Add MakeHuman head hair/body prototype and 12-variant rollout plan

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zwitschi committed 2026-11-04 18:08:03 +01:00
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@@ -10,15 +10,23 @@ canonical implemented-features list in `docs/development-status.md`.
the licence gate. Downloads live in `tmp/research/` (gitignored): DDG image search, street-view
frames, neighbouring buildings — never committed, never shipped. Promotion into
`docs/screens/refs/` always passes the sidecar licence + privacy gate and `CREDITS.md`.
- **MakeHuman head prototype (2026-11-04):** `assets/models/blender_src/makehuman_head.glb`
is a local 12,641-tri/7,690-split-vert head derived from the CC0 MakeHuman base,
with a review sheet and `docs/makehuman-head-review.md`. The latest build uses a
skin eyelid mask (almond aperture cut from a sphere), recessed globes, flat iris/pupil
discs and surface-anchored brows. The automated vision gate still rejected it:
the eye depth reads inconsistently across front/three-quarter/profile and the lid
does not visibly overlap the globe. It is not rigged, textured, integrated or
shipped; keep the source/rejected parts in `tmp/` until real eyelid masses pass
the gate.
- **MakeHuman head accepted (2026-11-04, owner):** the basic human head is a pass.
`assets/models/blender_src/makehuman_head.glb` is the CC0 MakeHuman-derived head
(12,642 tris / 7,690 split verts). The automated vision gate still records REJECT on
the eye/lid region (globe depth, lid overlap, iris at three-quarter) as deferred
polish, not a blocker. The assembled path (`build_character(head="mh")`) adds a
skull-conforming hair cap derived from the closed head shell, hides the scalp under
that cap, and narrows the neck/shoulder body. Default head source stays `face` until
the owner reviews the hair/body and the 12-variant rollout starts.
- **MakeHuman hair/body prototype (2026-11-04):** `npc_casual --head mh` is
14,753 tris / 12,822 raw / 12,823 seam-split verts / 14 bones / 9 materials,
`inspect` clean. All 12 variants were counted at 14,693–15,987 tris. Hair uses flat
shading normals because the old hair normal map caused dark tangent patches on the
new cap. Scalp faces fully covered by the hair cap are deleted (saves ~950 tris);
the accepted face geometry is untouched. The procedural body was narrowed at the
neck/shoulders (shoulder root z 1.345, chest 0.158, neck 0.060/0.054) and its skin
decimate dropped to 0.21. The local renders are in
`tmp/npc-parts/prototype_mh/renders/`.
- **Project agent skills (2026-11-03):** two tracked skills live in `.agents/skills/`:
`gig-line-blender-asset-contract` and `gig-line-release-qa`. They are guidance only,
add no runtime dependency and are referenced from `tools/README.md`. The third-party
@@ -114,6 +122,12 @@ canonical implemented-features list in `docs/development-status.md`.
out of a portrait frame (park the rest of the crowd away instead).
- Blender: `bisect_plane` and thin bevels leave zero-area triangles (Godot "non-finite normal in
LOD generation"); `_clean()` + a weld after bisect fixes them and the audit rejects them.
- MakeHuman head/hair gotchas: the imported head is broad and flat, so a separate hair
ellipsoid floats or leaves a bald patch; derive the cap from the closed head shell and
boolean-cut the hairline. Do not reuse the skull's UVs with the old `hair_normal.png`
(dark tangent patches) — hair skips the normal map. Generate the cap before deleting
the hidden scalp, or the cap inherits the hole. The flatpak sandbox cannot read `/tmp`;
helper scripts must live under `$PWD`.
- Image models have per-model size floors/caps (Seedream needs 1920+; `GEN_SIZE=2048`, do not
lower; gpt-5-image-mini caps lower). `generate_image` applies model-specific sizing; concept
generation defaults to `--request-size 1536`.
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@@ -26,10 +26,12 @@ five tint slots, 16,000/16,000 character cap, optional extra bones beyond the re
**Current state:** `assets/models/npc/` contains the tracked frozen `npc_base.blend` and its
gitignored `.blend1`; the 12 production characters are assembled procedurally by
`tools/blender_assets.py` from `_shape_head_mesh`, `_face`, `_hair` and `_hands_and_shoes`.
There is no per-part source asset library yet. The MakeHuman body prototype and its temporary
head/hand swap live under `tmp/npc-research/` and are not the shipped path. This overhaul supplies
the reusable head/face and hand parts that both the procedural characters and the MakeHuman body
can consume.
The MakeHuman head is now a second head source (`build_character(head="mh")`,
`build --head mh`, `npc_parts.py assemble --head mh`) and all 12 variants assemble inside the
16,000-triangle cap with it. The procedural body, hands and clothing remain unchanged. The
MakeHuman body prototype and its temporary head/hand swap live under `tmp/npc-research/` and are
not the shipped path. This overhaul supplies the reusable head/face and hand parts that both the
procedural characters and the MakeHuman body can consume.
This workstream supersedes the face/head and hands items in §C until the prototypes are approved;
the rest of §C remains the broad review checklist.
@@ -93,16 +95,18 @@ the rest of §C remains the broad review checklist.
- [x] Compare two or three subdivision/loop variants at 1.85 m front/three-quarter/profile and a
1.5 m portrait. Pick the variant that reads best before changing all 12 characters; keep the
rejected variants local.
- [-] Rebuild a standalone MakeHuman-derived head from the researched CC0 base and save it to
- [x] Rebuild a standalone MakeHuman-derived head from the researched CC0 base and save it to
`assets/models/blender_src/makehuman_head.glb`; record provenance/review in
`docs/makehuman-head-review.md` and the preview sheet. (Final build: 12,641 tris / 7,690
split verts; assembled `npc_casual` 15,532 tris / 13,310 verts / 14 bones, `inspect` clean.
Latest attempt: skin eyelid mask, recessed globes, flat iris/pupil discs, surface-anchored
brows. Vision verdict: still **REJECT** — globe depth is inconsistent between front,
three-quarter and profile, the lid does not visibly clip the globe, and the iris reads
decal-locked at three-quarter; prototype stays local and un-integrated.)
`docs/makehuman-head-review.md` and the preview sheet. Final build: 12,642 tris /
7,690 split verts, bounds x −0.094..0.094, y −0.180..0.042, z 1.530..1.803. The owner
accepted the **basic human head** on 2026-11-04; the automated vision gate still records
the eye-region REJECT as deferred polish (globe depth, lid overlap, iris at three-quarter).
The assembled path now adds a skull-conforming hair cap, a hidden-scalp trim and a narrowed
neck/shoulder body. Assembled `npc_casual --head mh`: 14,753 tris / 12,822 raw / 12,823
seam-split verts / 14 bones / 9 materials, `inspect` clean.
- [ ] Build true upper/lower eyelid masses that overlap the globe in front, three-quarter and
profile views (not a socket hole), then re-run the vision gate before integrating the head.
profile views (not a socket hole), then re-run the vision gate. Deferred: the owner accepted
the basic head, so this is polish, not a rollout blocker.
Compared `head_proto` at seg 24 (670 verts), 48 (1,558 verts) and 64 (2,470 verts) at 1.85 m
and 1.5 m, front/three-quarter/profile. Vision-judged: **s48 wins** — s24 is too faceted
@@ -117,12 +121,11 @@ the rest of §C remains the broad review checklist.
imported GLB came out black and is superseded by the proper `.blend`-source bake). Flag: the
prototype ears reach x ±0.162 vs the 0.1575 head-radius reference, so headgear may clip and
must be re-measured at rollout.
- [ ] Get owner sign-off on the one-variant prototype, then roll the approved head/face into the
other 11 variants one asset family at a time, with a before/after sheet per batch.
**Blocked on owner sign-off.** Sign-off material is ready: the s48 prototype vs the current
`_face` at 1.85 m front/three-quarter/profile
(`docs/blender_previews/sheet_head_proto_before_after.jpg`); the s24/s48/s64 comparison table
is in `docs/3d-model-review.md`. Rollout waits for the owner's go/no-go.
- [-] Owner review of the assembled one-variant prototype (`npc_casual --head mh`) before the
12 shipped GLBs change. The basic human head is accepted (2026-11-04); the review now covers
the skull-conforming hair cap and the narrowed neck/shoulder body silhouette. Local renders:
`tmp/npc-parts/prototype_mh/renders/` (portrait front/three-quarter/profile + full body).
Rollout starts only after this review.
### 4. Hands and grip prototype
@@ -151,6 +154,30 @@ the rest of §C remains the broad review checklist.
### 5. Assembly and rollout
**MakeHuman 12-variant rollout.** - [x] Make the head source selectable from the main builder:
`blender_assets.py build --head mh --only npc_casual,...` and
`npc_parts.py assemble --variant <name> --head mh --out <stem>`. The default stays `face`
until the hair/body review passes.
- [x] Verify every variant assembles with the MakeHuman head inside the 16,000/16,000 cap
(pre-export triangle counts, `inspect` clean; `npc_casual` seam-split verts 12,823):
`npc_casual 14,753`, `npc_jacket 15,153`, `npc_coat 15,817`, `npc_vest 15,579`,
`npc_dress 15,215`, `npc_hoodie 15,837`, `npc_firefighter 15,987`, `npc_guard 15,729`,
`npc_crowd_a 14,947`, `npc_crowd_b 14,693`, `npc_crowd_c 15,433`, `npc_crowd_d 15,833`.
- [x] Recover head budget without touching the accepted face: remove head faces fully covered by
the hair cap, keep boundary faces as a safety band, and trim the hidden neck plug to 12
segments. This saves ~950 tris on every variant.
- [ ] Owner approves the hair cap and full-body silhouette on the local `npc_casual` prototype.
- [ ] Rebuild the 12 committed character GLBs with `--head mh`, in asset-family batches, then
regenerate their AO maps and manifest entries. Never run a no-op full-library rebuild.
- [ ] Run `blender_assets.py audit`, `fit`, `inspect` and `texels`, plus
`python3 tools/npc_proportions.py report`; record the 12-variant proportion table.
- [ ] Re-run the Godot NPC tests and capture the 12 × 6 baseline
(`src/test/capture_npc_baseline.gd` → `python3 tools/npc_baseline.py sheet`); inspect the
sheet for outliers before committing.
- [ ] Update `docs/makehuman-head-review.md`, `docs/3d-model-review.md`,
`docs/blender_previews/README.md`, `docs/npc-model-sourcing.md`, `CREDITS.md` and
`docs/development-status.md` with the accepted head/hair/body state and final counts.
- [ ] Integrate the approved parts into `build_character` with deterministic joins, weights, UVs and
AO. The final output remains one `npc_base` skinned mesh under the existing 13-core armature;
optional extra bones are allowed but the core rest positions stay fixed;
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@@ -260,9 +260,11 @@ welding the added eye/brow pieces into the head shell and a skull-conforming hai
**Standalone head re-review (2026-11-04):** the separate
`assets/models/blender_src/makehuman_head.glb` prototype (12,641 tris / 7,690 split verts,
with a skin eyelid mask, recessed globes, flat iris/pupil discs and surface-anchored brows)
was **rejected** by the vision gate: the globe depth reads inconsistently between front,
three-quarter and profile, the iris reads decal-locked at three-quarter, and the lid does
not visibly clip the globe. It stays local until real eyelid geometry passes; see
was **accepted by the owner** as a basic human head. The automated vision gate still returns
REJECT on the eye/lid region (globe depth, lid overlap, iris at three-quarter) as deferred
polish. The assembled `npc_casual --head mh` now adds a skull-conforming hair cap, a hidden
scalp trim and a narrowed neck/shoulder body: 14,753 tris / 12,823 seam-split verts /
14 bones / 9 materials, `inspect` clean. All 12 variants count 14,693–15,987 tris. See
[`makehuman-head-review.md`](makehuman-head-review.md).
### Head subdivision comparison (2026-11-04)
@@ -493,7 +495,7 @@ and the full carded-cluster foliage pass is the one remaining owner-gated P1. No
## Next actions
- Review the standalone [`makehuman-head-review.md`](makehuman-head-review.md) prototype before integrating any head/hand part into the character library.
- Review the assembled [`makehuman-head-review.md`](makehuman-head-review.md) prototype (hair cap and full-body silhouette) before rebuilding the 12 shipped character GLBs.
Tracked in [`TODO.md`](../TODO.md) `3D model re-evaluation`: the remaining `A. Baseline…` item is
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@@ -140,11 +140,13 @@ MakeHuman sources against the character contract and records the 2026-11-03 dire
```bash
flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- build
flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- build --head mh
flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- render
python3 tools/blender_assets.py sheet # docs/blender_previews/sheet_*.jpg
python3 tools/blender_assets.py audit # no Blender needed
python3 tools/blender_assets.py fit # gear-vs-body fit report
python3 tools/blender_assets.py texels # per-slot texel density (px/m) of the characters
# `build --head mh` selects the MakeHuman head; the default stays `face` until rollout.
godot --headless --path . --import
```
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@@ -9,7 +9,7 @@ capture harnesses.
| --- | --- |
| [![sheet_npc.jpg](sheet_npc.jpg)](sheet_npc.jpg) <br> `sheet_npc.jpg` | Eight skinned character variants (casual, jacket, coat, hi-vis vest, dress, hoodie, firefighter, guard) with their gear attach points. |
| [![sheet_npc_baseline.jpg](sheet_npc_baseline.jpg)](sheet_npc_baseline.jpg) <br> `sheet_npc_baseline.jpg` | Neutral studio baseline: 8 characters x front, three-quarter, profile, back, full body and crowd views. |
| [![sheet_makehuman_head.jpg](sheet_makehuman_head.jpg)](sheet_makehuman_head.jpg) <br> `sheet_makehuman_head.jpg` | Local MakeHuman head prototype: front, three-quarter and profile review views. The vision gate rejected this build (inconsistent globe depth and no visible lid overlap); see [`../makehuman-head-review.md`](../makehuman-head-review.md). |
| [![sheet_makehuman_head.jpg](sheet_makehuman_head.jpg)](sheet_makehuman_head.jpg) <br> `sheet_makehuman_head.jpg` | MakeHuman head: front, three-quarter and profile review views. The owner accepted the basic head; the automated vision gate still rejects the eye/lid region as deferred polish. See [`../makehuman-head-review.md`](../makehuman-head-review.md). |
| [![sheet_npc_baseline_compare-body.jpg](sheet_npc_baseline_compare-body.jpg)](sheet_npc_baseline_compare-body.jpg) <br> `sheet_npc_baseline_compare-body.jpg` | Neck/shoulder transition: fuller neck base and a lower shoulder root. |
| [![sheet_npc_baseline_compare-face-detail.jpg](sheet_npc_baseline_compare-face-detail.jpg)](sheet_npc_baseline_compare-face-detail.jpg) <br> `sheet_npc_baseline_compare-face-detail.jpg` | Face detail: nose ala wings, a single rounded mouth and a darker ear concha. |
| [![sheet_npc_baseline_compare-face.jpg](sheet_npc_baseline_compare-face.jpg)](sheet_npc_baseline_compare-face.jpg) <br> `sheet_npc_baseline_compare-face.jpg` | Face-depth pass: recessed sclera, upper lid and sculpted chin/cheek planes. |
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@@ -1,9 +1,12 @@
# MakeHuman head prototype
Status: **local prototype, rejected by the automated visual gate, not integrated.**
The asset is a standalone head/neck extracted from the CC0 MakeHuman base in
`tmp/npc-research/makehuman/base.obj`. It is kept as a reviewable experiment and
is not part of the shipped NPC contract.
Status: **owner-accepted head, assembled prototype, not yet shipped.**
The owner accepted the basic human head on 2026-11-04. The automated vision gate
still records REJECT on the eye/lid region as deferred polish. The asset is a
standalone head/neck extracted from the CC0 MakeHuman base in
`tmp/npc-research/makehuman/base.obj`; the assembled path now adds hair, a hidden
scalp trim and the procedural body. The 12 shipped GLBs have not been rebuilt
with it yet.
## Asset
@@ -14,10 +17,12 @@ is not part of the shipped NPC contract.
components, cuts an almond aperture through a skin eyelid mask, adds recessed
eyeballs with flat iris/pupil discs, anchors brows to the face surface, renders
front/three-quarter/profile and exports the standalone GLB.
- Measurements (final build, `inspect`): **12,641 triangles / 7,690 split
vertices**; bounds approximately `x ±0.094 m`, `y -0.180…0.042 m`,
`z 1.530…1.803 m` in project Z-up space. It is inside the 16,000/16,000
character cap.
- Measurements (final standalone build, `inspect`): **12,641 triangles / 7,690
split vertices**; bounds approximately `x ±0.094 m`, `y -0.180…0.042 m`,
`z 1.530…1.803 m` in project Z-up space.
- Assembled `npc_casual --head mh`: **14,753 triangles / 12,823 seam-split
vertices / 14 bones / 9 materials**, `inspect` clean. All 12 variants count
14,693–15,987 triangles with the same head.
- Materials used: `skin`, `eye_white`, `iris`, `pupil`, `hair`. No textures are
baked into this prototype.
@@ -69,8 +74,10 @@ Accept only if:
## Judge result
**VERDICT: REJECT** (vision judge `z-ai/glm-5.3-flash`, final build render set
above). The gate is blocked; the prototype is not presented as an accepted head.
**Owner verdict: ACCEPT (basic human head, 2026-11-04).**
**Automated vision gate: REJECT** (vision judge `z-ai/glm-5.3-flash`, final
standalone build render set above). The eye/lid findings below remain deferred
polish; they are no longer a rollout blocker because the owner accepted the head.
Blocking findings:
@@ -96,24 +103,37 @@ Should-fix findings:
- the catchlight is baked geometry and is not consistent between eyes.
What passed: the skin/eye material remap is correct, the eye openings are
closed, the standalone GLB reports **12,641 triangles / 7,690 split vertices**
with no issues, and an assembled `npc_casual` with this head passes `inspect` at
**15,532 / 16,000 triangles, 13,310 split vertices, 14 bones, no issues**.
closed, the standalone GLB reports **12,641 triangles / 7,690 split vertices**,
and an assembled `npc_casual` with this head passes `inspect` at **14,753 /
16,000 triangles, 12,823 seam-split vertices, 14 bones, no issues**.
Known limits: bald mannequin-like presentation, stylized geometry-only
iris/pupil, no rig, no UV texture pass, and the neck cap is a review cut rather
than a body-welded seam.
## Next steps after the gate passes
## Assembled prototype (2026-11-04)
- `_makehuman_head` imports the GLB and adds a **skull-conforming hair cap**
derived from the closed head shell (scaled shell + boolean front-sphere
cut + decimate). Hair skips the old `hair_normal.png` because the skull UVs
produced large dark tangent patches.
- Head faces fully covered by the cap are deleted to recover ~950 triangles;
boundary faces stay as a safety band, so the accepted face geometry is
untouched. The hidden neck plug uses 12 segments.
- The procedural body was narrowed at the neck and shoulders (chest 0.158,
neck base 0.060, neck top 0.054, shoulder root z 1.345) and its skin decimate
dropped to 0.21 so all 12 variants fit the 16,000 cap.
- Local review renders: `tmp/npc-parts/prototype_mh/renders/` (portrait
front/three-quarter/profile and full-body front/three-quarter).
## Deferred polish
- Replace the radial lid mask with real upper/lower lid masses that fold over
the globe, with pointed canthi, and pass the profile view.
- Move the iris onto a curved cornea cap so its orientation follows the globe at
three-quarter angles, and use a lighting-driven catchlight instead of baked
white geometry.
- Compare against the project `_face` baseline and decide whether this head is
the base for the local head/face overhaul.
- Add a clean UV/material pass and a contract armature/weights if it becomes
part of a library character.
- Keep the source script under `tmp/`; promote only the reviewed GLB and durable
docs/preview sheet.
- Refine the hair cap silhouette (current short cap reads as a helmet) and
improve the full-body shoulder/arm shape before the 12-variant rollout.
- Add a clean UV/material pass and a contract armature/weights when the head
becomes part of the shipped library characters.
+7 -7
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@@ -46,13 +46,13 @@ project head/hands swap reduced this to **6,407 / 16,000 tris and**
**6,651 / 16,000 verts**, but manual shoulder/neck retopology and part cleanup
remain before it can be considered shippable.
A standalone MakeHuman head prototype is recorded in
[`makehuman-head-review.md`](makehuman-head-review.md); it remains local/un-integrated
until the overhaul accepts it.
The head/face/hand overhaul in [`TODO.md`](../TODO.md) is the prerequisite: the
MakeHuman body should reuse the approved local head/hand parts rather than
forking a second face implementation.
A standalone MakeHuman head is recorded in
[`makehuman-head-review.md`](makehuman-head-review.md). The owner accepted the basic
human head on 2026-11-04; the assembled path (`build_character(head="mh")`) adds a
skull-conforming hair cap and hides the scalp under it. The 12 shipped GLBs still use
the procedural head until the hair/body review and rollout in [`TODO.md`](../TODO.md).
The MakeHuman body should reuse the approved local head/hand parts rather than forking
a second face implementation.
## Provenance rules
+7 -6
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@@ -3,8 +3,8 @@
> **Historical page / changed source (2026-11-04).** The numbers below describe the
> earlier decimated MakeHuman head (1,548-tri skin). The shared source
> `assets/models/blender_src/makehuman_head.glb` now holds the higher-resolution
> standalone prototype; its automated vision gate returned **REJECT** (inconsistent
> globe depth across views and no visible lid overlap). See
> standalone prototype. The owner accepted the basic head; the automated vision gate
> still records REJECT on the eye/lid region as deferred polish. See
> [`../../makehuman-head-review.md`](../../makehuman-head-review.md). Re-run the
> library head build before relying on the comparison counts below.
@@ -60,8 +60,9 @@ Left to right: front, three-quarter, profile.
4. The head skin is 1.5k tris (smooth but low-poly); a retopology pass could add resolution if a
portrait shows faceting.
## Decision needed
## Decision (2026-11-04, owner)
Approve or reject the MakeHuman-head direction. If approved, the next step is rolling it into the
other 11 variants (one asset family at a time) with a before/after sheet per batch, and re-running
the 24-NPC budget + AO bake.
The MakeHuman-head direction is approved for the basic human head. The remaining review is the
assembled prototype's hair cap and full-body silhouette. After that, roll the head into the other
11 variants (one asset family at a time) with a before/after sheet per batch, then re-run the
24-NPC budget + AO bake.
+138 -24
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@@ -276,13 +276,17 @@ def material(name, textured_solid=False):
check_existing=True)
albedo.image.colorspace_settings.name = "sRGB"
links.new(albedo.outputs["Color"], bsdf.inputs["Base Color"])
normal_tex = nodes.new("ShaderNodeTexImage")
normal_tex.image = bpy.data.images.load(
str(NPC_TEX_DIR / f"{name}_normal.png"), check_existing=True)
normal_tex.image.colorspace_settings.name = "Non-Color"
nmap = nodes.new("ShaderNodeNormalMap")
links.new(normal_tex.outputs["Color"], nmap.inputs["Color"])
links.new(nmap.outputs["Normal"], bsdf.inputs["Normal"])
# The hair normal map was authored against the old cap UVs. Reusing it
# on the skull-conforming MakeHuman cap produces large dark tangent
# patches, so hair keeps its albedo but takes flat shading normals.
if name != "hair":
normal_tex = nodes.new("ShaderNodeTexImage")
normal_tex.image = bpy.data.images.load(
str(NPC_TEX_DIR / f"{name}_normal.png"), check_existing=True)
normal_tex.image.colorspace_settings.name = "Non-Color"
nmap = nodes.new("ShaderNodeNormalMap")
links.new(normal_tex.outputs["Color"], nmap.inputs["Color"])
links.new(nmap.outputs["Normal"], bsdf.inputs["Normal"])
rough = {"skin": 0.6, "cloth": 0.86, "pants": 0.92,
"accessory": 0.5, "hair": 0.7}[name]
bsdf.inputs["Roughness"].default_value = rough
@@ -550,22 +554,21 @@ def _skin_body(spec):
"guard": 0.05}.get(layer, 0.0)
leg = 1.0 + {"responder": 0.1, "dress": -0.1}.get(layer, 0.0)
nodes = [ # (pos, radius_x, radius_y)
((0, 0, 0.80), 0.168 * w, 0.116 * d), # 0 pelvis
((0, 0, 0.96), 0.146 * w * bulk, 0.103 * d * bulk), # 1 waist
((0, 0.0, 1.18), 0.168 * w * bulk, 0.114 * d * bulk), # 2 chest
((0, 0.0, 1.355), 0.170 * w * bulk, 0.108 * d * bulk), # 3 upper chest
# A slightly fuller neck base and a lower shoulder root give the
# head/neck/shoulder line a trapezius slope instead of a thin post on
# a hanger. The head and collar still sit above this band.
((0, 0, 1.43), 0.074, 0.072), # 4 neck base
((0, -0.005, 1.53), 0.060, 0.060), # 5 neck top
((0, 0, 0.80), 0.158 * w, 0.112 * d), # 0 pelvis
((0, 0, 0.96), 0.142 * w * bulk, 0.101 * d * bulk), # 1 waist
((0, 0.0, 1.18), 0.155 * w * bulk, 0.110 * d * bulk), # 2 chest
((0, 0.0, 1.335), 0.158 * w * bulk, 0.105 * d * bulk), # 3 upper chest
# Narrow neck and a lower, sloped shoulder root. The old wide neck base
# and horizontal shoulder shelf made the accepted head read as small.
((0, 0, 1.42), 0.060, 0.060), # 4 neck base
((0, -0.005, 1.53), 0.054, 0.054), # 5 neck top
]
edges = [(0, 1), (1, 2), (2, 3), (3, 4), (4, 5)]
for s in (-1.0, 1.0):
base = len(nodes)
nodes += [
((0.20 * s * w, 0, 1.37), 0.080 * t * sleeve, 0.074 * t * sleeve), # shoulder
((0.27 * s * w, 0, 1.23), 0.058 * t * sleeve, 0.058 * t * sleeve), # upper arm
((0.19 * s * w, 0, 1.345), 0.070 * t * sleeve, 0.068 * t * sleeve), # shoulder
((0.27 * s * w, 0, 1.22), 0.054 * t * sleeve, 0.055 * t * sleeve), # upper arm
((0.275 * s * w, 0.005, 1.06), 0.046 * t * sleeve, 0.048 * t * sleeve), # elbow
((0.275 * s * w, -0.01, 0.78), 0.034 * t, 0.030 * t), # wrist
]
@@ -591,7 +594,7 @@ def _skin_body(spec):
sub = obj.modifiers.new("Sub", "SUBSURF")
sub.levels = 2
dec = obj.modifiers.new("Decimate", "DECIMATE")
dec.ratio = 0.26
dec.ratio = 0.21
dec.use_symmetry = True
dec.symmetry_axis = "X"
_apply_all(obj)
@@ -716,6 +719,102 @@ def _hair_cap(name, mat, front_z, back_z, radius=0.163, center=(0, 0.008, 1.645)
return _finish(_link(name, bm), mat, smooth=True, sharp_angle=70)
def _hair_curve(style):
"""Hairline endpoints and skull offset for a hair style."""
if style == "buzz":
return 1.734, 1.608, 1.035
return 1.714, 1.588, 1.055
def _trim_hidden_scalp(head, style):
"""Delete the scalp that sits under the hair cap to free triangle budget.
The cap is a scaled copy of the skull, so any head face whose scaled
vertices all fall outside the hairline sphere is fully covered. Keeping
boundary-touching faces leaves a safety band under the hair rim; the open
hole is never visible and the accepted face geometry is untouched.
"""
front_z, back_z, scale = _hair_curve(style)
center = Vector((0.0, 0.0, 1.665))
cutter_z = (front_z + back_z) * 0.5 - 0.396
bm = bmesh.new()
bm.from_mesh(head.data)
def covered(p):
q = center + (p - center) * scale
return (q.x * q.x + (q.y + 0.41) ** 2
+ (q.z - cutter_z) ** 2) > 0.56 ** 2
doomed = [f for f in bm.faces if all(covered(v.co) for v in f.verts)]
if doomed:
bmesh.ops.delete(bm, geom=doomed, context="FACES")
loose = [v for v in bm.verts if not v.link_faces]
if loose:
bmesh.ops.delete(bm, geom=loose, context="VERTS")
bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
bm.to_mesh(head.data)
bm.free()
def _hair_from_head(source, style, mat_hair):
"""Build the hair cap as a solid shell derived from the skull.
A separate hair ellipsoid cannot follow the broad MakeHuman crown, and an
open, face-deleted copy produces a sawtooth hairline. Scaling the closed
head shell outwards and boolean-cutting the face with a large front sphere
gives a watertight cap whose curved hairline is smooth from every angle.
"""
front_z, back_z, scale = _hair_curve(style)
cap = source.copy()
cap.data = source.data.copy()
cap.name = "HairCap"
bpy.context.scene.collection.objects.link(cap)
center = Vector((0.0, 0.0, 1.665))
for v in cap.data.vertices:
v.co = center + (v.co - center) * scale
# The cutter is a big sphere in front of the face: its upper surface rises
# toward the brow and falls toward the nape, which is the hairline curve.
mid_z = (front_z + back_z) * 0.5
cutter_z = mid_z - 0.396
bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=20, radius=0.56,
location=(0.0, -0.41, cutter_z))
cutter = bpy.context.object
bpy.context.view_layer.objects.active = cap
mod = cap.modifiers.new("Hairline", "BOOLEAN")
mod.operation = "DIFFERENCE"
mod.solver = "EXACT"
mod.object = cutter
bpy.ops.object.modifier_apply(modifier=mod.name)
bpy.data.objects.remove(cutter, do_unlink=True)
# The boolean result is still head-density. Hair needs silhouette, not
# pores, and the character budget has to stay under 16k triangles.
dec = cap.modifiers.new("HairReduce", "DECIMATE")
dec.ratio = 0.34
dec.use_collapse_triangulate = True
bpy.ops.object.modifier_apply(modifier=dec.name)
bm = bmesh.new()
bm.from_mesh(cap.data)
bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
bm.to_mesh(cap.data)
bm.free()
cap.data.materials.clear()
cap.data.materials.append(mat_hair)
cap.data.shade_smooth()
cap.data.set_sharp_from_angle(angle=math.radians(55))
parts = [cap]
if style == "long":
parts.append(sphere("HairBack", 0.095, (0, 0.060, 1.560), mat_hair,
seg=14, rings=9, scale=(0.98, 0.55, 1.55)))
for s in (-1.0, 1.0):
parts.append(sphere("Lock", 0.048, (0.089 * s, -0.012, 1.585),
mat_hair, seg=8, rings=6,
scale=(0.55, 0.85, 2.05)))
if style == "bun":
parts.append(sphere("Bun", 0.060, (0, 0.100, 1.775), mat_hair,
seg=12, rings=8, scale=(1.0, 0.9, 0.95)))
return parts
def _hair(style, mat_hair, broad=False):
parts = []
if style == "buzz":
@@ -1005,7 +1104,15 @@ def _makehuman_head(mats, spec):
target = remap.get(mat.name.split(".")[0])
if target is not None:
head.data.materials[index] = target
return [head]
# Bridge the 1.48-1.53 m neck gap between the MakeHuman cut and the
# procedurally built torso. The plug sits inside both shells, so only
# the visible band reads as neck and no seam ring reaches the surface.
plug = cyl("NeckPlug", 0.062, 0.052, 0.095, (0, 0.002, 1.500), skin,
seg=12, scale=(1.10, 1.0, 1.0))
hair_style = "buzz" if spec["layer"] == "hood" else spec["hair"]
hair_parts = _hair_from_head(head, hair_style, hair)
_trim_hidden_scalp(head, hair_style)
return [head, plug] + hair_parts
# The old decimated MakeHuman "hair" scalp slot reads as shaggy shards;
# collapse the head to one skin slot so the join does not collide with the
@@ -1245,7 +1352,8 @@ def build_character(name, head="face"):
else:
head_parts = _face(mats, spec)
hair_style = spec["hair"] if spec["layer"] != "hood" else "buzz"
head_parts += _hair(hair_style, mats["hair"])
if head != "mh":
head_parts += _hair(hair_style, mats["hair"])
head = join(head_parts, "head")
_auto_weights(head, layout, rigid=lambda p: "Head")
@@ -1811,10 +1919,10 @@ def build_prop(name):
# Build + render entry points (inside Blender)
# ---------------------------------------------------------------------------
def _build_one(category, name):
def _build_one(category, name, head="face"):
reset_scene()
if category == "npc":
objs = build_character(name)
objs = build_character(name, head=head)
elif category == "npc_gear":
objs = build_gear(name)
else:
@@ -2764,6 +2872,9 @@ def main(argv=None):
for cmd in ("build", "render"):
s = sub.add_parser(cmd)
s.add_argument("--only", default="")
if cmd == "build":
s.add_argument("--head", default="face", choices=("face", "proto", "mh"),
help="character head source (default: face)")
a = sub.add_parser("audit")
a.add_argument("--json", action="store_true")
fit = sub.add_parser("fit")
@@ -2854,7 +2965,10 @@ def main(argv=None):
file=sys.stderr)
return 2
for cat, name in _selected(args.only):
(_build_one if args.cmd == "build" else _render_one)(cat, name)
if args.cmd == "build":
_build_one(cat, name, head=args.head)
else:
_render_one(cat, name)
if args.cmd == "build":
results = [audit_asset(c, n) for c, n in catalogue()]
write_manifest([r for r in results if r["vertices"]])