Rewrite NPC plans around the Quaternius base
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@@ -85,10 +85,12 @@ Readings:
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## Baseline inventory (2026-11-04)
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Recorded for the Blender NPC model overhaul track: the exact starting point before the local
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part pipeline is built. `npc_base.blend` is the frozen fallback; the 12 characters are assembled
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procedurally by `tools/blender_assets.py`; the MakeHuman prototypes live under `tmp/npc-research/`
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and are not the shipped path.
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Recorded for the character baseline before the Quaternius migration. `npc_base.blend` is the
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frozen fallback; the 12 characters are currently assembled procedurally by
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`tools/blender_assets.py`. The active plan is now the CC0 Quaternius base bake
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([ADR-0017](adr/0017-quaternius-npc-base.md)); this section and the MakeHuman notes below are the
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pre-migration record. The MPFB/MakeHuman development files were removed from `tmp/` after the
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2026-11-05 pivot.
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### `assets/models/npc/npc_base.blend` (frozen fallback)
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@@ -143,7 +145,7 @@ width scale.
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287–440 px/m via the 4× repeat; runtime tint carries the look. This is a recorded note until a
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portrait shows texture starvation.
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### MakeHuman prototypes (not shipped; `tmp/npc-research/makehuman/`)
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### MakeHuman prototypes (historical, not shipped; research files removed from `tmp/`)
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| File | Verts / tris | Bones | Slots | Note |
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| --- | ---: | ---: | --- | --- |
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@@ -242,7 +244,7 @@ nose/lip/chin relief cleanly.
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The judge then compared the displacement head against the **decimated MakeHuman head**
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(extracted from `makehuman_retargeted.glb`, 2,009 verts / 1,573 tris, saved as
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`tmp/npc-parts/makehuman_head.glb`) and returned a decisive result: **ship the MakeHuman head** —
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the local `makehuman_head.glb`) and returned a decisive result: **ship the MakeHuman head** —
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it keeps the nose/chin/jaw landmarks at a fraction of the cost, while the procedural head's
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"clean ellipse outline instantly screams procedural sphere".
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