Raise character limits and document optional Blender MCP
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@@ -35,6 +35,12 @@ captures in `docs/screenshots/`.
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doors, stair handrails and a dark sedan. Today's in-game props are primitive
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boxes, and the trees are cones.
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## Optional MCP
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Blender MCP can be used for interactive head/face/hand part exploration, but it
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is not required. The headless commands below remain the build and audit path;
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see [`blender-mcp.md`](blender-mcp.md) for installation, connection and safety.
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## Running it
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```bash
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@@ -98,12 +104,12 @@ All eight use the `npc_base` contract, so each one can replace
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`Materials.npc_slot()` tints them the same way it tints `npc_base`. Cloth and
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pants repeat the weave 4× (`NPC_FABRIC_UV_SCALE`) and intentionally skip the
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per-character baked AO; skin, hair and fixed gear keep it.
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- budget ≤ **8,000 triangles and ≤ 8,000 glTF vertices** for the eight library
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variants (vertex count after seam splits; `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in
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`tools/blender_assets.py`, raised from 6,000/5,000 on 2026-11-02). The frozen
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`npc_base` fallback keeps its original 6,000/4,000 contract. The current range
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is 4,482–5,474 triangles and 4,260–5,494 vertices, leaving room for the
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remaining grip and clothing detail.
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- budget ≤ **16,000 triangles and ≤ 16,000 glTF vertices** per character (vertex count after
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seam splits; `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in `tools/blender_assets.py`). The 13 core bones
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remain required; optional extra bones are allowed as long as the core rest positions and
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`NpcAvatar` animation proxies are unchanged. The frozen low-poly `npc_base` fallback keeps its
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compact geometry but is no longer capped at 6,000/4,000. The current range is 5,038–6,030
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triangles and 4,756–5,902 vertices, leaving substantial head/hand headroom.
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Construction: the torso and limbs are one continuous Skin-modifier mesh,
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subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs,
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@@ -185,7 +191,7 @@ carry baked AO and the shared neutral material maps described above.
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- `python3 tools/blender_assets.py audit`: container, `POSITION`/`NORMAL`/
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`TEXCOORD_0`, UVs in [0, 1], no zero-area triangles (Godot warns about them
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during LOD generation), budgets (library characters 8000/8000, base fallback 6000/4000, gear 1500, props 4000
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during LOD generation), budgets (characters 16000/16000, gear 1500, props 4000
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triangles), grounding, and an editable `.blend`. For characters it also
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checks skinning, bones, slots, the `npc_base` mesh node and the height.
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- `tools/tests/test_blender_assets.py`: catalogue and contract consistency with
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