sourcing.md).
## Decision
1. **Quaternius is the primary NPC mesh and animation source.** Keep the
licence and SHA-256 provenance for the three researched GLBs.
2. **Stage 1 keeps the runtime contract.** Bake a canonical Quaternius base onto
the existing 13-core contract, five tint slots, 24,000/24,000 budget,
grounded −Y front and one `npc_base` skinned mesh. Retarget Idle and Walk;
discard the combat/gun/sword clips. `NpcAvatar`, gear attach points and the
pose composition remain the runtime interface.
3. **The 62-joint rig is an authoring source, not a runtime dependency.** It is
not shipped and Quaternius is not loaded by CI, build or runtime.
4. **Stage 2 needs its own ADR.** If the proportion warp fails the silhouette,
deformation or gear gate, stop and decide whether to adopt the 62-joint rig
at runtime. Do not ship a hybrid rig or a second gear offset system.
5. **Close the MakeHuman/MPFB body work.** The accepted MakeHuman head and the
procedural `npc_base` stay as tested fallbacks until the Quaternius rollout
ships. No new MPFB development.
6. **Commit baked assets only.** The release consumes committed GLBs, maps and
the manifest; Quaternius and Blender remain development tools.
## Consequences
### Positive
- A human base, modular outfits and a coherent animation set are already
authored and CC0.
- The bespoke neck, hand and shoe pipelines are no longer on the critical path.
- The runtime contract and gear stay stable during the mesh migration.
### Negative
- A 62-joint T-pose does not share the arm-down 13-core rest pose or
proportions; the proportion warp is the main risk.
- Quaternius' animation quality is only available after retargeting, unless
Stage 2 is accepted.
- The migration touches all 12 variants, their AO maps, manifest entries and
baseline captures at once.
## Alternatives
- **Keep the procedural generator as the primary path.** Rejected by the owner:
the human silhouette remains the weak point and the bespoke part pipeline is
larger than the Quaternius bake.
- **Adopt the 62-joint rig immediately.** Deferred to Stage 2 because it changes
`NpcAvatar`, pose composition and gear offsets at the same time as the mesh.
- **Continue the MPFB body.** Rejected: it needs a separate head/neck/hand
pipeline and still has unresolved surface seams.
- **Use a service character generator (Mixamo, Ready Player Me).** Rejected:
redistribution and runtime terms are not a CC0 basis.
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@@ -20,3 +20,4 @@ Each ADR records the context, decision, consequences and alternatives for a dura
- [0014-runtime-image-root](0014-runtime-image-root.md)
- [0015-npc-model-variety-sourcing](0015-npc-model-variety-sourcing.md)
- [0016-npc-character-budget-24k](0016-npc-character-budget-24k.md)
- [0017-quaternius-npc-base](0017-quaternius-npc-base.md)
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@@ -81,7 +81,7 @@ The player interacts with NPCs, venue entrances, access artifacts, equipment, st
- `WorldBuilder` assembles the procedural venue from a per-venue `VENUE_SPECS` table (facade, windows, stairs, street, nav bounds, guard spawn, feature flags and prop placements), prefers the Blender prop library in `assets/models/blender/props/`, and falls back to `assets/models/generated/` or primitives. `GameManager` rebuilds only the `World` container when the venue changes, so the guard/UI and their state survive. It also wires the phase-driven library emissives and street dressing.
- `src/game/ui/art.gd` loads runtime UI/scene art from `assets/images/ui/` and `assets/images/scenes/`, with null fallbacks so panels keep their procedural layouts.
- `tools/model_pipeline.py` builds and audits the street-prop `.glb` models and packs their colour atlases.
- `tools/npc_pipeline.py` builds and audits the skinned NPC base model (`assets/models/generated/npc_base.glb`) and its per-slot material maps, with an optional AI fabric override (ADR-0013).
- `tools/npc_pipeline.py` builds and audits the skinned NPC base model (`assets/models/generated/npc_base.glb`) and its per-slot material maps, with an optional AI fabric override (ADR-0013). The active character migration bakes the CC0 Quaternius base onto the same contract (ADR-0017); the procedural base remains the fallback.
- `tools/blender_assets.py` builds, renders and audits the Blender asset library (`assets/models/blender/{npc,npc_gear,props}/` + `manifest.json`): NPC character variants that are drop-in for `npc_base`, attach-point gear, and street/venue props. `NpcAvatar` selects variants/gear by role/seed and `WorldBuilder` loads the prop replacements and new street dressing, with procedural fallbacks (see `docs/blender-assets.md`).
- `tools/scene_concepts.py` generates realism-pass references (`docs/screens/concepts/`), skyline backdrops and surface tiles (raw `assets/textures/ai/v2/raw/` → candidates `assets/textures/ai/game_ready/v2/`), promotes the validated ones to the tracked `v2/picks/` that `SurfaceMaterials`/`WorldBuilder` preload, audits them, and scores `src/test/capture_realism.gd` A/B captures (six stages, runtime texture swaps) against the concepts (`docs/screens/realism/<run>/`).
- `tools/asset_pipeline.py` generates and audits role-aware textures; `tools/screen_designs.py` generates screen references and judges captures; `tools/check_screenshots.sh` renders the staged gallery and runs the compare gate.
@@ -206,14 +206,14 @@ transient input state.
### Character development tooling
Characters have two authored sources and one procedural fallback. The eight-variant
Blender library (`assets/models/blender/npc/`) is the normal presentation path; the
older skinned `npc_base` (`assets/models/generated/npc_base.glb`) remains a frozen
contract and fallback; `NpcAvatar`'s procedural rig is the offline last resort.
Four crowd-variety prototypes have been built and audited locally but are not yet in
the shipped catalogue; generator-first expansion is the active character track
(ADR-0015). Blender is a developer tool only — runtime, tests and CI consume committed
GLBs and maps.
Characters have one active migration, two committed fallbacks and one procedural last
resort. The Quaternius base migration (ADR-0017) bakes the CC0 Quaternius mesh and
Idle/Walk clips onto the existing 13-core contract and produces the next 12-variant
library. Until that ships, the 12-variant Blender library
(`assets/models/blender/npc/`) is the normal presentation path, the older skinned
`npc_base` (`assets/models/generated/npc_base.glb`) is the frozen contract fallback,
and `NpcAvatar`'s procedural rig is the offline last resort. Blender and Quaternius are
developer tools only — runtime, tests and CI consume committed GLBs and maps.
| Tool | Role | Committed artifact | Verification gate |
| --- | --- | --- | --- |
@@ -388,6 +388,7 @@ Architecture decisions are recorded as ADRs:
- [ADR-0008: Cone focus and focus circle](adr/0008-cone-focus-and-head-ring.md)
- [ADR-0009: Radial action menu](adr/0009-radial-action-menu.md)
- [ADR-0010: Procedural NPC presentation](adr/0010-procedural-npc-presentation.md)
- [ADR-0017: Quaternius NPC base](adr/0017-quaternius-npc-base.md)
- [ADR-0011: Aim-free selection and precision walk](adr/0011-aim-free-selection-and-precision-walk.md)
- [ADR-0012: Surface materials and generated props](adr/0012-surface-materials-and-generated-props.md)
- [ADR-0013: Blender-authored NPC characters and baked materials](adr/0013-blender-authored-npc-characters.md)
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@@ -82,6 +82,8 @@ tonemapping, glow, fog, colour grading) that the phase lighting applies.
NPCs are moving from the procedural capsule rig to a skinned, UV-mapped base
character authored in Blender ([ADR-0013](adr/0013-blender-authored-npc-characters.md)).
The active base is the CC0 Quaternius modular character, baked to the runtime contract
([ADR-0017](adr/0017-quaternius-npc-base.md)).
`tools/npc_pipeline.py` builds `assets/models/generated/npc_base.glb` plus the
per-slot material maps. `NpcAvatar` instantiates that skinned model, tints its
five material slots from the seed-driven outfit, and drives the bones from the
@@ -129,10 +131,10 @@ with colliders/avoidance and drives their emissive parts from the day/night
cycle. The single `npc_base.glb` and primitive props remain offline fallbacks.
Contract and integration notes: [`blender-assets.md`](blender-assets.md).
Sourcing and expansion research (no external model is shipped yet):
[`npc-model-sourcing.md`](npc-model-sourcing.md) compares Quaternius, Kenney, Khronos and
MakeHuman sources against the character contract and records the 2026-11-03 direction
(procedural generator first, Quaternius reference, MakeHuman deferred).
Sourcing and migration plan: [`npc-model-sourcing.md`](npc-model-sourcing.md) records the
2026-11-05 direction (ADR-0017). Quaternius Ultimate Modular (CC0) is the primary NPC mesh
and animation source, baked to the existing 13-core contract; the procedural generator is
the fallback. Kenney/Khronos/MakeHuman remain evaluated references, not active bases.
| Characters | Props |
| --- | --- |
@@ -146,7 +148,7 @@ python3 tools/blender_assets.py sheet # docs/blender_previews/sheet_*.jpg
python3 tools/blender_assets.py audit # no Blender needed
python3 tools/blender_assets.py fit # gear-vs-body fit report
python3 tools/blender_assets.py texels # per-slot texel density (px/m) of the characters
# `build --head mh` selects the MakeHuman head; the default stays `face` until rollout.
# `build --head mh` selects the retained MakeHuman fallback head; the default is still `face`.
godot --headless --path . --import
```
@@ -188,9 +190,9 @@ Caveats:
### Intake adaptation (`adapt`)
`adapt` is the mechanical first half of an external-mesh intake (MakeHuman,
MPFB, downloaded GLB): import, apply transforms, ground the feet, weld seam
splits, decimate to the character budget, and export a GLB. It does **not** map
`adapt` is the mechanical first half of an external-mesh intake (Quaternius,
MakeHuman fallback, downloaded GLB): import, apply transforms, ground the feet,
weld seam splits, decimate to the character budget, and export a GLB. It does **not** map
the five tint slots or rebuild the 13-core-bone `npc_base` armature (optional extra bones are allowed) — those stay a
manual `retopology`/`rigging` step with a recorded second-rig contract if the
source rig cannot be retargeted:
@@ -198,14 +200,14 @@ source rig cannot be retargeted:
```bash
flatpak run org.blender.Blender --background \
--python "$PWD/tools/blender_assets.py" -- adapt \
--file "$PWD/tmp/npc-research/makehuman_base.glb" \
--out "$PWD/tmp/npc-research/makehuman_adapted.glb" \
--file "$PWD/tmp/npc-research/quaternius/Casual.glb" \
--out "$PWD/tmp/npc-research/quaternius_adapted.glb" \
--target-tris 24000
# prints: adapted makehuman_adapted.glb: 36972 -> 24000 tris (bones=N, meshes=1)
# prints: adapted quaternius_adapted.glb: <source> -> 24000 tris (bones=N, meshes=1)
```
Run `inspect` on the adapted GLB before and after, and keep the procedural
generator as the fallback until a MakeHuman variant passes `audit`/`fit` and the
generator as the fallback until a Quaternius variant passes `audit`/`fit` and the
24-NPC budget.
- Numbers are Blender-side measurements. Triangles match `audit` on project assets; the seam-split
vertex count can differ by ±1 because the importer rounds normals. `audit` stays the single final
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@@ -3,7 +3,10 @@
Architecture context: the asset contracts and fallback path are summarized in
[`architecture.md`](architecture.md#content-and-asset-pipeline-architecture).
Status: built, audited, and integrated (2026-11-01). `NpcAvatar` selects the
Status: built, audited, and integrated (2026-11-01). The active character migration
replaces the procedural body with a baked CC0 Quaternius base
([ADR-0017](adr/0017-quaternius-npc-base.md)); the current library remains the shipped
fallback until the Quaternius 12-variant baseline passes review. `NpcAvatar` selects the
character variants and attaches the gear; `WorldBuilder` loads the prop library
with colliders and phase-driven emissives. The 0.9.4 neutral baseline and its
acceptance criteria are in [`npc-visual-review.md`](npc-visual-review.md);
@@ -63,7 +66,7 @@ flatpak run org.blender.Blender --background \
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- extract --part hand_l --variant npc_casual \
--out "$PWD/tmp/npc-parts/npc_casual/hand_l.glb"
# Assemble a variant (currently rebuilds the procedural character)
# Assemble a variant (current fallback path; Quaternius migration in progress)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- assemble --variant npc_casual \
--out "$PWD/tmp/npc-parts/npc_casual/assembled.glb"
@@ -139,7 +142,8 @@ render about 2.5 min.
## Characters
All library variants share the [character and gear asset contract](architecture.md#character-and-gear-asset-contract):
All library variants, including the incoming Quaternius-derived base, share the
[character and gear asset contract](architecture.md#character-and-gear-asset-contract):
`npc_base` mesh node, required 13 core bones (optional extras allowed), five
tint slots, +Z visual front, 24,000/24,000 character budget and the same 256²
slot-map/AO rules. Role selection and look notes:
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@@ -34,8 +34,9 @@ and the active order/gaps in [`TODO.md`](../TODO.md).
## Known gaps
- External first-time-player sessions and balance sweeps are not completed.
- The NPC head/face/hand overhaul and MakeHuman body pipeline are planned, not
shipped.
- The Quaternius NPC base migration is planned, not shipped. The current 12-character
procedural library and the MakeHuman head remain fallbacks until the Quaternius
12-variant baseline passes review.
- Accessibility/localization acceptance, target-hardware profiling, macOS
signing/notarization and AI/storefront legal approval remain open.
- Live 3D replay, recorded VO/music, more venues and seasonal content are future
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@@ -1,19 +1,19 @@
# MakeHuman head prototype
Status: **owner-accepted head, assembled prototype, not yet shipped.**
The owner accepted the basic human head on 2026-11-04. The automated vision gate
Status: **retained fallback; superseded as the active NPC head by the Quaternius
base (ADR-0017).** The owner accepted the basic human head on 2026-11-04. The automated vision gate
still records REJECT on the eye/lid region as deferred polish. The asset is a
standalone head/neck extracted from the CC0 MakeHuman base in
`tmp/npc-research/makehuman/base.obj`; the assembled path now adds hair, a hidden
scalp trim and the procedural body. The 12 shipped GLBs have not been rebuilt
with it yet.
standalone head/neck extracted from the CC0 MakeHuman base. The assembled path
adds hair, a hidden scalp trim and the procedural body. The 12 shipped GLBs have
not been rebuilt with it, and the Quaternius migration replaces it as the active
base. The development source files were removed from `tmp/` on 2026-11-05.
## 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
- Source workflow (development-only, files removed after the Quaternius pivot;
retained here as the historical method) — 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.
@@ -53,10 +53,11 @@ with it yet.
## Provenance
- Base mesh: MakeHuman / MPFB base, CC0, from the local research set
`tmp/npc-research/makehuman/`; see [`CREDITS.md`](../CREDITS.md).
(development source files removed after the 2026-11-05 Quaternius pivot); 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.
a release package. It is retained as a fallback, not the active NPC base.
- Source photographs/proportions are not used as textures here; this is a
geometry-only head built from the researched model data.
@@ -123,8 +124,8 @@ than a body-welded seam.
- The procedural body was narrowed at the neck and shoulders (chest 0.158,
neck base 0.060, neck top 0.054, shoulder root z 1.345) and its skin decimate
dropped to 0.21 so all 12 variants fit the 16,000 cap.
- Local review renders: `tmp/npc-parts/prototype_mh/renders/` (portrait
front/three-quarter/profile and full-body front/three-quarter).
- Local review renders were removed with the 2026-11-05 `tmp/` cleanup; the
committed review sheet above is the retained evidence.
## Deferred polish
+100 -79
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@@ -1,93 +1,114 @@
# NPC Model Sourcing
This page records the source evaluation behind [ADR-0015](adr/0015-npc-model-variety-sourcing.md).
The shipped path is the project-owned Blender/procedural library; external sources
remain references or local prototypes unless a later ADR accepts them.
This page records the source evaluation and the active character plan. The
decision is [ADR-0017](adr/0017-quaternius-npc-base.md), which supersedes the
generator-first sourcing decision in [ADR-0015](adr/0015-npc-model-variety-sourcing.md).
## Evaluation
## Active direction
The library needs variety beyond the original eight silhouettes while preserving
the `npc_base` contract: mesh node, 13 required core bones (optional extras
allowed), five tint slots, −Y/+Z front, grounded feet and the 24,000/24,000
character budget.
**Quaternius Ultimate Modular Characters (CC0) is the primary NPC mesh and
animation source.** The project-owned procedural library remains the shipped
fallback until the Quaternius migration passes the silhouette and gear gates.
| Source | Licence | Result |
The migration keeps the runtime contract that Godot, gear and tests already
consume:
- one `npc_base` skinned mesh under the 13 required core bones (optional extras
allowed);
- five tint slots: `skin`, `cloth`, `pants`, `accessory`, `hair`;
- front on Blender −Y / Godot +Z, feet grounded, height about 1.81 m;
- 24,000 triangles / 24,000 glTF vertices per character;
- gear stays at 1,500 triangles and props at 4,000;
- committed GLBs and maps only; no Quaternius, Blender or network dependency in
CI, build or runtime.
### Stage 1 (default)
1. Import the researched Quaternius GLBs and choose a canonical base.
2. Map the 62 source joints to the 13-core contract and bake a proportion warp.
3. Skin the mesh, retarget Idle and Walk, and verify seated/arm-down poses.
4. Map the five slots, unwrap and bake 256² maps.
5. Fit the existing gear and render the silhouette gate.
6. Build the 12 variants, audit, and capture the 12 × 6 baseline.
The Quaternius 62-joint rig and its 24 animation clips are an **authoring
source**. They are not loaded at runtime.
### Stage 2 gate
The 62-joint T-pose source does not share the project's arm-down rest pose or
proportions. If the Stage 1 proportion warp cannot preserve the Quaternius
silhouette and deformation, stop the rollout and write a new ADR for adopting
the 62-joint rig at runtime. Do not ship a hybrid rig, a second gear offset
system or a silent `NpcAvatar` change.
## Research findings
The researched files are the three converted Quaternius outfits used by the
Ducz Character Creator: `Casual`, `Casual_Hoodie` and `Worker`. They are kept
locally in `tmp/npc-research/quaternius/` with the licence and mirror notes.
| File | SHA-256 | Structure |
| --- | --- | --- |
| Quaternius Ultimate Modular | CC0 | Good silhouette/decimation material, but a 62-bone T-pose realistic rig and different proportions; not a drop-in. Kept as a reference/prototype. |
| Kenney Blocky Characters | CC0 | No matching rig; style is much blockier than the project look. |
| Khronos CesiumMan / RiggedFigure | CC BY 4.0 | Different bone names/rest pose and no five-slot materials; not a drop-in. |
| MakeHuman / MPFB base | CC0 | Useful body-shape base, but requires retopology, a custom rig, clothing and part integration. Active local pipeline, not the shipped path. |
| `Casual.glb` | `bc2d84fba249ebaa0629cb9d133ad37234196e4b8004aa205a6397abed04e05c` | 4 meshes, 62 joints, 24 clips, 7 materials |
| `Casual_Hoodie.glb` | `f5b722199f7628b24550989af4230f65d5230727df9c326fd2b3e360effe5249` | 4 meshes, 62 joints, 24 clips, 7 materials |
| `Worker.glb` | `8d0f454336c2effc5c08f63a177af3a82d1a7af025ca9588b40e4c90c4703534` | 4 meshes, 62 joints, 24 clips, 11 materials |
The contract mismatch is the expensive part, not decimation: retargeting a
different rig or rebuilding slots/weights can distort the body and invalidate
gear placement. Any future second-rig path needs its own ADR and animation/gear
offsets.
Source: [Quaternius Ultimate Modular Characters](https://quaternius.com/packs/ultimatemodularcharacters.html)
and [Ultimate Modular Women](https://quaternius.com/packs/ultimatemodularwomen.html),
CC0 1.0. The Ducz mirror is a browser builder over the same packs; it adds 21
outfits and a shared skeleton. The three full GLBs are the initial scope; the
21-part builder is a fallback for role coverage, not the default.
## Decision and outcome
The first prototype measured 12,518 imported vertices, 3,199 after welding and
2,423 vertices / 4,654 triangles after a 0.75 decimate. Idle and Walk read well.
The source is a T-pose with a 62-joint realistic rig, roughly 0.96 m hip,
1.68 m arm span and 0.153 m shoulder offset, so a contract bake is required.
- Extend the project-owned procedural generator as the primary shipped path
(12-character library, crowd variants, role pools).
- Keep Quaternius as a studied reference, not a shipped base.
- MakeHuman is a local development pipeline for body-shape diversity; it must
consume the same head/hand parts as the procedural library and never become a
CI/build dependency.
- Record CC0/CC-BY provenance; CC-BY previews require attribution in
The 24,000 cap leaves room to stay much closer to the source LOD than the
prototype's 4,654 triangles. Do not decimate to the old 7,000-triangle target
before the silhouette gate.
## Contract mismatch
The expensive part is the rig and proportions, not the mesh. The source has a
T-pose and a realistic skeleton; the runtime expects an arm-down 13-core rig,
fixed gear attach points and the existing pose composition. The Stage 1 bake
must therefore:
- rotate the arms down and match the contract wrist positions;
- warp the hips, knees, shoulders and head without collapsing the deltoid,
shortening the arms or changing the silhouette;
- keep one skinned `npc_base` mesh and the five slots;
- verify gear against the new shoulder, hip and head positions.
If those constraints distort the model, Stage 2 is the correct next decision,
not a local workaround.
## Licence and provenance
- CC0 preferred. CC-BY is allowed only with attribution in
[`CREDITS.md`](../CREDITS.md).
- No service asset whose terms restrict redistribution may be shipped.
- Keep the source URL, author, licence, download date and SHA-256 in this page
and in `CREDITS.md`.
- Research files and generated previews stay in `tmp/` (gitignored). Only final
audited assets and committed review sheets enter the repository.
- Quaternius models and animations are CC0; the existing credits entry already
names Quaternius. Keep it accurate if the shipped source set changes.
## MakeHuman prototype notes
## Closed tracks
The local prototype (`tmp/npc-research/`, never committed) scaled the base to
1.82 m, grounded it, triangulated/decimated it and retargeted it to the 13-core
armature. The first retarget measured **6,444 / 16,000 tris and**
**7,726 / 16,000 verts**, 14 bones, skinned, arm-down, five slots. It exposed
the expected issues: a 1.63× arm-scale warp at the deltoid/shoulder, blocky
decimated hands, rough slot boundaries and a head/neck shadow gap. The later
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.
The MakeHuman/MPFB body pipeline is closed for the NPC base. The accepted
MakeHuman head and the procedural `npc_base` remain tested fallbacks until the
Quaternius rollout is complete. Their research scripts and renders were removed
from `tmp/` after the pivot; the measurements and decisions remain in
[`DONE.md`](../DONE.md), [`MEMORY.md`](../MEMORY.md) and the review docs.
A standalone MakeHuman head is recorded in
[`makehuman-head-review.md`](makehuman-head-review.md). The owner accepted the basic
human head on 2026-11-04; the assembled path (`build_character(head="mh")`) adds a
skull-conforming hair cap and hides the scalp under it. The 12 shipped GLBs still use
the procedural head until the hair/body review and rollout in [`TODO.md`](../TODO.md).
The MakeHuman body should reuse the approved local head/hand parts rather than forking
a second face implementation.
## Related documents
The current local MPFB full-body prototype (`tmp/npc-research/build_mpfb_npc.py`) assembles the
accepted head on an MPFB 2.0.18 body at **19,747 / 24,000 tris**, 1.810 m, 14 bones and 10
materials, with project hands, bevelled shoe shells with inset soles and tongues, pant cuffs,
cloth sleeve cuffs and flat slot colours. The torso is radially inflated by 12% through z 0.72–1.40
to loosen the shirt. It is a review candidate, not a shipped asset. The neck is a boolean-cut
circular bore bridged by a smooth lathe; the accepted head is trimmed at the narrow neck (z 1.55)
so its wide flat cut brim is discarded, and the lathe flares to cover the bore, then tucks inside
the jaw. This removed the square collar, dark notches and wide brim; a thin jaw crease and a hard
shirt-shoulder point in three-quarter view remain. The ankles are hidden by 0.11 m shoe shells and
0.08 m pant cuffs, and a light smoothing pass softens the closed thigh/hip region. The neck skin
test is guarded to z > 1.35 so it cannot paint the crotch. Remaining polish: the crotch hollow still reads as a V under
the shirt hem, a partly loosened shirt and angular thigh facets; a separate loose shirt shell is
the fix. Lowering the hem to z 0.80, tilting it up at the front and a 13% hem flare were rejected
as a unitard, high-cut swimwear and a peplum respectively. A quick open, flared solidified tube
(0.150→0.196 m, z 1.05→0.80, 24 segments) read as a hanging apron/tabard; the shell needs a shaped
torso, armholes and a curved hem.
A torus collar, cloth cylinder collar, skin neck-blend sphere, destructive vertex-smoothing pass
and untucked shirt-hem band were tried and removed because they read as a brace, shelf, donut or
hanging flap, or tore a hole at the collar. Protruding flat sole plates read as skates or bricks,
so the shoe detail is an inset sole and tongue under a rounded shell; laces were dropped for
triangle budget. The production integration decision (bake a committed source GLB or keep the
procedural body) and the owner review are tracked in `TODO.md`; MPFB itself must not become a
CI/build dependency.
## Provenance rules
- CC0 preferred; CC-BY only with attribution in `CREDITS.md`; no service asset
whose terms restrict redistribution.
- Downloaded research and generated previews stay in `tmp/`/gitignored folders;
only final audited assets and committed review sheets enter the repository.
- Record source URL, licence, author, date and what decision the reference
informed. Never treat a generated concept as licensed map/model data.
Measurements, visual decisions and accepted limits are in
[`3d-model-review.md`](3d-model-review.md) and
[`npc-visual-review.md`](npc-visual-review.md). Commands are in
[`asset-tooling.md`](asset-tooling.md).
- [ADR-0017: Quaternius NPC base](adr/0017-quaternius-npc-base.md)
- [ADR-0016: 24,000-triangle character budget](adr/0016-npc-character-budget-24k.md)
- [Blender asset contract](architecture.md#character-and-gear-asset-contract)
- [`3d-model-review.md`](3d-model-review.md), [`npc-visual-review.md`](npc-visual-review.md)
- [`asset-tooling.md`](asset-tooling.md)