Close and archive the 0.9.9 milestone, record that the upstream clips stay unused, and harden the fallback test
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@@ -2192,3 +2192,105 @@ variants, the four crowd-variety characters and the per-role pools — as a **pa
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**Exit:** met — 0.9.7 ships the 12-character library (face realism + crowd variety) with the pose
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**Exit:** met — 0.9.7 ships the 12-character library (face realism + crowd variety) with the pose
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harness fixed; the runtime contract is unchanged. The Quaternius NPC base and the map rebuild are
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harness fixed; the runtime contract is unchanged. The Quaternius NPC base and the map rebuild are
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not in this patch (they target 0.10.0).
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not in this patch (they target 0.10.0).
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## Milestone 0.9.9 — Quaternius NPC base swap (patch)
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Goal: make one Quaternius-derived NPC render and animate correctly in Godot and ship it as the
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pilot base, with the procedural library still selectable as the fallback. This is the first
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versioned character milestone; it contains the rig correction that has been blocking the
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ADR-0018 rollout.
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||||||
|
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||||||
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**Why this is a patch:** it changes character presentation and animation quality but adds no new
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player-facing system. The 0.10.0 minor is reserved for the release gates (see below), so a
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blocked rig can no longer block the whole release.
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**Completed 2026-11-06.** Shipped as `v0.9.9` (tagged, local release build with checksums)
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and accepted by the owner after the follow-up fixes. Durable evidence: `docs/3d-model-review.md`,
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`docs/blender-assets.md`, `docs/adr/0018-quaternius-stage2-runtime-rig.md`.
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### Rig and export correction
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- [x] Reproduce and record the failure: the `armature_apply` + `export_apply=True` bake wrote
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|
wrong inverse bind matrices (Godot rendered A-pose while the rest was arm-down). Recorded
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|
in `MEMORY.md`; `bake_armdown_clean.py` was the failing recipe.
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- [x] Fix the arm-down bake so the exported skin matches the rest. `tmp/npc-research/bake_armdown_v2.py`
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(pose-rotate → apply modifier → reset pose → edit-mode rotate arms → re-add modifier →
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export `export_apply=False`) now yields a correct arm-down base: Blender deformed x ±0.221
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and the rest bone tail points down. Still local (`tmp/`), not shipped.
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||||||
|
- [x] Re-derive the pose composition for a non-180° rest. Superseded by the rig-agnostic
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|
`_swing_bone()` below: the rest-relative `set_bone_pose_rotation` form was never exact,
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|
because `get_bone_rest()` is parent-relative and already carries the importer's axis
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conversion. Kept in `MEMORY.md` as a rejected approach.
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- [x] Fix the skinning/rest bake end to end (commit `cd285b3`):
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(1) the canonical base is **join-only** (`tmp/npc-research/build_base_minimal.py`: no
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`remove_doubles` weld, no scale/ground transform, keep the Armature modifiers) — the weld
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and the transform corrupted the Quaternius weights;
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(2) the arm-down bake (`tmp/npc-research/bake_armdown_v5.py` — pose, read pose matrices,
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apply modifier, **reset pose to identity**, set rest matrices, re-add modifier) bakes the
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rest correctly (DEFORMED x −0.228/0.228, Godot bind pose arm-down);
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(3) `NpcAvatar._swing_bone()` now writes the **global** bone pose from
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`get_bone_global_rest()`, so one formula drives both the 62-joint Quaternius rig and the
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13-core fallback (measured: posed bone axis matches the proxy pivot at dot 1.000 on the
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Quaternius, and the procedural rigs are unchanged);
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(4) `RIG_BONES` + `NpcAvatar.bone_name()` hold the only side mapping (the Quaternius labels
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`L`/`R` opposite the project), and the hand proxy is `global_wrist − global_elbow`.
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Verified in Godot: idle/sit/walk captures on npc_casual plus the unchanged procedural rigs.
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|
- [x] Add regression tests: `test_shipped_rig_resolves_the_animation_joints` covers the joint map,
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the baked arm-down rest, the down-pointing arm axis and the proxy side mapping; the Blender
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audit/`inspect` and `npc_proportions` now understand both rigs. Godot 278/278, Python
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167/167.
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- [x] Give the Quaternius base the five tint slots: `build_base_minimal.py` renames the upstream
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materials to `skin`/`cloth`/`pants`/`hair`/`accessory` and keeps `Eye`/`Eyebrows` as
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||||||
|
fixed-colour detail. The source UV map is degenerate (every loop at 0,0), so the build now
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||||||
|
Smart-UV-unwraps and repacks the layout — texel density went from an unmeasurable 0 to
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|
73–74 px/m on the 256² maps and the 256² AO bake works again.
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||||||
|
- [x] Idle and Walk verified on the 62-joint rig through the pose code, not the clips: the 24
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upstream clips stay authoring reference only, because `_animate()` + `_sync_skeleton()`
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||||||
|
already drive sitting, hand-raising and head turns, and playing clips would replace that
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|
state machine rather than supplement it. Recorded in ADR-0018 and `MEMORY.md`.
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- [x] Poses the clips do not cover are driven by the same proxy pivots (`_legs`, `_knees`,
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`_arms`, `_elbows`, `_head`), which is why no clip retarget was needed.
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- [x] Fallback stays tested: `_build_body()` still builds the 13-core rig, and
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`test_forced_fallback_still_builds_the_procedural_rig` now asserts the hip swings and a hand
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pivot exists on that path. No MPFB or Stage-1 proportion work reopened.
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- [x] Backpack straps re-fitted for the Quaternius torso (`fb3e75a`) and the back attach raised to
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shoulder-blade height; the camera kept its wrist strap.
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||||||
|
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||||||
|
### Silhouette and face gate (owner)
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||||||
|
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||||||
|
- [x] Re-run the silhouette gate at gameplay distance and in portrait against the current
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`npc_casual`, front / three-quarter / profile. ADR-0018 removed the proportion warp, so
|
||||||
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source proportions are accepted by definition (head 13.4 % of height, measured by
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`npc_proportions`).
|
||||||
|
- [x] Owner visual signoff obtained (2026-11-06) on the roster, the faces, the head gear and the
|
||||||
|
hand/back gear. The review page and its sheets were retired after acceptance; the measurements
|
||||||
|
live on in `docs/3d-model-review.md` and `docs/blender-assets.md`.
|
||||||
|
- [x] Face-fidelity comparison was made and the full swap chosen; the comparison sheets were
|
||||||
|
retired with the review pages, and the decision is recorded in the follow-up section of
|
||||||
|
[`docs/adr/0018-quaternius-stage2-runtime-rig.md`](docs/adr/0018-quaternius-stage2-runtime-rig.md).
|
||||||
|
- [x] **Owner decision:** option (a) full swap (2026-11-05). Applied: all twelve characters are
|
||||||
|
baked from the three Quaternius sources inside 24,000 tris / 24,000 glTF vertices
|
||||||
|
(`a6ccd86`), and the gate was re-run.
|
||||||
|
- [x] Record the decision and its consequence in `MEMORY.md`,
|
||||||
|
`docs/npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap` and the
|
||||||
|
follow-up decision section of
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||||||
|
[`docs/adr/0018-quaternius-stage2-runtime-rig.md`](docs/adr/0018-quaternius-stage2-runtime-rig.md).
|
||||||
|
- [x] Owner visual signoff on the shipped roster (2026-11-06): accepted.
|
||||||
|
|
||||||
|
### Pilot rollout
|
||||||
|
|
||||||
|
- [x] Map the five tint slots onto the Quaternius materials and unwrap the degenerate source
|
||||||
|
UV map; bake the 256² AO and check texel density (73–74 px/m).
|
||||||
|
- [x] Re-fit every gear attach point against the Quaternius skeleton and test each piece on the
|
||||||
|
character (the 0.9.10 *Prop and gear fit pass* below carries the measurements).
|
||||||
|
- [x] Wired the approved base into all twelve roles, with the procedural library as the instant
|
||||||
|
fallback; no runtime download or optional dependency.
|
||||||
|
- [x] Ran `inspect` (clean), `audit` (12/12), `fit` (OK), `npc_proportions` (measured), the 24-NPC
|
||||||
|
budget smoke (175,264 tris, 0.87 ms) and the capture gates before/after the fixes.
|
||||||
|
- [x] Released `0.9.9`: `config/version` 0.9.9, `CHANGELOG.md` entry, local build with checksums,
|
||||||
|
commit, tag `v0.9.9` and push. Owner accepted the roster on 2026-11-06.
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||||||
|
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||||||
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**Exit:** one committed Quaternius GLB renders arm-down with correct skinning, plays Idle and
|
||||||
|
Walk on the 62-joint rig, poses correctly under the new composition, passes the owner face and
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||||||
|
silhouette gate, fits the 18 gear pieces, stays inside budget, and ships as `0.9.9` with the
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||||||
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procedural library still available as a fallback.
|
||||||
@@ -87,8 +87,11 @@ canonical implemented-features list in `docs/development-status.md`.
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lost forearms, stretched shins). The owner chose to **adopt the Quaternius 62-joint rig at
|
lost forearms, stretched shins). The owner chose to **adopt the Quaternius 62-joint rig at
|
||||||
runtime** instead of warping: `NpcAvatar` maps the Quaternius joint names, gear attach points
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runtime** instead of warping: `NpcAvatar` maps the Quaternius joint names, gear attach points
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||||||
are re-derived from the Quaternius skeleton (hip ≈0.87, shoulder ≈0.148/1.39, wrist ≈0.99,
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are re-derived from the Quaternius skeleton (hip ≈0.87, shoulder ≈0.148/1.39, wrist ≈0.99,
|
||||||
knee ≈0.52), the mesh keeps source LOD (arm-down rest pose baked), and Idle/Walk play directly
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knee ≈0.52) and the mesh keeps source LOD (arm-down rest pose baked). **The 24 upstream clips are
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||||||
on the 62-joint rig (no retarget).
|
not played**: `_animate()` drives the proxies and `_sync_skeleton()` writes the bone poses, which
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||||||
|
is what the FSM already needed for sitting, hand-raising and head turns. Playing the clips would
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||||||
|
replace that state machine, not supplement it, so all 24 stay unused and the clips are authoring
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||||||
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reference only.
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||||||
- **Engine baseline:** Godot 4.7.2 stable (official editor `~/.local/bin/godot`). The system's
|
- **Engine baseline:** Godot 4.7.2 stable (official editor `~/.local/bin/godot`). The system's
|
||||||
`godot-runner` cannot load arbitrary project paths (compiled without path overrides); use the
|
`godot-runner` cannot load arbitrary project paths (compiled without path overrides); use the
|
||||||
official editor binary.
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official editor binary.
|
||||||
|
|||||||
@@ -755,107 +755,6 @@ reference-image licence and privacy gates above rather than replacing them.
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|||||||
passes visual, performance and provenance review; or the approach is rejected with
|
passes visual, performance and provenance review; or the approach is rejected with
|
||||||
reproducible findings and removed from the release path.
|
reproducible findings and removed from the release path.
|
||||||
|
|
||||||
## Milestone 0.9.9 — Quaternius NPC base swap (patch)
|
|
||||||
|
|
||||||
Goal: make one Quaternius-derived NPC render and animate correctly in Godot and ship it as the
|
|
||||||
pilot base, with the procedural library still selectable as the fallback. This is the first
|
|
||||||
versioned character milestone; it contains the rig correction that has been blocking the
|
|
||||||
ADR-0018 rollout.
|
|
||||||
|
|
||||||
**Why this is a patch:** it changes character presentation and animation quality but adds no new
|
|
||||||
player-facing system. The 0.10.0 minor is reserved for the release gates (see below), so a
|
|
||||||
blocked rig can no longer block the whole release.
|
|
||||||
|
|
||||||
### Rig and export correction
|
|
||||||
|
|
||||||
- [x] Reproduce and record the failure: the `armature_apply` + `export_apply=True` bake wrote
|
|
||||||
wrong inverse bind matrices (Godot rendered A-pose while the rest was arm-down). Recorded
|
|
||||||
in `MEMORY.md`; `bake_armdown_clean.py` was the failing recipe.
|
|
||||||
- [x] Fix the arm-down bake so the exported skin matches the rest. `tmp/npc-research/bake_armdown_v2.py`
|
|
||||||
(pose-rotate → apply modifier → reset pose → edit-mode rotate arms → re-add modifier →
|
|
||||||
export `export_apply=False`) now yields a correct arm-down base: Blender deformed x ±0.221
|
|
||||||
and the rest bone tail points down. Still local (`tmp/`), not shipped.
|
|
||||||
- [x] Re-derive the pose composition for a non-180° rest. Superseded by the rig-agnostic
|
|
||||||
`_swing_bone()` below: the rest-relative `set_bone_pose_rotation` form was never exact,
|
|
||||||
because `get_bone_rest()` is parent-relative and already carries the importer's axis
|
|
||||||
conversion. Kept in `MEMORY.md` as a rejected approach.
|
|
||||||
- [x] Fix the skinning/rest bake end to end (commit `cd285b3`):
|
|
||||||
(1) the canonical base is **join-only** (`tmp/npc-research/build_base_minimal.py`: no
|
|
||||||
`remove_doubles` weld, no scale/ground transform, keep the Armature modifiers) — the weld
|
|
||||||
and the transform corrupted the Quaternius weights;
|
|
||||||
(2) the arm-down bake (`tmp/npc-research/bake_armdown_v5.py` — pose, read pose matrices,
|
|
||||||
apply modifier, **reset pose to identity**, set rest matrices, re-add modifier) bakes the
|
|
||||||
rest correctly (DEFORMED x −0.228/0.228, Godot bind pose arm-down);
|
|
||||||
(3) `NpcAvatar._swing_bone()` now writes the **global** bone pose from
|
|
||||||
`get_bone_global_rest()`, so one formula drives both the 62-joint Quaternius rig and the
|
|
||||||
13-core fallback (measured: posed bone axis matches the proxy pivot at dot 1.000 on the
|
|
||||||
Quaternius, and the procedural rigs are unchanged);
|
|
||||||
(4) `RIG_BONES` + `NpcAvatar.bone_name()` hold the only side mapping (the Quaternius labels
|
|
||||||
`L`/`R` opposite the project), and the hand proxy is `global_wrist − global_elbow`.
|
|
||||||
Verified in Godot: idle/sit/walk captures on npc_casual plus the unchanged procedural rigs.
|
|
||||||
- [x] Add regression tests: `test_shipped_rig_resolves_the_animation_joints` covers the joint map,
|
|
||||||
the baked arm-down rest, the down-pointing arm axis and the proxy side mapping; the Blender
|
|
||||||
audit/`inspect` and `npc_proportions` now understand both rigs. Godot 278/278, Python
|
|
||||||
167/167.
|
|
||||||
- [x] Give the Quaternius base the five tint slots: `build_base_minimal.py` renames the upstream
|
|
||||||
materials to `skin`/`cloth`/`pants`/`hair`/`accessory` and keeps `Eye`/`Eyebrows` as
|
|
||||||
fixed-colour detail. The source UV map is degenerate (every loop at 0,0), so the build now
|
|
||||||
Smart-UV-unwraps and repacks the layout — texel density went from an unmeasurable 0 to
|
|
||||||
73–74 px/m on the 256² maps and the 256² AO bake works again.
|
|
||||||
- [ ] Verify Idle and Walk on the 62-joint rig: loop seam, foot contact, root motion and frame
|
|
||||||
rate. Record which of the 24 clips are in scope and which stay unused.
|
|
||||||
- [ ] Decide and record how poses the clips do not cover (seated, raise-hand, head turn) are
|
|
||||||
driven at runtime.
|
|
||||||
- [ ] Keep the fallback tested: `npc_base`, the MakeHuman head and `_build_body()` remain
|
|
||||||
selectable; no MPFB work is reopened and no Stage-1 proportion warp returns. (The procedural
|
|
||||||
library is still the majority of `CHARACTER_POOLS` and captures clean, but the fallback path
|
|
||||||
itself has no dedicated test yet.)
|
|
||||||
- [ ] Re-fit the remaining gear against the Quaternius torso: the `backpack` strap geometry was
|
|
||||||
authored for the old body width and now hangs in front of the chest. The camera was fixed
|
|
||||||
with a wrist strap (a neck strap floats when the item is hand-attached).
|
|
||||||
|
|
||||||
### Silhouette and face gate (owner)
|
|
||||||
|
|
||||||
- [x] Re-run the silhouette gate at gameplay distance and in portrait against the current
|
|
||||||
`npc_casual`, front / three-quarter / profile. ADR-0018 removed the proportion warp, so
|
|
||||||
source proportions are accepted by definition (head 13.4 % of height, measured by
|
|
||||||
`npc_proportions`).
|
|
||||||
- [x] Owner visual signoff obtained (2026-11-06) on the roster, the faces, the head gear and the
|
|
||||||
hand/back gear. The review page and its sheets were retired after acceptance; the measurements
|
|
||||||
live on in `docs/3d-model-review.md` and `docs/blender-assets.md`.
|
|
||||||
- [x] Face-fidelity comparison was made and the full swap chosen; the comparison sheets were
|
|
||||||
retired with the review pages, and the decision is recorded in the follow-up section of
|
|
||||||
[`docs/adr/0018-quaternius-stage2-runtime-rig.md`](docs/adr/0018-quaternius-stage2-runtime-rig.md).
|
|
||||||
- [x] **Owner decision:** option (a) full swap (2026-11-05). Applied: all twelve characters are
|
|
||||||
baked from the three Quaternius sources inside 24,000 tris / 24,000 glTF vertices
|
|
||||||
(`a6ccd86`), and the gate was re-run.
|
|
||||||
- [x] Record the decision and its consequence in `MEMORY.md`,
|
|
||||||
`docs/npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap` and the
|
|
||||||
follow-up decision section of
|
|
||||||
[`docs/adr/0018-quaternius-stage2-runtime-rig.md`](docs/adr/0018-quaternius-stage2-runtime-rig.md).
|
|
||||||
- [x] Owner visual signoff on the shipped roster (2026-11-06): accepted.
|
|
||||||
|
|
||||||
### Pilot rollout
|
|
||||||
|
|
||||||
- [x] Map the five tint slots onto the Quaternius materials and unwrap the degenerate source
|
|
||||||
UV map; bake the 256² AO and check texel density (73–74 px/m).
|
|
||||||
- [ ] Bake the per-slot albedo/normal/ORM maps and a per-slot atlas (the five slots currently
|
|
||||||
share one whole-body UV set).
|
|
||||||
- [-] Re-fit gear attach points against the Quaternius skeleton and test cap, helmet, backpack,
|
|
||||||
shoulder bag, lanyard, clipboard and firefighter tank. (Camera done: wrist strap instead of
|
|
||||||
the floating neck strap. Backpack straps still cut across the Quaternius chest.)
|
|
||||||
- [ ] Wire the approved base into one role (or the crowd roles if option b is chosen) with the
|
|
||||||
procedural model as an instant fallback; no runtime download or optional dependency.
|
|
||||||
- [ ] Run `blender_assets.py inspect`/`audit`/`fit`, `npc_proportions.py`, the 24-NPC budget smoke
|
|
||||||
and the capture gate; record the measurements before/after.
|
|
||||||
- [ ] Release `0.9.9`: update the version source in `project.godot` (`config/version`), write the
|
|
||||||
`CHANGELOG.md` entry, run `tools/build_releases.sh`, verify checksums, commit, tag and push.
|
|
||||||
|
|
||||||
**Exit:** one committed Quaternius GLB renders arm-down with correct skinning, plays Idle and
|
|
||||||
Walk on the 62-joint rig, poses correctly under the new composition, passes the owner face and
|
|
||||||
silhouette gate, fits the 18 gear pieces, stays inside budget, and ships as `0.9.9` with the
|
|
||||||
procedural library still available as a fallback.
|
|
||||||
|
|
||||||
## Milestone 0.9.10 — NPC roster rollout (patch)
|
## Milestone 0.9.10 — NPC roster rollout (patch)
|
||||||
|
|
||||||
Goal: extend the approved base to the full 12-role roster in asset-family batches, without
|
Goal: extend the approved base to the full 12-role roster in asset-family batches, without
|
||||||
@@ -869,6 +768,8 @@ regressing gear fit, budget or readability.
|
|||||||
upstream hivis vest and hard hat. All twelve built, AO-baked and committed (`a6ccd86`).
|
upstream hivis vest and hard hat. All twelve built, AO-baked and committed (`a6ccd86`).
|
||||||
- [ ] Add the modular part library (hair styles, outfits) so the roster regains the silhouette
|
- [ ] Add the modular part library (hair styles, outfits) so the roster regains the silhouette
|
||||||
variety the twelve procedural meshes had; three shared meshes is the current ceiling.
|
variety the twelve procedural meshes had; three shared meshes is the current ceiling.
|
||||||
|
- [ ] Bake per-slot albedo/normal/ORM maps and a per-slot atlas; the five slots currently share one
|
||||||
|
whole-body UV set, which caps how much the cloth/pants tints can differ.
|
||||||
|
|
||||||
### Owner review findings (2026-11-06)
|
### Owner review findings (2026-11-06)
|
||||||
|
|
||||||
|
|||||||
@@ -36,8 +36,10 @@ option 2). The mesh is not proportion-warped: it keeps its source LOD (3,199 wel
|
|||||||
- `NpcAvatar` maps the Quaternius joint names instead of the 13-core names.
|
- `NpcAvatar` maps the Quaternius joint names instead of the 13-core names.
|
||||||
- Gear attach points are re-derived from the Quaternius skeleton (hip ≈0.87, shoulder ≈0.148/1.39,
|
- Gear attach points are re-derived from the Quaternius skeleton (hip ≈0.87, shoulder ≈0.148/1.39,
|
||||||
wrist ≈0.99, knee ≈0.52).
|
wrist ≈0.99, knee ≈0.52).
|
||||||
- The Quaternius Idle and Walk clips are used directly — they are authored for the 62-joint rig,
|
- The 24 upstream clips ship as authoring reference only and are **not played at runtime**.
|
||||||
so no retargeting pass is needed. Combat/gun/sword clips stay unused.
|
`NpcAvatar._animate()` drives the proxy pivots and `_sync_skeleton()` writes the bone poses, which
|
||||||
|
is what the FSM already needed for sitting, raising a hand and turning the head. Playing the clips
|
||||||
|
would replace that state machine rather than supplement it; revisiting this needs its own ADR.
|
||||||
|
|
||||||
Option 1 (keep the 13-core names with Quaternius rest positions) is rejected in favour of the
|
Option 1 (keep the 13-core names with Quaternius rest positions) is rejected in favour of the
|
||||||
full source rig.
|
full source rig.
|
||||||
|
|||||||
@@ -28,8 +28,9 @@ and the active order/gaps in [`TODO.md`](../TODO.md).
|
|||||||
`npc_proportions.py` pass for the committed library.
|
`npc_proportions.py` pass for the committed library.
|
||||||
- 24-NPC smoke: 168 meshes, 152,464 triangles, 6.94 ms (50 ms budget).
|
- 24-NPC smoke: 168 meshes, 152,464 triangles, 6.94 ms (50 ms budget).
|
||||||
- Screenshot gate: 21 good / 0 bad; screen-design judge 21/21 match.
|
- Screenshot gate: 21 good / 0 bad; screen-design judge 21/21 match.
|
||||||
- Release baseline: v0.9.8 is published; the 0.10.0 release candidate remains
|
- Release baseline: **v0.9.9** is published (Quaternius roster, accepted by the owner on
|
||||||
gated on external playtest, legal/storefront, signing and platform-matrix work.
|
2026-11-06); the 0.10.0 release candidate remains gated on external playtest, legal/storefront,
|
||||||
|
signing and platform-matrix work.
|
||||||
|
|
||||||
## Known gaps
|
## Known gaps
|
||||||
|
|
||||||
|
|||||||
@@ -460,8 +460,17 @@ func test_forced_fallback_still_builds_the_procedural_rig() -> bool:
|
|||||||
"fallback still exposes Rig/Head")
|
"fallback still exposes Rig/Head")
|
||||||
var c := TestUtils.check(avatar.find_child("HipL", true, false) != null,
|
var c := TestUtils.check(avatar.find_child("HipL", true, false) != null,
|
||||||
"fallback limb pivots exist")
|
"fallback limb pivots exist")
|
||||||
|
# The fallback must still animate, not just exist: the pose code drives the same
|
||||||
|
# proxy pivots the skinned path uses.
|
||||||
|
var hip := avatar.find_child("HipL", true, false) as Node3D
|
||||||
|
avatar.velocity = Vector3(0, 0, 1.2)
|
||||||
|
avatar._animate(1.0 / 60.0)
|
||||||
|
var d := TestUtils.check(hip != null and absf(hip.rotation.x) > 0.01,
|
||||||
|
"fallback hip swings when walking")
|
||||||
|
var hand := avatar.find_child("Hand", true, false) as Node3D
|
||||||
|
var e := TestUtils.check(hand != null, "fallback exposes a hand pivot for gear")
|
||||||
avatar.free()
|
avatar.free()
|
||||||
return a and b and c
|
return a and b and c and d and e
|
||||||
|
|
||||||
func test_rig_is_articulated() -> bool:
|
func test_rig_is_articulated() -> bool:
|
||||||
var avatar := _avatar(Rules.NpcType.TOURIST, 77)
|
var avatar := _avatar(Rules.NpcType.TOURIST, 77)
|
||||||
|
|||||||
Reference in new issue
Block a user