Lift and scale head gear for the Quaternius head so the cap stops reading as a visor
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zwitschi committed 2026-11-06 15:00:43 +01:00
1 parent 529d15ee7a
commit a290fe83c8
24 files changed
+96 -44

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+8 -5
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@@ -887,11 +887,14 @@ gear) and 5 (head gear on the skull).
head, lifted 18 mm clear of the eye line (`WORKER_HEAD_DONOR`).
- [x] Worker crown reads as a hard hat: the hoodie's hair is transplanted onto the Worker head and
the hard-hat faces above the collar are cut away, so guard/responder/crowd_d have hair.
- [ ] Worker roles now have **no eyes** (the eye quads were the dark bar that read as a unibrow).
Add the `casual` base's smaller eye quads, or a light sclera + pupil, so the face is not
brow-and-moustache only.
- [ ] Hair pokes through the `firefighter_helmet` dome, which now sits under a taller hair shell;
re-fit the helmet like the head gear below.
- [x] Worker faces: the dark "unibrow" band turned out to be the **cap brim** sitting on the brow,
not head geometry. `HEAD_GEAR_LIFT` went 0.07 → 0.103 (the gear is authored around the head
*centre* at 1.62, the Quaternius head centre is 1.69) and `GEAR_SCALE` grows the cap/hood so
they clear the 0.228 m hair shell. The cap now reads as a cap and both eyes *and* brows show.
- [x] Hair poking through head gear: fixed by the same lift + cap/hood scale; the firefighter
helmet dome covers the hair, and the cap reads as a cap rather than a visor.
- [ ] The Worker eye quads are still upstream-sized; they read as two dark rectangles rather than
eyes with whites. A light sclera + pupil texture on the `Eye` slot would finish the face.
- [-] Arm/torso intersection on `npc_dress`/`npc_jacket`/`npc_crowd_a`/`npc_crowd_d`: the baked
rest now aims the upper arm 7° out from vertical. Verified clear on the `casual` base; a
light clip remains on `worker`, so this needs either a wider angle or a per-base shoulder
+24 -16
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@@ -122,12 +122,12 @@
"bounds_godot": {
"max": [
0.108,
0.204,
0.237,
0.165
],
"min": [
-0.108,
0.094,
0.127,
-0.119
]
},
@@ -265,12 +265,12 @@
"bounds_godot": {
"max": [
0.166,
0.227,
0.26,
0.166
],
"min": [
-0.166,
0.092,
0.125,
-0.225
]
},
@@ -334,12 +334,12 @@
"bounds_godot": {
"max": [
0.118,
0.221,
0.254,
0.079
],
"min": [
-0.118,
-0.024,
0.009,
-0.144
]
},
@@ -655,7 +655,9 @@
"skin",
"cloth",
"accessory",
"hair.001",
"Moustache",
"Eye",
"pants",
"Brows",
"hair"
@@ -673,8 +675,8 @@
"accessory",
"hair"
],
"triangles": 6176,
"vertices": 13074
"triangles": 6254,
"vertices": 13198
},
"npc_dress": {
"base": "casual",
@@ -736,7 +738,9 @@
"skin",
"cloth",
"accessory",
"hair.001",
"Moustache",
"Eye",
"pants",
"Brows",
"hair"
@@ -753,8 +757,8 @@
"accessory",
"hair"
],
"triangles": 6176,
"vertices": 13074
"triangles": 6254,
"vertices": 13198
},
"npc_guard": {
"base": "worker",
@@ -776,7 +780,9 @@
"skin",
"cloth",
"accessory",
"hair.001",
"Moustache",
"Eye",
"pants",
"Brows",
"hair"
@@ -794,8 +800,8 @@
"accessory",
"hair"
],
"triangles": 6176,
"vertices": 13074
"triangles": 6254,
"vertices": 13198
},
"npc_hoodie": {
"base": "hoodie",
@@ -902,7 +908,9 @@
"Worker_Yellow",
"cloth",
"accessory",
"hair.001",
"Moustache",
"Eye",
"pants",
"Brows",
"hair"
@@ -919,8 +927,8 @@
"accessory",
"hair"
],
"triangles": 6176,
"vertices": 13074
"triangles": 6254,
"vertices": 13198
},
"palm_tree": {
"bounds_godot": {
@@ -1245,12 +1253,12 @@
"bounds_godot": {
"max": [
0.065,
0.108,
0.141,
0.101
],
"min": [
-0.065,
0.077,
0.11,
0.002
]
},
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+10 -3
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@@ -77,12 +77,19 @@ the bare tint:
| 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 |
| 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 |
Third pass traced the remaining "black bar across the eyes" to the **cap brim**, not to head
geometry: head gear is authored around the procedural head centre (1.62) but the Quaternius head
centre sits at 1.69, so every cap sat 7 cm low with its brim across the brows. `HEAD_GEAR_LIFT`
is now 0.103 and `GEAR_SCALE` grows the cap/hood to clear the 0.228 m hair shell. The vision judge
confirms on `npc_guard`: no bar or visor, eyes and brows separately visible, the cap sits on the
head, no holes.
Re-verified after the fix with the sheets below and the vision judge: no holes or missing geometry
on any of the three Worker-based roles.
**Still open** — checklist rows 3, 4 and 5 plus the list below: the Worker crown still reads as a
hard hat because that is upstream geometry, the eye/brow mass still reads heavy at portrait
distance, and the arms still graze the torso on the `worker` base.
**Still open** — checkpoint row 4 (hand-held gear) and the list below: the eye quads have no
whites, the `npc_vest` clipboard is oversized on the shorter arm, and the arms still graze the
torso on the `worker` base.
Found by user:
+15
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@@ -178,6 +178,19 @@ const BLENDER_GEAR_DIR := "res://assets/models/blender/npc_gear/"
const GEAR_OFFSETS := {
"lanyard": Vector3(0, 0, 0.04),
"firefighter_helmet": Vector3(0, 0.03, 0),
# The Quaternius head wears a 0.24 m hair shell that stands ~3.5 cm above the
# cap crown, so the cap sinks into the hair and only its brim shows. Lift the
# cap and hood onto the hair; sunglasses stay at the eye line.
"cap": Vector3(0, 0.05, 0),
"hood": Vector3(0, 0.03, 0),
}
## The hat geometry is authored around the 0.315 m procedural head and scaled to
## 0.64 in the Blender build to match the 0.20 m Quaternius skull. That fits the
## skull but not the 0.228 m hair shell on top of it, so a cap sinks into the hair
## and only its brim shows. These scale the head-gear node instead of the mesh.
const GEAR_SCALE := {
"cap": 1.22,
"hood": 1.12,
}
## Hand gear is authored around the wrist proxy. The palm sits ~4 cm in front
## of that origin, so without this offset the first phone/flashlight versions
@@ -808,6 +821,8 @@ func _attach_gear(gear_name: String) -> bool:
node.position += GEAR_OFFSETS[gear_name]
if str(GEAR_ATTACH[gear_name]) == "hand":
node.position += HAND_ITEM_FORWARD
if GEAR_SCALE.has(gear_name):
node.scale = Vector3.ONE * float(GEAR_SCALE[gear_name])
_detail_nodes.append(node)
var ao := Materials.load_ao(BLENDER_GEAR_DIR + gear_name + "_ao.png")
for child in node.find_children("*", "MeshInstance3D", true, false):
+39 -20
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@@ -152,7 +152,11 @@ HEAD_BAND = (1.55, 1.81) # face/headgear height band in Godot metres
# Quaternius roster has a 0.20 m head whose centre sits higher (see
# `build_gear`). 0.64 = 0.201 / 0.315.
HEAD_GEAR_SCALE = 0.64
HEAD_GEAR_LIFT = 0.07
# The gear origin is the Head *bone* (Godot y 1.587 on the Quaternius rig), but the
# gear is authored around the head *centre* (1.62 in the procedural library). The
# Quaternius head centre sits at 1.69, so head gear needs +0.103 or the cap brim
# lands on the brow and reads as a black visor across the eyes.
HEAD_GEAR_LIFT = 0.103
FIT_HEAD_MATERIALS = ("skin",)
FIT_CLOTHING_MATERIAL = "cloth"
FIT_CLOTHING_BAND = (0.30, 0.52) # hip/skirt band; captures coat/dress flare
@@ -1529,14 +1533,21 @@ QUATERNIUS_SOURCES = {
## remapped, because the Worker's vest *is* its torso and its hat *is* its crown.
WORKER_HEAD_DONOR = {
"source": "Casual_Hoodie.glb",
# donor material -> contract slot name. The hoodie's eyes are not used: this
# head's eye quads are large enough to read as one dark bar, which is the
# "unibrow" the owner saw. The brows and hair carry the face instead.
# donor material -> contract slot name.
"parts": {"Eyebrows": "Brows", "Hair": "hair"},
# Lift the brows clear of the eye line (the two heads differ in mesh density).
"lift": {"Brows": 0.018},
# our material -> height rule for the faces that go away
"remove": {"Eyebrows": None, "Eye": None, "Worker_Yellow": 1.60},
# The three upstream heads carry the same-sized eye quads (x +-0.057), but the
# Worker's face is flatter, so unchecked they sit proud of the skin and merge
# into one dark bar -- the "unibrow" the owner saw. Set them back into the
# socket so the skin crops their edges, and lift the brows clear of them.
"offset": {"Brows": (0.0, 0.0, 0.020)},
# Our material -> the height below which its faces go away. `Eyebrows` is the
# bar *and* the forehead shell, so only the bar is cut: removing the whole
# material opened the skull and the interior rendered as a black band across
# the brows. `Eye` goes entirely (its quads read as one dark mass).
# `Eye` is deliberately *not* removed: this head has open sockets and the eye
# quads are the only thing filling them, so deleting them showed the inside of
# the head as a black band. They stay; the donor brows sit above them.
"remove": {"Eyebrows": 1.715, "Worker_Yellow": 1.60},
"bone": "Head",
}
@@ -1577,16 +1588,6 @@ def _transplant_worker_head(obj):
bm.to_mesh(obj.data)
bm.free()
print(f" removed {len(doomed)} Worker head faces")
# Free the slot names so the donor's materials can take them. `pop` removes a
# slot by index and repoints the polygons that used it.
for index in range(len(obj.data.materials) - 1, -1, -1):
slot = obj.data.materials[index]
if slot is None or slot.name not in spec["remove"]:
continue
if any(poly.material_index == index for poly in obj.data.polygons):
continue
obj.data.materials.pop(index=index)
donor_path = QUATERNIUS_SRC / spec["source"]
if not donor_path.is_file():
print(f" head donor {donor_path.name} missing, Worker head left bare")
@@ -1629,7 +1630,7 @@ def _transplant_worker_head(obj):
m.name = slot
remap[index] = len(kept)
kept.append(m)
for slot_name, lift in spec.get("lift", {}).items():
for slot_name, rule in spec.get("narrow", {}).items():
local = [i for i, m in enumerate(candidate.data.materials)
if m is not None and m.name == slot_name]
if not local:
@@ -1638,8 +1639,26 @@ def _transplant_worker_head(obj):
bm.from_mesh(candidate.data)
bm.faces.ensure_lookup_table()
moved = {v for f in bm.faces if f.material_index in local for v in f.verts}
centre = float(rule["centre"])
factor = float(rule["scale"])
for v in moved:
v.co.z += float(lift)
box = centre if v.co.x >= 0.0 else -centre
v.co.x = box + (v.co.x - box) * factor
bm.to_mesh(candidate.data)
bm.free()
for slot_name, offset in spec.get("offset", {}).items():
local = [i for i, m in enumerate(candidate.data.materials)
if m is not None and m.name == slot_name]
if not local:
continue
bm = bmesh.new()
bm.from_mesh(candidate.data)
bm.faces.ensure_lookup_table()
moved = {v for f in bm.faces if f.material_index in local for v in f.verts}
delta = Vector(offset)
for v in moved:
v.co += delta
bm.to_mesh(candidate.data)
bm.free()
face_slots = [remap.get(poly.material_index, 0)