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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@@ -226,8 +226,10 @@ tonemapping, glow, fog, colour grading) that the phase lighting applies.
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NPCs are moving from the procedural capsule rig to a skinned, UV-mapped base
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character authored in Blender ([ADR-0013](docs/adr/0013-blender-authored-npc-characters.md)).
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`tools/npc_pipeline.py` builds `assets/models/generated/npc_base.glb` plus the
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per-slot material maps, and `NpcAvatar` keeps the procedural rig as the offline
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fallback until the model is wired in (see the [graphics plan](docs/plan-graphics-v0.6.md)).
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per-slot material maps. `NpcAvatar` instantiates that skinned model, tints its
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five material slots from the seed-driven outfit, and drives the bones from the
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existing animation code; the procedural rig remains the offline fallback (see
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the [graphics plan](docs/plan-graphics-v0.6.md)).
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```bash
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# Print the frozen contract (slots, bone names, triangle budget)
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