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