Swap the full 12-character roster onto the CC0 Quaternius bases
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zwitschi committed 2026-11-06 13:56:30 +01:00
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@@ -73,3 +73,24 @@ full source rig.
Resolved: option 2 (62-joint runtime) is the owner's choice. The first implementation step is
the `NpcAvatar` bone-map + gear-attach re-derivation, then the slot/AO bake and the 12-variant
rollout.
## Follow-up decision: full roster swap
- **Date:** 2026-11-05 (owner, at the `0.9.9` face/silhouette gate)
The owner chose **option (a) full swap** from
[`docs/screens/npc-face-gate/`](../../screens/npc-face-gate/README.md): every roster character
moves onto the Quaternius base, and the procedural generator plus the MakeHuman head retire to
the tested fallback rather than staying in the shipped roster.
Scope consequences:
- The shipped roster keeps its twelve public character names and `CHARACTER_POOLS` mapping; the
geometry behind them comes from the three CC0 full-body sources already researched
(`Casual`, `Casual_Hoodie`, `Worker`), aliased per role.
- Variety now comes from the five tint slots, the gear library and the per-role outfit rules
instead of twelve distinct meshes. Roster silhouettes are therefore *less* varied than the
procedural library until the modular part library (hair, outfits) is added — tracked as a
`0.9.10` task, not hidden.
- The procedural library, `_build_body()` and the MakeHuman head stay in the tree and tested as
the instant fallback; no MPFB or Stage-1 proportion-warp work reopens.