Raise character limits and document optional Blender MCP
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zwitschi committed 2026-11-04 13:47:16 +01:00
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@@ -88,15 +88,17 @@ specialists the task needs:
### Project rules that override a skill
1. **The project contract wins.** `npc_base` mesh node, the 13 contract bones at their rest
positions, five tint slots, front on Blender −Y / Godot +Z, grounded feet, 8,000
triangles / 8,000 glTF vertices per character, 1,500 per gear, 4,000 per prop. A skill
1. **The project contract wins.** `npc_base` mesh node, the 13 required core bones at their rest
positions, five tint slots, front on Blender −Y / Godot +Z, grounded feet, 16,000
triangles / 16,000 glTF vertices per character, 1,500 per gear, 4,000 per prop. Optional
extra bones (fingers, face, toes) are allowed if they do not move the core rest positions. A skill
may recommend another topology, naming or budget scheme; do not adopt it unless the
change is explicitly planned and the contract, tests and docs are updated together.
2. **There is no Blender MCP here.** The skills assume MCP tools; this project runs Blender
as headless flatpak scripts (`tools/blender_assets.py`, `tools/npc_pipeline.py`). Translate
MCP steps into script changes or CLI runs. Never add an MCP dependency to the build, CI or
runtime.
2. **Blender MCP is optional interactive tooling.** The headless flatpak scripts
(`tools/blender_assets.py`, `tools/npc_pipeline.py`) remain authoritative. MCP may be used
for local part exploration; setup and safety are in [`docs/blender-mcp.md`](docs/blender-mcp.md).
Never add an MCP dependency to the build, CI, tests or runtime, and always re-run the CLI
audit/fit gates on anything MCP touched.
3. **CI stays offline and skill-free.** Skills are local guidance only; every gate must still
work from a fresh checkout with committed `.glb`/`.png`/`.tres` files and Godot.
4. **No new asset source without the licence gate.** Skills may suggest reference packs or