Add the local npc_parts.py head/face/hand part pipeline with tests and docs
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@@ -430,6 +430,12 @@ scene, and connect from the sidebar. If the client cannot reach the addon:
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### Recommended part-workflow
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The headless part pipeline is `tools/npc_parts.py` (see
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[`blender-assets.md#local-part-pipeline`](blender-assets.md#local-part-pipeline)). It builds,
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extracts, assembles, inspects and sheets the reusable head/face and hand parts and reuses the
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`blender_assets.py` builders, so there is no second face/hand implementation. The MCP steps below
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remain optional interactive exploration; the headless commands stay the build and audit path.
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1. Create a local scene, for example
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`tmp/npc-parts/npc_casual/head.blend`, or open a copy of an exported part GLB.
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Never save over the tracked `assets/models/npc/npc_base.blend`.
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@@ -460,7 +466,7 @@ scene, and connect from the sidebar. If the client cannot reach the addon:
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- MCP is **not** part of `project.godot`, the build, CI, tests, release packages
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or runtime.
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- Do not commit `.blend` part scenes, MCP configuration, API keys or generated
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previews. The working set stays in `tmp/`.
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previews. The working set stays in `tmp/`; a part GLB is not a shipped asset.
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- Do not use MCP to bypass the contract, budgets, AO/UV rules or licence gate.
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- The 13 core bones must remain at their rest positions; extra optional bones
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are allowed only if `NpcAvatar` and the audit/tests still pass.
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