Record current MPFB body prototype measurement and neck review
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@@ -33,12 +33,14 @@ canonical implemented-features list in `docs/development-status.md`.
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points/weights, removes the rig, applies the helper MASK, scales to 1.81 m, retargets the A-pose
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arms to the contract wrist, cuts the neck at 1.505, decimates, bisects the clothing boundaries,
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paints the five slots, adds a short neck flare, project hands, rounded shoes and cuffs, the
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accepted head and the 14-bone contract armature. Current output: **15,917 tris / 9,543 raw verts /
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1.811 m / 14 bones / 10 materials**; `inspect` clean and feet grounded. **Not accepted yet:** the
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neckline reads as a short collar, the 2k-tri body budget leaves boxy/finned outer thighs, the
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shoes are blocky, and torso/hip/arm seam gaps appear when the body target is raised. The prototype
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uses flat slot colours because the one-shot MPFB UV unwrap does not match the per-slot NPC
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atlases. Renders: `tmp/npc-parts/mpfb_proto/renders/`; body-only: `body_only.glb`.
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accepted head and the 14-bone contract armature. Current output: **15,333 tris / 9,241 raw verts /
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13,314 seam-split verts / 1.810 m / 14 bones / 10 materials**; `inspect` clean and feet grounded.
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**Not accepted yet:** the decimated neck stub is boxy under the accepted head, the shoes are
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block-shaped, the ankles taper to points above them, and the shirt hem forms a V at the crotch.
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A torus collar, a cloth cylinder collar and a skin neck-blend sphere were all tried and removed:
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they read as a brace, a shelf or a donut. The prototype uses flat slot colours because the
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one-shot MPFB UV unwrap does not match the per-slot NPC atlases. Renders:
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`tmp/npc-parts/mpfb_proto/renders55/`; body-only: `body_only.glb`.
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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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@@ -203,18 +203,24 @@ owner reviews the silhouette and a production integration decision is recorded.
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apply the helper MASK, scale to 1.81 m, retarget the A-pose arms to the contract wrist
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(`x=±0.27`, `z=0.78`), cut the neck at 1.505, decimate, bisect the clothing boundaries, paint
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the five slots, add a short neck flare, project hands, rounded shoe shells, cuffs, the
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accepted head and the 14-bone armature. Current output: **15,917 tris / 9,543 raw verts /
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1.811 m / 14 bones / 10 materials**; `inspect` clean, feet grounded.
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accepted head and the 14-bone armature. Current output: **15,333 tris / 9,241 raw verts /
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13,314 seam-split verts / 1.810 m / 14 bones / 10 materials**; `inspect` clean, feet grounded.
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- [x] Replace the spiky decimated MPFB hands with the project palm/finger primitives, straighten the
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splayed MPFB feet so the shoes point forward, and use rounded shoe shells + cuffs instead of
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flat blocks. Use flat slot colours in the prototype because the one-shot MPFB UV unwrap does
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not match the per-slot NPC atlases.
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- [ ] Owner reviews the MPFB body renders (`tmp/npc-parts/mpfb_proto/renders/`): neck reads as a
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short collar, boxy/finned outer thighs at the 2k body budget, blocky shoe silhouette, and
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seam gaps that grow when the body target is raised above ~2k tris.
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- [ ] Owner reviews the current MPFB body renders (`tmp/npc-parts/mpfb_proto/renders55/`):
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the head/hair read well, but the decimated neck stub is boxy where the accepted head sits on
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it, the shoes are still block-shaped, the ankles are pencil-thin where they meet the shoe
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shells, and the shirt hem forms a V at the crotch. Earlier collar/neck-blend attempts were
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rejected (disk shelf, neck brace, sawtooth collar); the current build ships no collar.
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- [ ] Fix the neck junction before any rollout: either cap and taper the accepted head's open
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bottom in `makehuman_head.glb` (rebuild the source, re-review the face) or insert a welded,
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smooth neck mass with enough poly budget to avoid the decimated square prism. Do not hide it
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with a torus/flat disk collar; both read as a brace or shelf.
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- [ ] Fix the low-budget seams before any rollout: weld the torso/hip/arm components after the
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bisects, protect the hip/knee loops during decimation (or rebalance head/body triangles), and
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rebuild the neckline so the accepted head does not sit on a flared collar.
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rebuild the shoes/ankles so the leg does not taper to a point above a block.
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- [ ] Record the production integration decision: either bake the approved MPFB body to a committed
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source GLB (CI and fresh checkouts stay MPFB-free) or keep the procedural body as the shipped
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path. Do not add the MPFB extension as a build/CI dependency.
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@@ -55,12 +55,14 @@ The MakeHuman body should reuse the approved local head/hand parts rather than f
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a second face implementation.
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The current local MPFB full-body prototype (`tmp/npc-research/build_mpfb_npc.py`) assembles the
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accepted head on an MPFB 2.0.18 body at **15,917 / 16,000 tris**, 1.811 m, 14 bones and 10
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materials, with project hands, rounded shoe shells, cuffs and flat slot colours. It is a review
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candidate, not a shipped asset: the neckline reads as a short collar, the 2k-tri body budget
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leaves boxy outer thighs, and torso/hip/arm seam gaps appear when the budget is raised. The
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production integration decision (bake a committed source GLB or keep the procedural body) and
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the owner review are tracked in `TODO.md`; MPFB itself must not become a CI/build dependency.
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accepted head on an MPFB 2.0.18 body at **15,333 / 16,000 tris**, 1.810 m, 14 bones and 10
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materials, with project hands, rounded shoe shells, accessory cuffs and flat slot colours. It is a
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review candidate, not a shipped asset: the decimated neck stub is boxy under the accepted head, the
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shoes remain block-shaped, the ankles taper above the shoe shells, and the shirt hem forms a V at
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the crotch. A torus collar, cloth cylinder collar and skin neck-blend sphere were tried and removed
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because they read as a brace, shelf or donut. The production integration decision (bake a committed
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source GLB or keep the procedural body) and the owner review are tracked in `TODO.md`; MPFB itself
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must not become a CI/build dependency.
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## Provenance rules
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