Smooth the prototype neck and shrink the shoes
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@@ -33,15 +33,17 @@ canonical implemented-features list in `docs/development-status.md`.
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points/weights, removes the rig, applies the helper MASK, scales to 1.81 m, retargets the A-pose
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arms to the contract wrist, cuts the neck at 1.505, decimates, bisects the clothing boundaries,
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paints the five slots, adds a short neck flare, project hands, rounded shoes and cuffs, the
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accepted head and the 14-bone contract armature. Current output: **15,373 tris / 13,552 glTF
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verts / 13,560 seam-split verts / 1.810 m / 14 bones / 10 materials**; `inspect` clean and feet
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grounded. The neck is now a radial cut of the decimated column plus a wide 20-segment skin cone
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(lower cone painted cloth, reads as a V-neck); the ankles are hidden by a 0.14 m shoe shell and a
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0.10 m pant cuff. Earlier torus collar, cloth cylinder collar and skin neck-blend sphere attempts
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were removed: they read as a brace, a shelf or a donut. Remaining polish: block-shaped shoes,
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V-shaped shirt hem at the crotch, skin-tight shirt, angular thigh facets. The prototype uses flat
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slot colours because the one-shot MPFB UV unwrap does not match the per-slot NPC atlases.
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Renders: `tmp/npc-parts/mpfb_proto/renders60/`; body-only: `body_only.glb`.
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accepted head and the 14-bone contract armature. Current output: **15,453 tris / 13,630 glTF
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verts / 13,638 seam-split verts / 1.810 m / 14 bones / 10 materials**; `inspect` clean and feet
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grounded. The neck is a radial cut of the decimated column bridged by a four-ring, 20-segment
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lathe (lower rings painted cloth, reads as a crew neck); the ankles are hidden by a 0.12 m shoe
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shell, 0.13 × 0.32 m sole and a 0.08 m pant cuff. Earlier torus collar, cloth cylinder collar,
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skin neck-blend sphere and destructive `smooth_vert` pass failed: the shells read as a brace,
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shelf or donut, and vertex smoothing tore the open collar boundary into a dark hole. Remaining
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polish: bulbous shoe toe, V-shaped shirt hem at the crotch, skin-tight shirt, angular thigh
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facets. The prototype uses flat slot colours because the one-shot MPFB UV unwrap does not match
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the per-slot NPC atlases. Renders: `tmp/npc-parts/mpfb_proto/renders63/`; body-only:
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`body_only.glb`.
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- **Project agent skills (2026-11-03):** two tracked skills live in `.agents/skills/`:
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`gig-line-blender-asset-contract` and `gig-line-release-qa`. They are guidance only,
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add no runtime dependency and are referenced from `tools/README.md`. The third-party
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