Add MakeHuman head hair/body prototype and 12-variant rollout plan
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@@ -10,15 +10,23 @@ canonical implemented-features list in `docs/development-status.md`.
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the licence gate. Downloads live in `tmp/research/` (gitignored): DDG image search, street-view
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frames, neighbouring buildings — never committed, never shipped. Promotion into
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`docs/screens/refs/` always passes the sidecar licence + privacy gate and `CREDITS.md`.
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- **MakeHuman head prototype (2026-11-04):** `assets/models/blender_src/makehuman_head.glb`
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is a local 12,641-tri/7,690-split-vert head derived from the CC0 MakeHuman base,
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with a review sheet and `docs/makehuman-head-review.md`. The latest build uses a
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skin eyelid mask (almond aperture cut from a sphere), recessed globes, flat iris/pupil
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discs and surface-anchored brows. The automated vision gate still rejected it:
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the eye depth reads inconsistently across front/three-quarter/profile and the lid
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does not visibly overlap the globe. It is not rigged, textured, integrated or
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shipped; keep the source/rejected parts in `tmp/` until real eyelid masses pass
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the gate.
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- **MakeHuman head accepted (2026-11-04, owner):** the basic human head is a pass.
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`assets/models/blender_src/makehuman_head.glb` is the CC0 MakeHuman-derived head
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(12,642 tris / 7,690 split verts). The automated vision gate still records REJECT on
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the eye/lid region (globe depth, lid overlap, iris at three-quarter) as deferred
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polish, not a blocker. The assembled path (`build_character(head="mh")`) adds a
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skull-conforming hair cap derived from the closed head shell, hides the scalp under
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that cap, and narrows the neck/shoulder body. Default head source stays `face` until
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the owner reviews the hair/body and the 12-variant rollout starts.
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- **MakeHuman hair/body prototype (2026-11-04):** `npc_casual --head mh` is
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14,753 tris / 12,822 raw / 12,823 seam-split verts / 14 bones / 9 materials,
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`inspect` clean. All 12 variants were counted at 14,693–15,987 tris. Hair uses flat
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shading normals because the old hair normal map caused dark tangent patches on the
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new cap. Scalp faces fully covered by the hair cap are deleted (saves ~950 tris);
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the accepted face geometry is untouched. The procedural body was narrowed at the
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neck/shoulders (shoulder root z 1.345, chest 0.158, neck 0.060/0.054) and its skin
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decimate dropped to 0.21. The local renders are in
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`tmp/npc-parts/prototype_mh/renders/`.
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- **Project agent skills (2026-11-03):** two tracked skills live in `.agents/skills/`:
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`gig-line-blender-asset-contract` and `gig-line-release-qa`. They are guidance only,
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add no runtime dependency and are referenced from `tools/README.md`. The third-party
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@@ -114,6 +122,12 @@ canonical implemented-features list in `docs/development-status.md`.
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out of a portrait frame (park the rest of the crowd away instead).
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- Blender: `bisect_plane` and thin bevels leave zero-area triangles (Godot "non-finite normal in
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LOD generation"); `_clean()` + a weld after bisect fixes them and the audit rejects them.
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- MakeHuman head/hair gotchas: the imported head is broad and flat, so a separate hair
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ellipsoid floats or leaves a bald patch; derive the cap from the closed head shell and
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boolean-cut the hairline. Do not reuse the skull's UVs with the old `hair_normal.png`
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(dark tangent patches) — hair skips the normal map. Generate the cap before deleting
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the hidden scalp, or the cap inherits the hole. The flatpak sandbox cannot read `/tmp`;
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helper scripts must live under `$PWD`.
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- Image models have per-model size floors/caps (Seedream needs 1920+; `GEN_SIZE=2048`, do not
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lower; gpt-5-image-mini caps lower). `generate_image` applies model-specific sizing; concept
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generation defaults to `--request-size 1536`.
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