Drop hand items into the palm, raise the lanyard, and capture every gear piece worn on the character
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zwitschi committed 2026-11-06 18:30:52 +01:00
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@@ -965,7 +965,17 @@ contract.
The backpack straps were re-fitted for this torso in `fb3e75a`; nothing further needed.
- [x] Rebuilt `docs/blender_previews/sheet_npc_gear.jpg` for the 15-piece set (all renders
regenerated) and re-ran the 24-NPC budget smoke (175,264 tris, 0.87 ms).
- [ ] Update `docs/npc-visual-review.md` row 4 (hands and hand-held gear) once the pass lands.
- [x] New [`src/test/capture_npc_gear.gd`](src/test/capture_npc_gear.gd) captures every gear piece
**worn by a real avatar** through the runtime attach path, one frame per item, and
`docs/blender_previews/sheet_npc_gear_on_character.jpg` collects them. It caught two things
the asset renders could not: `sunglasses` were hidden inside the hair shell, and the outfit's
own gear double-attached over the tested piece (the capture now clears it first).
- [x] Owner feedback on grip height applied: every hand item drops into the palm
(`HAND_ITEM_DROP`, camera 0.085 m, flashlight 0.065, cup 0.050, umbrella 0.045, clipboard and
board 0.035, phone/radio/wand 0.030), the carried role props drop 0.06 m, and the lanyard
attach moved from y 1.30 to 1.38 for the taller Quaternius sternum.
- [x] `docs/npc-visual-review.md` row 4 now points at the gear-on-character sheet and the
measurement table. Only the owner verdict is outstanding.
**Exit:** every gear piece and role prop has a measured fit against the Quaternius attach points,
the hand-held items are within +/-10 % of their authored real-world size, and the review page row 4
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@@ -24,6 +24,7 @@ capture harnesses.
| [![sheet_npc_roster_crowd_0.9.9.jpg](sheet_npc_roster_crowd_0.9.9.jpg)](sheet_npc_roster_crowd_0.9.9.jpg) <br> `sheet_npc_roster_crowd_0.9.9.jpg` | 0.9.9 roster at the 8 m crowd distance a player actually sees. |
| [![sheet_npc_crowd_prototypes.jpg](sheet_npc_crowd_prototypes.jpg)](sheet_npc_crowd_prototypes.jpg) <br> `sheet_npc_crowd_prototypes.jpg` | Four approved crowd-variety looks queued for the 12-character roster. |
| [![sheet_npc_gear.jpg](sheet_npc_gear.jpg)](sheet_npc_gear.jpg) <br> `sheet_npc_gear.jpg` | Fifteen gear pieces authored in attach space: helmet, sunglasses, bags, tank, lanyard and the nine hand items. Caps and hoods are retired (owner, 2026-11-06). |
| [![sheet_npc_gear_on_character.jpg](sheet_npc_gear_on_character.jpg)](sheet_npc_gear_on_character.jpg) <br> `sheet_npc_gear_on_character.jpg` | Every gear piece worn by a real avatar through the runtime attach path: helmet, sunglasses, lanyard, bags, tank and the nine hand items. |
| [![sheet_npc_hands_compare.jpg](sheet_npc_hands_compare.jpg)](sheet_npc_hands_compare.jpg) <br> `sheet_npc_hands_compare.jpg` | Hand pass: wider palms, segmented fingers and a separate thumb. |
| [![sheet_npc_hands_grip_compare.jpg](sheet_npc_hands_grip_compare.jpg)](sheet_npc_hands_grip_compare.jpg) <br> `sheet_npc_hands_grip_compare.jpg` | Grip pass: the forward hand-item offset that puts props in the palm. |
| [![sheet_head_proto_before_after.jpg](sheet_head_proto_before_after.jpg)](sheet_head_proto_before_after.jpg) <br> `sheet_head_proto_before_after.jpg` | Head overhaul sign-off: current `_face` vs the s48 connected-shell prototype at 1.85 m front/three-quarter/profile. |
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@@ -75,14 +75,14 @@ Tick a verdict per row. A rejected row becomes a concrete `TODO.md` task, not an
| # | Question | Verdict |
| --- | --- | --- |
| 1 | Do the twelve characters read as distinct people at 8 m? | ☐ yes ☐ no |
| 2 | Is the head size right for the body (no bobblehead, no pinhead)? | ☐ yes ☐ no |
| 3 | Do the faces hold up at portrait distance — brows, eyes, mouth, hair? | ☐ yes ☐ no |
| 4 | Do the hands and the hand-held items (camera, clipboard, board, baton, parcel) read correctly? | ☐ yes ☐ no |
| 5 | Is the firefighter helmet the only head gear, and does it sit correctly? | ☐ yes ☐ no |
| 6 | Are the role outfits believable for a Hollywood-boulevard shift? | ☐ yes ☐ no |
| 7 | Are the seeded tint palettes acceptable, or too pastel/saturated? | ☐ yes ☐ no |
| 8 | Do the seated and walking poses hold up? | ☐ yes ☐ no |
| 1 | Do the twelve characters read as distinct people at 8 m? | x yes ☐ no |
| 2 | Is the head size right for the body (no bobblehead, no pinhead)? | x yes ☐ no |
| 3 | Do the faces hold up at portrait distance — brows, eyes, mouth, hair? | x yes ☐ no |
| 4 | Do the hands and the hand-held items (camera, clipboard, board, baton, parcel) read correctly? | ☐ yes x no |
| 5 | Is the firefighter helmet the only head gear, and does it sit correctly? | x yes ☐ no |
| 6 | Are the role outfits believable for a Hollywood-boulevard shift? | x yes ☐ no |
| 7 | Are the seeded tint palettes acceptable, or too pastel/saturated? | x yes ☐ no |
| 8 | Do the seated and walking poses hold up? | x yes ☐ no |
**Signoff:** ☐ approved as shipped ☐ approved with the follow-ups below ☐ rejected
@@ -98,13 +98,17 @@ Recorded as tasks in `TODO.md` under **Owner review findings**:
grips the top edge. The delivery parcel and the confused-visitor tray became carried props in
the hands, and the `cap`/`hood` gear were retired with the hats, leaving a 15-piece set. The
per-item table is in [`blender-assets.md`](blender-assets.md#hand-item-fit-on-the-quaternius-rig).
**Row 4 is the one still needing an owner verdict.**
2. **Arms still graze the torso on the `worker` base** — the 7° rest tilt cleared the `casual` base
After the owner's grip-height feedback every hand item drops into the palm (`HAND_ITEM_DROP`),
the carried role props drop 0.06 m and the lanyard attach rose from y 1.30 to 1.38. Each piece
is now also captured **worn by a real avatar**
([`sheet_npc_gear_on_character.jpg`](blender_previews/sheet_npc_gear_on_character.jpg)) — check
row 4 against that sheet. **Row 4 is the one still needing an owner verdict.**
3. **Arms still graze the torso on the `worker` base** — the 7° rest tilt cleared the `casual` base
but not this one.
3. **The `npc_vest` clipboard is oversized** on the shorter Quaternius arm.
4. **Roster variety is three meshes for twelve roles.** Tint and gear carry the difference; the
4. **The `npc_vest` clipboard is oversized** on the shorter Quaternius arm.
5. **Roster variety is three meshes for twelve roles.** Tint and gear carry the difference; the
modular part library (hair, outfits) is the fix.
5. `npc_dress` and `npc_hoodie` have no coat or dress geometry — they are the `casual`/`hoodie`
6. `npc_dress` and `npc_hoodie` have no coat or dress geometry — they are the `casual`/`hoodie`
bases with a matching tint.
## Measured facts
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@@ -180,12 +180,32 @@ 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 hair comes down over the forehead, so the lens plane has to sit
# in front of it or the glasses disappear inside the fringe.
"sunglasses": Vector3(0, -0.01, 0.035),
}
## 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
## were partly buried inside the hand. Keep the grip axis and move the whole
## item forward into the open palm.
## 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 were
## partly buried inside the hand. Keep the grip axis and move the whole item
## forward into the open palm.
const HAND_ITEM_FORWARD := Vector3(0, 0, 0.04)
## The grip is the wrist *joint*, but a carried object rests in the palm, which is
## below it. The local -Y of the hand proxy follows the hanging arm, so these drops
## put the grip in the palm and follow the swing instead of floating at the wrist.
## Owner report (2026-11-06): the camera, clipboard, board, flashlight and radio
## all sat too high. Items not listed use `HAND_DROP_DEFAULT`.
const HAND_ITEM_DROP := {
"camera": 0.085,
"flashlight": 0.065,
"cup": 0.050,
"umbrella": 0.045,
"clipboard": 0.035,
"protest_sign": 0.035,
"phone": 0.030,
"radio": 0.030,
"wand": 0.030,
}
const HAND_DROP_DEFAULT := 0.040
const GEAR_ATTACH := {
"sunglasses": "head",
"firefighter_helmet": "head",
@@ -801,7 +821,9 @@ func _attach_gear(gear_name: String) -> bool:
if _rig == null:
node.free()
return false
node.position = Vector3(0, 1.30, 0)
# Sternum on the Quaternius rig; 1.30 was the procedural chest and put
# the lanyard badge on the belly (owner report).
node.position = Vector3(0, 1.38, 0)
_rig.add_child(node)
_:
node.free()
@@ -810,6 +832,7 @@ 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
node.position.y -= float(HAND_ITEM_DROP.get(gear_name, HAND_DROP_DEFAULT))
_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):
@@ -988,7 +1011,7 @@ func _add_props(npc_type: int) -> void:
## Carried role props ride the hand proxy so they follow the arm. The offset is
## in the hand's local space: the grip sits ~4 cm in front of the wrist origin,
## the same convention the Blender hand gear uses (`HAND_ITEM_FORWARD`).
const HAND_PROP_OFFSET := Vector3(0, -0.02, 0.05)
const HAND_PROP_OFFSET := Vector3(0, -0.06, 0.05)
## Hand proxy for a side (0 = the avatar's left, 1 = its right), falling back to
## the rig when the fallback body has no proxies.
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@@ -0,0 +1,177 @@
extends SceneTree
## Gear-on-character capture: one frame per gear piece, worn by a real avatar.
##
## The gear library is authored in attach-point space, so the only way to judge a
## piece is to see it on the rig it ships with. Each shot stages `npc_casual`,
## attaches exactly one gear item through the runtime path (`_attach_gear`, which
## applies the same offsets the game uses) and frames the region that gear lives in.
##
## Usage (windowed):
## godot --path . --script res://src/test/capture_npc_gear.gd -- \
## --out=res://tmp/npc-gear
##
## Then compose the sheet:
## python3 tools/npc_baseline.py sheet --dir tmp/npc-gear --out tmp/npc-gear/sheet.jpg
const Rules := preload("res://src/core/rules.gd")
const NpcAvatar := preload("res://src/game/npc_avatar.gd")
const NpcProfile := preload("res://src/core/npc_profile.gd")
## Gear order matches `NpcAvatar.GEAR_ATTACH`; the crop frames where the piece sits.
const SHOTS := [
{"gear": "firefighter_helmet", "view": "head"},
{"gear": "sunglasses", "view": "head"},
{"gear": "lanyard", "view": "chest"},
{"gear": "backpack", "view": "back"},
{"gear": "shoulder_bag", "view": "back"},
{"gear": "scba_tank", "view": "back"},
{"gear": "camera", "view": "hand"},
{"gear": "clipboard", "view": "hand"},
{"gear": "phone", "view": "hand"},
{"gear": "cup", "view": "hand"},
{"gear": "umbrella", "view": "hand"},
{"gear": "protest_sign", "view": "hand"},
{"gear": "flashlight", "view": "hand"},
{"gear": "wand", "view": "hand"},
{"gear": "radio", "view": "hand"},
]
const VIEWS := {
"head": {"yaw": 18.0, "distance": 0.95, "height": 1.42, "target_y": 1.72, "fov": 34.0},
"chest": {"yaw": 18.0, "distance": 1.10, "height": 1.45, "target_y": 1.32, "fov": 34.0},
"back": {"yaw": 158.0, "distance": 1.80, "height": 1.50, "target_y": 1.25, "fov": 36.0},
"hand": {"yaw": 22.0, "distance": 1.25, "height": 1.35, "target_y": 0.95, "fov": 34.0},
}
const SETTLE_FRAMES := 3
const MAX_FRAMES := 3000
var out_dir := "user://screenshots/npc_gear"
var _stage: Node3D
var _camera: Camera3D
var _avatar: NpcAvatar
var _shot := 0
var _frames := 0
func _initialize() -> void:
for arg in OS.get_cmdline_user_args():
if str(arg).begins_with("--out="):
out_dir = str(arg).substr(6)
func _process(_delta: float) -> bool:
_frames += 1
if _frames > MAX_FRAMES:
push_error("capture_npc_gear timed out")
quit(1)
return true
if _stage == null:
_build_stage()
_stage_shot()
return false
if _frames < SETTLE_FRAMES:
return false
_shoot()
_shot += 1
if _shot >= SHOTS.size():
print("capture_npc_gear done -> %s" % out_dir)
quit(0)
return true
_stage_shot()
return false
func _build_stage() -> void:
_stage = Node3D.new()
_stage.name = "NpcGearStage"
root.add_child(_stage)
var env := Environment.new()
env.background_mode = Environment.BG_COLOR
env.background_color = Color(0.56, 0.59, 0.63)
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color(0.72, 0.75, 0.80)
env.ambient_light_energy = 0.55
env.tonemap_mode = Environment.TONE_MAPPER_ACES
var world_env := WorldEnvironment.new()
world_env.environment = env
_stage.add_child(world_env)
var sun := DirectionalLight3D.new()
sun.rotation_degrees = Vector3(-38.0, -32.0, 0.0)
sun.light_energy = 1.35
sun.light_color = Color(1.0, 0.97, 0.92)
sun.shadow_enabled = true
_stage.add_child(sun)
var fill := DirectionalLight3D.new()
fill.rotation_degrees = Vector3(-12.0, 145.0, 0.0)
fill.light_energy = 0.45
fill.light_color = Color(0.75, 0.82, 1.0)
_stage.add_child(fill)
var ground := MeshInstance3D.new()
var plane := PlaneMesh.new()
plane.size = Vector2(24.0, 24.0)
ground.mesh = plane
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(0.30, 0.32, 0.35)
mat.roughness = 0.92
ground.material_override = mat
_stage.add_child(ground)
_camera = Camera3D.new()
_camera.current = true
_stage.add_child(_camera)
func _stage_shot() -> void:
if _avatar != null and is_instance_valid(_avatar):
_avatar.queue_free()
_avatar = null
var shot: Dictionary = SHOTS[_shot]
var profile := NpcProfile.new()
profile.id = "gear_" + str(shot["gear"])
profile.display_name = str(shot["gear"]).to_upper()
profile.npc_type = Rules.NpcType.TOURIST
var avatar := NpcAvatar.new()
avatar.name = "GearSubject"
# The hoodie base has short sleeves and no gear of its own beyond the outfit's,
# so the attach point of the tested piece is unobstructed.
avatar.character_override = "npc_hoodie"
avatar.setup(profile, "roam", 4242, Vector3.ZERO, Vector3(0, 0, 2),
Vector3(0, 0.5, 1.2), str(profile.id))
_stage.add_child(avatar)
avatar.global_position = Vector3.ZERO
avatar.rotation.y = 0.0
avatar.set_physics_process(false)
avatar.set_process(false)
# Clear the gear the outfit attached for itself, or the shot shows two items in
# the same hand and the tested piece is unreadable.
for node in avatar.find_children("Gear_*", "Node3D", true, false):
(node as Node3D).queue_free()
# Attach the tested piece through the real runtime path, so the offsets under
# test are exactly the ones the game applies.
var gear := str(shot["gear"])
if not avatar._attach_gear(gear):
push_warning("gear %s did not attach" % gear)
avatar._animate(1.0 / 60.0)
_avatar = avatar
_frame_view(VIEWS[str(shot["view"])])
func _frame_view(view: Dictionary) -> void:
var yaw := deg_to_rad(float(view["yaw"]))
var distance := float(view["distance"])
var target := Vector3(0.0, float(view["target_y"]), 0.0)
_camera.position = target + Vector3(sin(yaw) * distance,
float(view["height"]) - target.y, cos(yaw) * distance)
_camera.fov = float(view["fov"])
_camera.look_at(target, Vector3.UP)
func _shoot() -> void:
var dir := ProjectSettings.globalize_path(out_dir)
DirAccess.make_dir_recursive_absolute(dir)
var path := dir.path_join("%02d-%s.png" % [_shot, SHOTS[_shot]["gear"]])
var img: Image = root.get_texture().get_image()
var err := img.save_png(path)
print("%s -> err=%d" % [path.get_file(), err])