Add MakeHuman head hair/body prototype and 12-variant rollout plan
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@@ -260,9 +260,11 @@ welding the added eye/brow pieces into the head shell and a skull-conforming hai
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**Standalone head re-review (2026-11-04):** the separate
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`assets/models/blender_src/makehuman_head.glb` prototype (12,641 tris / 7,690 split verts,
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with a skin eyelid mask, recessed globes, flat iris/pupil discs and surface-anchored brows)
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was **rejected** by the vision gate: the globe depth reads inconsistently between front,
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three-quarter and profile, the iris reads decal-locked at three-quarter, and the lid does
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not visibly clip the globe. It stays local until real eyelid geometry passes; see
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was **accepted by the owner** as a basic human head. The automated vision gate still returns
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REJECT on the eye/lid region (globe depth, lid overlap, iris at three-quarter) as deferred
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polish. The assembled `npc_casual --head mh` now adds a skull-conforming hair cap, a hidden
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scalp trim and a narrowed neck/shoulder body: 14,753 tris / 12,823 seam-split verts /
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14 bones / 9 materials, `inspect` clean. All 12 variants count 14,693–15,987 tris. See
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[`makehuman-head-review.md`](makehuman-head-review.md).
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### Head subdivision comparison (2026-11-04)
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@@ -493,7 +495,7 @@ and the full carded-cluster foliage pass is the one remaining owner-gated P1. No
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## Next actions
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- Review the standalone [`makehuman-head-review.md`](makehuman-head-review.md) prototype before integrating any head/hand part into the character library.
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- 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.
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Tracked in [`TODO.md`](../TODO.md) `3D model re-evaluation`: the remaining `A. Baseline…` item is
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