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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