Lift and scale head gear for the Quaternius head so the cap stops reading as a visor
Full build / Import + headless tests (push) Successful in 43s
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zwitschi committed 2026-11-06 15:00:43 +01:00
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commit a290fe83c8
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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: