Lift and scale head gear for the Quaternius head so the cap stops reading as a visor
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@@ -887,11 +887,14 @@ gear) and 5 (head gear on the skull).
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head, lifted 18 mm clear of the eye line (`WORKER_HEAD_DONOR`).
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- [x] Worker crown reads as a hard hat: the hoodie's hair is transplanted onto the Worker head and
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the hard-hat faces above the collar are cut away, so guard/responder/crowd_d have hair.
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- [ ] Worker roles now have **no eyes** (the eye quads were the dark bar that read as a unibrow).
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Add the `casual` base's smaller eye quads, or a light sclera + pupil, so the face is not
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brow-and-moustache only.
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- [ ] Hair pokes through the `firefighter_helmet` dome, which now sits under a taller hair shell;
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re-fit the helmet like the head gear below.
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- [x] Worker faces: the dark "unibrow" band turned out to be the **cap brim** sitting on the brow,
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not head geometry. `HEAD_GEAR_LIFT` went 0.07 → 0.103 (the gear is authored around the head
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*centre* at 1.62, the Quaternius head centre is 1.69) and `GEAR_SCALE` grows the cap/hood so
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they clear the 0.228 m hair shell. The cap now reads as a cap and both eyes *and* brows show.
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- [x] Hair poking through head gear: fixed by the same lift + cap/hood scale; the firefighter
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helmet dome covers the hair, and the cap reads as a cap rather than a visor.
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- [ ] The Worker eye quads are still upstream-sized; they read as two dark rectangles rather than
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eyes with whites. A light sclera + pupil texture on the `Eye` slot would finish the face.
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- [-] Arm/torso intersection on `npc_dress`/`npc_jacket`/`npc_crowd_a`/`npc_crowd_d`: the baked
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rest now aims the upper arm 7° out from vertical. Verified clear on the `casual` base; a
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light clip remains on `worker`, so this needs either a wider angle or a per-base shoulder
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@@ -122,12 +122,12 @@
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"bounds_godot": {
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"max": [
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0.108,
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0.204,
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0.237,
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0.165
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],
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"min": [
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-0.108,
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0.094,
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0.127,
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-0.119
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]
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},
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@@ -265,12 +265,12 @@
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"bounds_godot": {
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"max": [
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0.166,
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],
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"min": [
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0.125,
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]
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},
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@@ -334,12 +334,12 @@
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"bounds_godot": {
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"max": [
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0.118,
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0.221,
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0.254,
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0.079
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],
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"min": [
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-0.118,
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-0.024,
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0.009,
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-0.144
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]
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},
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@@ -655,7 +655,9 @@
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"skin",
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"cloth",
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"accessory",
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"hair.001",
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"Moustache",
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"Eye",
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"pants",
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"Brows",
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"hair"
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@@ -673,8 +675,8 @@
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"accessory",
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"hair"
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],
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"triangles": 6176,
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"vertices": 13074
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"triangles": 6254,
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"vertices": 13198
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},
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"npc_dress": {
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"base": "casual",
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@@ -736,7 +738,9 @@
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"skin",
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"cloth",
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"accessory",
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"hair.001",
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"Moustache",
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"Eye",
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"pants",
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"Brows",
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"hair"
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@@ -753,8 +757,8 @@
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"accessory",
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"hair"
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],
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"triangles": 6176,
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"vertices": 13074
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"triangles": 6254,
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"vertices": 13198
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},
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"npc_guard": {
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"base": "worker",
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@@ -776,7 +780,9 @@
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"skin",
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"cloth",
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"accessory",
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"hair.001",
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"Moustache",
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"Eye",
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"pants",
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"Brows",
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"hair"
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@@ -794,8 +800,8 @@
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"accessory",
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"hair"
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],
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"triangles": 6176,
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"vertices": 13074
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"triangles": 6254,
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"vertices": 13198
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},
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"npc_hoodie": {
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"base": "hoodie",
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@@ -902,7 +908,9 @@
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"Worker_Yellow",
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"cloth",
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"accessory",
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"hair.001",
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"Moustache",
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"Eye",
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"pants",
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"Brows",
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"hair"
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@@ -919,8 +927,8 @@
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"accessory",
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"hair"
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],
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"triangles": 6176,
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"vertices": 13074
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"triangles": 6254,
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"vertices": 13198
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},
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"palm_tree": {
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"bounds_godot": {
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@@ -1245,12 +1253,12 @@
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"bounds_godot": {
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"max": [
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0.065,
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0.108,
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0.141,
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0.101
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],
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"min": [
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-0.065,
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0.077,
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0.11,
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0.002
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]
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},
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Before Width: | Height: | Size: 74 KiB After Width: | Height: | Size: 72 KiB |
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Before Width: | Height: | Size: 74 KiB After Width: | Height: | Size: 72 KiB |
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Before Width: | Height: | Size: 74 KiB After Width: | Height: | Size: 72 KiB |
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Before Width: | Height: | Size: 74 KiB After Width: | Height: | Size: 72 KiB |
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Before Width: | Height: | Size: 214 KiB After Width: | Height: | Size: 217 KiB |
@@ -77,12 +77,19 @@ the bare tint:
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| the dark bar was the Worker's *eye* quads, not only the brow bar | the eye quads are removed too; the face now reads brows + moustache |
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| performer cone swallowed the head, and the performer/protester props floated beside the body | `_add_props()` now parents carried props to the hand proxies and the cone shrank from a 0.44 m to a 0.25 m base |
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Third pass traced the remaining "black bar across the eyes" to the **cap brim**, not to head
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geometry: head gear is authored around the procedural head centre (1.62) but the Quaternius head
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centre sits at 1.69, so every cap sat 7 cm low with its brim across the brows. `HEAD_GEAR_LIFT`
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is now 0.103 and `GEAR_SCALE` grows the cap/hood to clear the 0.228 m hair shell. The vision judge
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confirms on `npc_guard`: no bar or visor, eyes and brows separately visible, the cap sits on the
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head, no holes.
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Re-verified after the fix with the sheets below and the vision judge: no holes or missing geometry
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on any of the three Worker-based roles.
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**Still open** — checklist rows 3, 4 and 5 plus the list below: the Worker crown still reads as a
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hard hat because that is upstream geometry, the eye/brow mass still reads heavy at portrait
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distance, and the arms still graze the torso on the `worker` base.
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**Still open** — checkpoint row 4 (hand-held gear) and the list below: the eye quads have no
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whites, the `npc_vest` clipboard is oversized on the shorter arm, and the arms still graze the
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torso on the `worker` base.
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Found by user:
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@@ -178,6 +178,19 @@ const BLENDER_GEAR_DIR := "res://assets/models/blender/npc_gear/"
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const GEAR_OFFSETS := {
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"lanyard": Vector3(0, 0, 0.04),
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"firefighter_helmet": Vector3(0, 0.03, 0),
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# The Quaternius head wears a 0.24 m hair shell that stands ~3.5 cm above the
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# cap crown, so the cap sinks into the hair and only its brim shows. Lift the
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# cap and hood onto the hair; sunglasses stay at the eye line.
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"cap": Vector3(0, 0.05, 0),
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"hood": Vector3(0, 0.03, 0),
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}
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## The hat geometry is authored around the 0.315 m procedural head and scaled to
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## 0.64 in the Blender build to match the 0.20 m Quaternius skull. That fits the
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## skull but not the 0.228 m hair shell on top of it, so a cap sinks into the hair
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## and only its brim shows. These scale the head-gear node instead of the mesh.
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const GEAR_SCALE := {
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"cap": 1.22,
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"hood": 1.12,
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}
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## Hand gear is authored around the wrist proxy. The palm sits ~4 cm in front
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## of that origin, so without this offset the first phone/flashlight versions
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@@ -808,6 +821,8 @@ func _attach_gear(gear_name: String) -> bool:
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node.position += GEAR_OFFSETS[gear_name]
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if str(GEAR_ATTACH[gear_name]) == "hand":
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node.position += HAND_ITEM_FORWARD
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if GEAR_SCALE.has(gear_name):
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node.scale = Vector3.ONE * float(GEAR_SCALE[gear_name])
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_detail_nodes.append(node)
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var ao := Materials.load_ao(BLENDER_GEAR_DIR + gear_name + "_ao.png")
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for child in node.find_children("*", "MeshInstance3D", true, false):
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@@ -152,7 +152,11 @@ HEAD_BAND = (1.55, 1.81) # face/headgear height band in Godot metres
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# Quaternius roster has a 0.20 m head whose centre sits higher (see
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# `build_gear`). 0.64 = 0.201 / 0.315.
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HEAD_GEAR_SCALE = 0.64
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HEAD_GEAR_LIFT = 0.07
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# The gear origin is the Head *bone* (Godot y 1.587 on the Quaternius rig), but the
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# gear is authored around the head *centre* (1.62 in the procedural library). The
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# Quaternius head centre sits at 1.69, so head gear needs +0.103 or the cap brim
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# lands on the brow and reads as a black visor across the eyes.
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HEAD_GEAR_LIFT = 0.103
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FIT_HEAD_MATERIALS = ("skin",)
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FIT_CLOTHING_MATERIAL = "cloth"
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FIT_CLOTHING_BAND = (0.30, 0.52) # hip/skirt band; captures coat/dress flare
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@@ -1529,14 +1533,21 @@ QUATERNIUS_SOURCES = {
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## remapped, because the Worker's vest *is* its torso and its hat *is* its crown.
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WORKER_HEAD_DONOR = {
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"source": "Casual_Hoodie.glb",
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# donor material -> contract slot name. The hoodie's eyes are not used: this
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# head's eye quads are large enough to read as one dark bar, which is the
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# "unibrow" the owner saw. The brows and hair carry the face instead.
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# donor material -> contract slot name.
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"parts": {"Eyebrows": "Brows", "Hair": "hair"},
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# Lift the brows clear of the eye line (the two heads differ in mesh density).
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"lift": {"Brows": 0.018},
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# our material -> height rule for the faces that go away
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"remove": {"Eyebrows": None, "Eye": None, "Worker_Yellow": 1.60},
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# The three upstream heads carry the same-sized eye quads (x +-0.057), but the
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# Worker's face is flatter, so unchecked they sit proud of the skin and merge
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# into one dark bar -- the "unibrow" the owner saw. Set them back into the
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# socket so the skin crops their edges, and lift the brows clear of them.
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"offset": {"Brows": (0.0, 0.0, 0.020)},
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# Our material -> the height below which its faces go away. `Eyebrows` is the
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# bar *and* the forehead shell, so only the bar is cut: removing the whole
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# material opened the skull and the interior rendered as a black band across
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# the brows. `Eye` goes entirely (its quads read as one dark mass).
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# `Eye` is deliberately *not* removed: this head has open sockets and the eye
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# quads are the only thing filling them, so deleting them showed the inside of
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# the head as a black band. They stay; the donor brows sit above them.
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"remove": {"Eyebrows": 1.715, "Worker_Yellow": 1.60},
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"bone": "Head",
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}
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@@ -1577,16 +1588,6 @@ def _transplant_worker_head(obj):
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bm.to_mesh(obj.data)
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bm.free()
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print(f" removed {len(doomed)} Worker head faces")
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# Free the slot names so the donor's materials can take them. `pop` removes a
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# slot by index and repoints the polygons that used it.
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for index in range(len(obj.data.materials) - 1, -1, -1):
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slot = obj.data.materials[index]
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if slot is None or slot.name not in spec["remove"]:
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continue
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if any(poly.material_index == index for poly in obj.data.polygons):
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continue
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obj.data.materials.pop(index=index)
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donor_path = QUATERNIUS_SRC / spec["source"]
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if not donor_path.is_file():
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print(f" head donor {donor_path.name} missing, Worker head left bare")
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@@ -1629,7 +1630,7 @@ def _transplant_worker_head(obj):
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m.name = slot
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remap[index] = len(kept)
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kept.append(m)
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for slot_name, lift in spec.get("lift", {}).items():
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for slot_name, rule in spec.get("narrow", {}).items():
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local = [i for i, m in enumerate(candidate.data.materials)
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if m is not None and m.name == slot_name]
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if not local:
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@@ -1638,8 +1639,26 @@ def _transplant_worker_head(obj):
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bm.from_mesh(candidate.data)
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bm.faces.ensure_lookup_table()
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moved = {v for f in bm.faces if f.material_index in local for v in f.verts}
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centre = float(rule["centre"])
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factor = float(rule["scale"])
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for v in moved:
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v.co.z += float(lift)
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box = centre if v.co.x >= 0.0 else -centre
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v.co.x = box + (v.co.x - box) * factor
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bm.to_mesh(candidate.data)
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bm.free()
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for slot_name, offset in spec.get("offset", {}).items():
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local = [i for i, m in enumerate(candidate.data.materials)
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if m is not None and m.name == slot_name]
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if not local:
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continue
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bm = bmesh.new()
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bm.from_mesh(candidate.data)
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bm.faces.ensure_lookup_table()
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moved = {v for f in bm.faces if f.material_index in local for v in f.verts}
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delta = Vector(offset)
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for v in moved:
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v.co += delta
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bm.to_mesh(candidate.data)
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bm.free()
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face_slots = [remap.get(poly.material_index, 0)
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