Raise character limits and document optional Blender MCP
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@@ -189,7 +189,7 @@ Caveats:
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`adapt` is the mechanical first half of an external-mesh intake (MakeHuman,
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MPFB, downloaded GLB): import, apply transforms, ground the feet, weld seam
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splits, decimate to the character budget, and export a GLB. It does **not** map
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the five tint slots or rebuild the 13-bone `npc_base` armature — those stay a
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the five tint slots or rebuild the 13-core-bone `npc_base` armature (optional extra bones are allowed) — those stay a
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manual `retopology`/`rigging` step with a recorded second-rig contract if the
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source rig cannot be retargeted:
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@@ -198,8 +198,8 @@ flatpak run org.blender.Blender --background \
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--python "$PWD/tools/blender_assets.py" -- adapt \
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--file "$PWD/tmp/npc-research/makehuman_base.glb" \
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--out "$PWD/tmp/npc-research/makehuman_adapted.glb" \
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--target-tris 8000
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# prints: adapted makehuman_adapted.glb: 36972 -> 8000 tris (bones=N, meshes=1)
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--target-tris 16000
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# prints: adapted makehuman_adapted.glb: 36972 -> 16000 tris (bones=N, meshes=1)
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```
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Run `inspect` on the adapted GLB before and after, and keep the procedural
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@@ -343,6 +343,14 @@ python3 tools/model_pipeline.py audit
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python3 tools/npc_pipeline.py audit
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```
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### Optional interactive Blender MCP
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The headless pipeline above is authoritative. For local part exploration, an
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optional Blender MCP bridge can query the scene, run small `bpy` snippets and
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capture viewport screenshots. It is not a build, CI, test or runtime dependency;
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setup, safety and the part workflow are in
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[`blender-mcp.md`](blender-mcp.md).
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## Realism pass: scene concepts, skylines and textures
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The skyline, surface tiles and phase lighting were rebuilt against AI concept frames. The
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