Drop hand items into the palm, raise the lanyard, and capture every gear piece worn on the character
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@@ -965,7 +965,17 @@ contract.
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The backpack straps were re-fitted for this torso in `fb3e75a`; nothing further needed.
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- [x] Rebuilt `docs/blender_previews/sheet_npc_gear.jpg` for the 15-piece set (all renders
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regenerated) and re-ran the 24-NPC budget smoke (175,264 tris, 0.87 ms).
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- [ ] Update `docs/npc-visual-review.md` row 4 (hands and hand-held gear) once the pass lands.
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- [x] New [`src/test/capture_npc_gear.gd`](src/test/capture_npc_gear.gd) captures every gear piece
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**worn by a real avatar** through the runtime attach path, one frame per item, and
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`docs/blender_previews/sheet_npc_gear_on_character.jpg` collects them. It caught two things
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the asset renders could not: `sunglasses` were hidden inside the hair shell, and the outfit's
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own gear double-attached over the tested piece (the capture now clears it first).
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- [x] Owner feedback on grip height applied: every hand item drops into the palm
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(`HAND_ITEM_DROP`, camera 0.085 m, flashlight 0.065, cup 0.050, umbrella 0.045, clipboard and
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board 0.035, phone/radio/wand 0.030), the carried role props drop 0.06 m, and the lanyard
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attach moved from y 1.30 to 1.38 for the taller Quaternius sternum.
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- [x] `docs/npc-visual-review.md` row 4 now points at the gear-on-character sheet and the
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measurement table. Only the owner verdict is outstanding.
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**Exit:** every gear piece and role prop has a measured fit against the Quaternius attach points,
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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.
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| [](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. |
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| [](sheet_npc_crowd_prototypes.jpg) <br> `sheet_npc_crowd_prototypes.jpg` | Four approved crowd-variety looks queued for the 12-character roster. |
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| [](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). |
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| [](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. |
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| [](sheet_npc_hands_compare.jpg) <br> `sheet_npc_hands_compare.jpg` | Hand pass: wider palms, segmented fingers and a separate thumb. |
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| [](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. |
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| [](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
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| # | Question | Verdict |
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| --- | --- | --- |
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| 1 | Do the twelve characters read as distinct people at 8 m? | ☐ yes ☐ no |
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| 2 | Is the head size right for the body (no bobblehead, no pinhead)? | ☐ yes ☐ no |
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| 3 | Do the faces hold up at portrait distance — brows, eyes, mouth, hair? | ☐ yes ☐ no |
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| 4 | Do the hands and the hand-held items (camera, clipboard, board, baton, parcel) read correctly? | ☐ yes ☐ no |
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| 5 | Is the firefighter helmet the only head gear, and does it sit correctly? | ☐ yes ☐ no |
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| 6 | Are the role outfits believable for a Hollywood-boulevard shift? | ☐ yes ☐ no |
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| 7 | Are the seeded tint palettes acceptable, or too pastel/saturated? | ☐ yes ☐ no |
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| 8 | Do the seated and walking poses hold up? | ☐ yes ☐ no |
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| 1 | Do the twelve characters read as distinct people at 8 m? | x yes ☐ no |
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| 2 | Is the head size right for the body (no bobblehead, no pinhead)? | x yes ☐ no |
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| 3 | Do the faces hold up at portrait distance — brows, eyes, mouth, hair? | x yes ☐ no |
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| 4 | Do the hands and the hand-held items (camera, clipboard, board, baton, parcel) read correctly? | ☐ yes x no |
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| 5 | Is the firefighter helmet the only head gear, and does it sit correctly? | x yes ☐ no |
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| 6 | Are the role outfits believable for a Hollywood-boulevard shift? | x yes ☐ no |
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| 7 | Are the seeded tint palettes acceptable, or too pastel/saturated? | x yes ☐ no |
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| 8 | Do the seated and walking poses hold up? | x yes ☐ no |
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**Signoff:** ☐ approved as shipped ☐ approved with the follow-ups below ☐ rejected
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@@ -98,13 +98,17 @@ Recorded as tasks in `TODO.md` under **Owner review findings**:
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grips the top edge. The delivery parcel and the confused-visitor tray became carried props in
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the hands, and the `cap`/`hood` gear were retired with the hats, leaving a 15-piece set. The
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per-item table is in [`blender-assets.md`](blender-assets.md#hand-item-fit-on-the-quaternius-rig).
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**Row 4 is the one still needing an owner verdict.**
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2. **Arms still graze the torso on the `worker` base** — the 7° rest tilt cleared the `casual` base
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After the owner's grip-height feedback every hand item drops into the palm (`HAND_ITEM_DROP`),
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the carried role props drop 0.06 m and the lanyard attach rose from y 1.30 to 1.38. Each piece
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is now also captured **worn by a real avatar**
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([`sheet_npc_gear_on_character.jpg`](blender_previews/sheet_npc_gear_on_character.jpg)) — check
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row 4 against that sheet. **Row 4 is the one still needing an owner verdict.**
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3. **Arms still graze the torso on the `worker` base** — the 7° rest tilt cleared the `casual` base
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but not this one.
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3. **The `npc_vest` clipboard is oversized** on the shorter Quaternius arm.
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4. **Roster variety is three meshes for twelve roles.** Tint and gear carry the difference; the
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4. **The `npc_vest` clipboard is oversized** on the shorter Quaternius arm.
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5. **Roster variety is three meshes for twelve roles.** Tint and gear carry the difference; the
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modular part library (hair, outfits) is the fix.
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5. `npc_dress` and `npc_hoodie` have no coat or dress geometry — they are the `casual`/`hoodie`
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6. `npc_dress` and `npc_hoodie` have no coat or dress geometry — they are the `casual`/`hoodie`
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bases with a matching tint.
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## Measured facts
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+29
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@@ -180,12 +180,32 @@ 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 hair comes down over the forehead, so the lens plane has to sit
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# in front of it or the glasses disappear inside the fringe.
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"sunglasses": Vector3(0, -0.01, 0.035),
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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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## were partly buried inside the hand. Keep the grip axis and move the whole
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## item forward into the open palm.
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## Hand gear is authored around the wrist proxy. The palm sits ~4 cm in front of
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## that origin, so without this offset the first phone/flashlight versions were
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## partly buried inside the hand. Keep the grip axis and move the whole item
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## forward into the open palm.
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const HAND_ITEM_FORWARD := Vector3(0, 0, 0.04)
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## The grip is the wrist *joint*, but a carried object rests in the palm, which is
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## below it. The local -Y of the hand proxy follows the hanging arm, so these drops
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## put the grip in the palm and follow the swing instead of floating at the wrist.
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## Owner report (2026-11-06): the camera, clipboard, board, flashlight and radio
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## all sat too high. Items not listed use `HAND_DROP_DEFAULT`.
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const HAND_ITEM_DROP := {
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"camera": 0.085,
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"flashlight": 0.065,
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"cup": 0.050,
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"umbrella": 0.045,
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"clipboard": 0.035,
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"protest_sign": 0.035,
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"phone": 0.030,
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"radio": 0.030,
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"wand": 0.030,
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}
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const HAND_DROP_DEFAULT := 0.040
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const GEAR_ATTACH := {
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"sunglasses": "head",
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"firefighter_helmet": "head",
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@@ -801,7 +821,9 @@ func _attach_gear(gear_name: String) -> bool:
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if _rig == null:
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node.free()
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return false
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node.position = Vector3(0, 1.30, 0)
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# Sternum on the Quaternius rig; 1.30 was the procedural chest and put
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# the lanyard badge on the belly (owner report).
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node.position = Vector3(0, 1.38, 0)
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_rig.add_child(node)
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_:
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node.free()
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@@ -810,6 +832,7 @@ 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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node.position.y -= float(HAND_ITEM_DROP.get(gear_name, HAND_DROP_DEFAULT))
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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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@@ -988,7 +1011,7 @@ func _add_props(npc_type: int) -> void:
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## Carried role props ride the hand proxy so they follow the arm. The offset is
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## in the hand's local space: the grip sits ~4 cm in front of the wrist origin,
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## the same convention the Blender hand gear uses (`HAND_ITEM_FORWARD`).
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const HAND_PROP_OFFSET := Vector3(0, -0.02, 0.05)
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const HAND_PROP_OFFSET := Vector3(0, -0.06, 0.05)
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## Hand proxy for a side (0 = the avatar's left, 1 = its right), falling back to
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## the rig when the fallback body has no proxies.
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@@ -0,0 +1,177 @@
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extends SceneTree
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## Gear-on-character capture: one frame per gear piece, worn by a real avatar.
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##
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## The gear library is authored in attach-point space, so the only way to judge a
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## piece is to see it on the rig it ships with. Each shot stages `npc_casual`,
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## attaches exactly one gear item through the runtime path (`_attach_gear`, which
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## applies the same offsets the game uses) and frames the region that gear lives in.
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##
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## Usage (windowed):
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## godot --path . --script res://src/test/capture_npc_gear.gd -- \
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## --out=res://tmp/npc-gear
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##
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## Then compose the sheet:
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## python3 tools/npc_baseline.py sheet --dir tmp/npc-gear --out tmp/npc-gear/sheet.jpg
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const Rules := preload("res://src/core/rules.gd")
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const NpcAvatar := preload("res://src/game/npc_avatar.gd")
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const NpcProfile := preload("res://src/core/npc_profile.gd")
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## Gear order matches `NpcAvatar.GEAR_ATTACH`; the crop frames where the piece sits.
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const SHOTS := [
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{"gear": "firefighter_helmet", "view": "head"},
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{"gear": "sunglasses", "view": "head"},
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{"gear": "lanyard", "view": "chest"},
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{"gear": "backpack", "view": "back"},
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{"gear": "shoulder_bag", "view": "back"},
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{"gear": "scba_tank", "view": "back"},
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{"gear": "camera", "view": "hand"},
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{"gear": "clipboard", "view": "hand"},
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{"gear": "phone", "view": "hand"},
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{"gear": "cup", "view": "hand"},
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{"gear": "umbrella", "view": "hand"},
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{"gear": "protest_sign", "view": "hand"},
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{"gear": "flashlight", "view": "hand"},
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{"gear": "wand", "view": "hand"},
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{"gear": "radio", "view": "hand"},
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]
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const VIEWS := {
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"head": {"yaw": 18.0, "distance": 0.95, "height": 1.42, "target_y": 1.72, "fov": 34.0},
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"chest": {"yaw": 18.0, "distance": 1.10, "height": 1.45, "target_y": 1.32, "fov": 34.0},
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"back": {"yaw": 158.0, "distance": 1.80, "height": 1.50, "target_y": 1.25, "fov": 36.0},
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"hand": {"yaw": 22.0, "distance": 1.25, "height": 1.35, "target_y": 0.95, "fov": 34.0},
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}
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const SETTLE_FRAMES := 3
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const MAX_FRAMES := 3000
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var out_dir := "user://screenshots/npc_gear"
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var _stage: Node3D
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var _camera: Camera3D
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var _avatar: NpcAvatar
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var _shot := 0
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var _frames := 0
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func _initialize() -> void:
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for arg in OS.get_cmdline_user_args():
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if str(arg).begins_with("--out="):
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out_dir = str(arg).substr(6)
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func _process(_delta: float) -> bool:
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_frames += 1
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if _frames > MAX_FRAMES:
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push_error("capture_npc_gear timed out")
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quit(1)
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return true
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if _stage == null:
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_build_stage()
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_stage_shot()
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return false
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if _frames < SETTLE_FRAMES:
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return false
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_shoot()
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_shot += 1
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if _shot >= SHOTS.size():
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print("capture_npc_gear done -> %s" % out_dir)
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quit(0)
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return true
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_stage_shot()
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return false
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func _build_stage() -> void:
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_stage = Node3D.new()
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_stage.name = "NpcGearStage"
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root.add_child(_stage)
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var env := Environment.new()
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env.background_mode = Environment.BG_COLOR
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env.background_color = Color(0.56, 0.59, 0.63)
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env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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env.ambient_light_color = Color(0.72, 0.75, 0.80)
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env.ambient_light_energy = 0.55
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env.tonemap_mode = Environment.TONE_MAPPER_ACES
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var world_env := WorldEnvironment.new()
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world_env.environment = env
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_stage.add_child(world_env)
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var sun := DirectionalLight3D.new()
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sun.rotation_degrees = Vector3(-38.0, -32.0, 0.0)
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sun.light_energy = 1.35
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sun.light_color = Color(1.0, 0.97, 0.92)
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sun.shadow_enabled = true
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_stage.add_child(sun)
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var fill := DirectionalLight3D.new()
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fill.rotation_degrees = Vector3(-12.0, 145.0, 0.0)
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fill.light_energy = 0.45
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fill.light_color = Color(0.75, 0.82, 1.0)
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_stage.add_child(fill)
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var ground := MeshInstance3D.new()
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var plane := PlaneMesh.new()
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plane.size = Vector2(24.0, 24.0)
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ground.mesh = plane
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var mat := StandardMaterial3D.new()
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mat.albedo_color = Color(0.30, 0.32, 0.35)
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mat.roughness = 0.92
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ground.material_override = mat
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_stage.add_child(ground)
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_camera = Camera3D.new()
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_camera.current = true
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_stage.add_child(_camera)
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func _stage_shot() -> void:
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if _avatar != null and is_instance_valid(_avatar):
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_avatar.queue_free()
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_avatar = null
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var shot: Dictionary = SHOTS[_shot]
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var profile := NpcProfile.new()
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profile.id = "gear_" + str(shot["gear"])
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profile.display_name = str(shot["gear"]).to_upper()
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profile.npc_type = Rules.NpcType.TOURIST
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var avatar := NpcAvatar.new()
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avatar.name = "GearSubject"
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# The hoodie base has short sleeves and no gear of its own beyond the outfit's,
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# so the attach point of the tested piece is unobstructed.
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avatar.character_override = "npc_hoodie"
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avatar.setup(profile, "roam", 4242, Vector3.ZERO, Vector3(0, 0, 2),
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Vector3(0, 0.5, 1.2), str(profile.id))
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_stage.add_child(avatar)
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avatar.global_position = Vector3.ZERO
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avatar.rotation.y = 0.0
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avatar.set_physics_process(false)
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avatar.set_process(false)
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# Clear the gear the outfit attached for itself, or the shot shows two items in
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# the same hand and the tested piece is unreadable.
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for node in avatar.find_children("Gear_*", "Node3D", true, false):
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(node as Node3D).queue_free()
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# Attach the tested piece through the real runtime path, so the offsets under
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# test are exactly the ones the game applies.
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var gear := str(shot["gear"])
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if not avatar._attach_gear(gear):
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push_warning("gear %s did not attach" % gear)
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avatar._animate(1.0 / 60.0)
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_avatar = avatar
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_frame_view(VIEWS[str(shot["view"])])
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func _frame_view(view: Dictionary) -> void:
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var yaw := deg_to_rad(float(view["yaw"]))
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var distance := float(view["distance"])
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var target := Vector3(0.0, float(view["target_y"]), 0.0)
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_camera.position = target + Vector3(sin(yaw) * distance,
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float(view["height"]) - target.y, cos(yaw) * distance)
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_camera.fov = float(view["fov"])
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_camera.look_at(target, Vector3.UP)
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func _shoot() -> void:
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var dir := ProjectSettings.globalize_path(out_dir)
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DirAccess.make_dir_recursive_absolute(dir)
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var path := dir.path_join("%02d-%s.png" % [_shot, SHOTS[_shot]["gear"]])
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var img: Image = root.get_texture().get_image()
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var err := img.save_png(path)
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print("%s -> err=%d" % [path.get_file(), err])
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Reference in new issue
Block a user