Record current MPFB body prototype measurement and neck review

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zwitschi committed 2026-11-04 19:16:20 +01:00
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@@ -33,12 +33,14 @@ canonical implemented-features list in `docs/development-status.md`.
points/weights, removes the rig, applies the helper MASK, scales to 1.81 m, retargets the A-pose points/weights, removes the rig, applies the helper MASK, scales to 1.81 m, retargets the A-pose
arms to the contract wrist, cuts the neck at 1.505, decimates, bisects the clothing boundaries, arms to the contract wrist, cuts the neck at 1.505, decimates, bisects the clothing boundaries,
paints the five slots, adds a short neck flare, project hands, rounded shoes and cuffs, the paints the five slots, adds a short neck flare, project hands, rounded shoes and cuffs, the
accepted head and the 14-bone contract armature. Current output: **15,917 tris / 9,543 raw verts / accepted head and the 14-bone contract armature. Current output: **15,333 tris / 9,241 raw verts /
1.811 m / 14 bones / 10 materials**; `inspect` clean and feet grounded. **Not accepted yet:** the 13,314 seam-split verts / 1.810 m / 14 bones / 10 materials**; `inspect` clean and feet grounded.
neckline reads as a short collar, the 2k-tri body budget leaves boxy/finned outer thighs, the **Not accepted yet:** the decimated neck stub is boxy under the accepted head, the shoes are
shoes are blocky, and torso/hip/arm seam gaps appear when the body target is raised. The prototype block-shaped, the ankles taper to points above them, and the shirt hem forms a V at the crotch.
uses flat slot colours because the one-shot MPFB UV unwrap does not match the per-slot NPC A torus collar, a cloth cylinder collar and a skin neck-blend sphere were all tried and removed:
atlases. Renders: `tmp/npc-parts/mpfb_proto/renders/`; body-only: `body_only.glb`. they read as a brace, a shelf or a donut. The prototype uses flat slot colours because the
one-shot MPFB UV unwrap does not match the per-slot NPC atlases. Renders:
`tmp/npc-parts/mpfb_proto/renders55/`; body-only: `body_only.glb`.
- **Project agent skills (2026-11-03):** two tracked skills live in `.agents/skills/`: - **Project agent skills (2026-11-03):** two tracked skills live in `.agents/skills/`:
`gig-line-blender-asset-contract` and `gig-line-release-qa`. They are guidance only, `gig-line-blender-asset-contract` and `gig-line-release-qa`. They are guidance only,
add no runtime dependency and are referenced from `tools/README.md`. The third-party 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.
apply the helper MASK, scale to 1.81 m, retarget the A-pose arms to the contract wrist apply the helper MASK, scale to 1.81 m, retarget the A-pose arms to the contract wrist
(`x=±0.27`, `z=0.78`), cut the neck at 1.505, decimate, bisect the clothing boundaries, paint (`x=±0.27`, `z=0.78`), cut the neck at 1.505, decimate, bisect the clothing boundaries, paint
the five slots, add a short neck flare, project hands, rounded shoe shells, cuffs, the the five slots, add a short neck flare, project hands, rounded shoe shells, cuffs, the
accepted head and the 14-bone armature. Current output: **15,917 tris / 9,543 raw verts / accepted head and the 14-bone armature. Current output: **15,333 tris / 9,241 raw verts /
1.811 m / 14 bones / 10 materials**; `inspect` clean, feet grounded. 13,314 seam-split verts / 1.810 m / 14 bones / 10 materials**; `inspect` clean, feet grounded.
- [x] Replace the spiky decimated MPFB hands with the project palm/finger primitives, straighten the - [x] Replace the spiky decimated MPFB hands with the project palm/finger primitives, straighten the
splayed MPFB feet so the shoes point forward, and use rounded shoe shells + cuffs instead of splayed MPFB feet so the shoes point forward, and use rounded shoe shells + cuffs instead of
flat blocks. Use flat slot colours in the prototype because the one-shot MPFB UV unwrap does flat blocks. Use flat slot colours in the prototype because the one-shot MPFB UV unwrap does
not match the per-slot NPC atlases. not match the per-slot NPC atlases.
- [ ] Owner reviews the MPFB body renders (`tmp/npc-parts/mpfb_proto/renders/`): neck reads as a - [ ] Owner reviews the current MPFB body renders (`tmp/npc-parts/mpfb_proto/renders55/`):
short collar, boxy/finned outer thighs at the 2k body budget, blocky shoe silhouette, and the head/hair read well, but the decimated neck stub is boxy where the accepted head sits on
seam gaps that grow when the body target is raised above ~2k tris. it, the shoes are still block-shaped, the ankles are pencil-thin where they meet the shoe
shells, and the shirt hem forms a V at the crotch. Earlier collar/neck-blend attempts were
rejected (disk shelf, neck brace, sawtooth collar); the current build ships no collar.
- [ ] Fix the neck junction before any rollout: either cap and taper the accepted head's open
bottom in `makehuman_head.glb` (rebuild the source, re-review the face) or insert a welded,
smooth neck mass with enough poly budget to avoid the decimated square prism. Do not hide it
with a torus/flat disk collar; both read as a brace or shelf.
- [ ] Fix the low-budget seams before any rollout: weld the torso/hip/arm components after the - [ ] Fix the low-budget seams before any rollout: weld the torso/hip/arm components after the
bisects, protect the hip/knee loops during decimation (or rebalance head/body triangles), and bisects, protect the hip/knee loops during decimation (or rebalance head/body triangles), and
rebuild the neckline so the accepted head does not sit on a flared collar. rebuild the shoes/ankles so the leg does not taper to a point above a block.
- [ ] Record the production integration decision: either bake the approved MPFB body to a committed - [ ] Record the production integration decision: either bake the approved MPFB body to a committed
source GLB (CI and fresh checkouts stay MPFB-free) or keep the procedural body as the shipped source GLB (CI and fresh checkouts stay MPFB-free) or keep the procedural body as the shipped
path. Do not add the MPFB extension as a build/CI dependency. 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
a second face implementation. a second face implementation.
The current local MPFB full-body prototype (`tmp/npc-research/build_mpfb_npc.py`) assembles the The current local MPFB full-body prototype (`tmp/npc-research/build_mpfb_npc.py`) assembles the
accepted head on an MPFB 2.0.18 body at **15,917 / 16,000 tris**, 1.811 m, 14 bones and 10 accepted head on an MPFB 2.0.18 body at **15,333 / 16,000 tris**, 1.810 m, 14 bones and 10
materials, with project hands, rounded shoe shells, cuffs and flat slot colours. It is a review materials, with project hands, rounded shoe shells, accessory cuffs and flat slot colours. It is a
candidate, not a shipped asset: the neckline reads as a short collar, the 2k-tri body budget review candidate, not a shipped asset: the decimated neck stub is boxy under the accepted head, the
leaves boxy outer thighs, and torso/hip/arm seam gaps appear when the budget is raised. The shoes remain block-shaped, the ankles taper above the shoe shells, and the shirt hem forms a V at
production integration decision (bake a committed source GLB or keep the procedural body) and the crotch. A torus collar, cloth cylinder collar and skin neck-blend sphere were tried and removed
the owner review are tracked in `TODO.md`; MPFB itself must not become a CI/build dependency. because they read as a brace, shelf or donut. The production integration decision (bake a committed
source GLB or keep the procedural body) and the owner review are tracked in `TODO.md`; MPFB itself
must not become a CI/build dependency.
## Provenance rules ## Provenance rules