Swap the full 12-character roster onto the CC0 Quaternius bases
This commit is contained in:
1 parent
1ce173e9d1
commit
a6ccd86f85
39 files changed
+583
-173
No files matched your search
@@ -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.
|
||||
Reference in new issue
Block a user