Load and animate the Blender-authored NPC base mesh
Wire the skinned model from ADR-0013 into NpcAvatar: - _build_skinned_body() instantiates the imported npc_base.glb, binds the 14 armature bones, and keeps the procedural _build_body() as the offline fallback (use_skinned_model can force it in tests) - outfit_for()/layer_for() tint the five material slots through the new SurfaceMaterials.npc_slot(); accessories and hand items attach under Rig/Head - the existing limb pivots (Hip/Knee/Shoulder/Elbow/Hand + Head marker) keep the old animation math; _sync_skeleton() copies their rotations to bones. Bone pose rotation is absolute local orientation, so it is composed with the rest basis (otherwise the whole body snaps into a broken pose) - skinned rigs scale uniformly (non-uniform parent scale shears the skin) and keep Rig/Head for the focus cone, nametag, and reaction tag - commit the editable npc_base.blend plus a .gdignore: Godot's editor otherwise tries to import the blend and hangs during --import - npc_pipeline audit tests (contract, textures, clean GLB, committed source) Verification: headless 212/212, Python tooling 60/60, NPC budget 16 avatars = 144 meshes at ~6.9 ms, movement/focus/props smokes pass, compare 11 good / 0 bad. TODO Phases 0-3 checked; environment lift and release remain.
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@@ -20,6 +20,18 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
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- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
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- **Blender invocation (v0.6.0):** `flatpak run org.blender.Blender --background --python
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/run/media/system/DATA/Documents/06-games/security-game/tools/npc_pipeline.py -- build`.
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The flatpak cannot read `/tmp`; use absolute repo paths. `assets/models/npc/.gdignore` is
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required, otherwise Godot's editor tries to import the committed `.blend` and hangs during
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`--import` (also add `.gdignore` to local build/squashfs folders when scanning is slow).
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- **Skinned NPC integration (v0.6.0):** `NpcAvatar._build_skinned_body()` loads
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`npc_base.glb` and keeps `_build_body()` as fallback (`use_skinned_model=false` in tests).
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Bone pose rotation is the **absolute local orientation**, not an offset from rest: compose with
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`get_bone_rest(i).basis` or the whole body snaps to a broken pose. Proxies named Hip/Knee/
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Shoulder/Elbow/Hand + Head marker preserve the old animation math; `Rig/Head` is the marker.
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Five material slots are tinted via `SurfaceMaterials.npc_slot()`; keep `_rig.scale` uniform on
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the skinned path. Budget: 16 avatars = **144 meshes**, ~6.9 ms headless.
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- **NPC facing (fixed after v0.5.0):** the avatar's visual front is **+Z** (procedural eyes
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and the Blender model's face). Godot `look_at()` aims **-Z**, which made every NPC walk
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backwards. Use `NpcAvatar.yaw_towards(dir)` and set `rotation.y`; do not call `look_at()` on
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