Add MakeHuman head hair/body prototype and 12-variant rollout plan
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# MakeHuman head prototype
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Status: **local prototype, rejected by the automated visual gate, not integrated.**
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The asset is a standalone head/neck extracted from the CC0 MakeHuman base in
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`tmp/npc-research/makehuman/base.obj`. It is kept as a reviewable experiment and
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is not part of the shipped NPC contract.
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Status: **owner-accepted head, assembled prototype, not yet shipped.**
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The owner accepted the basic human head on 2026-11-04. The automated vision gate
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still records REJECT on the eye/lid region as deferred polish. The asset is a
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standalone head/neck extracted from the CC0 MakeHuman base in
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`tmp/npc-research/makehuman/base.obj`; the assembled path now adds hair, a hidden
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scalp trim and the procedural body. The 12 shipped GLBs have not been rebuilt
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with it yet.
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## Asset
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@@ -14,10 +17,12 @@ is not part of the shipped NPC contract.
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components, cuts an almond aperture through a skin eyelid mask, adds recessed
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eyeballs with flat iris/pupil discs, anchors brows to the face surface, renders
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front/three-quarter/profile and exports the standalone GLB.
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- Measurements (final build, `inspect`): **12,641 triangles / 7,690 split
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vertices**; bounds approximately `x ±0.094 m`, `y -0.180…0.042 m`,
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`z 1.530…1.803 m` in project Z-up space. It is inside the 16,000/16,000
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character cap.
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- Measurements (final standalone build, `inspect`): **12,641 triangles / 7,690
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split vertices**; bounds approximately `x ±0.094 m`, `y -0.180…0.042 m`,
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`z 1.530…1.803 m` in project Z-up space.
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- Assembled `npc_casual --head mh`: **14,753 triangles / 12,823 seam-split
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vertices / 14 bones / 9 materials**, `inspect` clean. All 12 variants count
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14,693–15,987 triangles with the same head.
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- Materials used: `skin`, `eye_white`, `iris`, `pupil`, `hair`. No textures are
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baked into this prototype.
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@@ -69,8 +74,10 @@ Accept only if:
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## Judge result
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**VERDICT: REJECT** (vision judge `z-ai/glm-5.3-flash`, final build render set
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above). The gate is blocked; the prototype is not presented as an accepted head.
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**Owner verdict: ACCEPT (basic human head, 2026-11-04).**
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**Automated vision gate: REJECT** (vision judge `z-ai/glm-5.3-flash`, final
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standalone build render set above). The eye/lid findings below remain deferred
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polish; they are no longer a rollout blocker because the owner accepted the head.
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Blocking findings:
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@@ -96,24 +103,37 @@ Should-fix findings:
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- the catchlight is baked geometry and is not consistent between eyes.
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What passed: the skin/eye material remap is correct, the eye openings are
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closed, the standalone GLB reports **12,641 triangles / 7,690 split vertices**
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with no issues, and an assembled `npc_casual` with this head passes `inspect` at
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**15,532 / 16,000 triangles, 13,310 split vertices, 14 bones, no issues**.
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closed, the standalone GLB reports **12,641 triangles / 7,690 split vertices**,
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and an assembled `npc_casual` with this head passes `inspect` at **14,753 /
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16,000 triangles, 12,823 seam-split vertices, 14 bones, no issues**.
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Known limits: bald mannequin-like presentation, stylized geometry-only
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iris/pupil, no rig, no UV texture pass, and the neck cap is a review cut rather
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than a body-welded seam.
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## Next steps after the gate passes
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## Assembled prototype (2026-11-04)
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- `_makehuman_head` imports the GLB and adds a **skull-conforming hair cap**
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derived from the closed head shell (scaled shell + boolean front-sphere
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cut + decimate). Hair skips the old `hair_normal.png` because the skull UVs
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produced large dark tangent patches.
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- Head faces fully covered by the cap are deleted to recover ~950 triangles;
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boundary faces stay as a safety band, so the accepted face geometry is
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untouched. The hidden neck plug uses 12 segments.
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- The procedural body was narrowed at the neck and shoulders (chest 0.158,
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neck base 0.060, neck top 0.054, shoulder root z 1.345) and its skin decimate
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dropped to 0.21 so all 12 variants fit the 16,000 cap.
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- Local review renders: `tmp/npc-parts/prototype_mh/renders/` (portrait
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front/three-quarter/profile and full-body front/three-quarter).
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## Deferred polish
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- Replace the radial lid mask with real upper/lower lid masses that fold over
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the globe, with pointed canthi, and pass the profile view.
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- Move the iris onto a curved cornea cap so its orientation follows the globe at
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three-quarter angles, and use a lighting-driven catchlight instead of baked
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white geometry.
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- Compare against the project `_face` baseline and decide whether this head is
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the base for the local head/face overhaul.
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- Add a clean UV/material pass and a contract armature/weights if it becomes
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part of a library character.
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- Keep the source script under `tmp/`; promote only the reviewed GLB and durable
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docs/preview sheet.
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- Refine the hair cap silhouette (current short cap reads as a helmet) and
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improve the full-body shoulder/arm shape before the 12-variant rollout.
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- Add a clean UV/material pass and a contract armature/weights when the head
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becomes part of the shipped library characters.
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