Turn the NPC visual review into the 0.9.9 roster signoff page with committed sheets
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@@ -123,6 +123,12 @@ canonical implemented-features list in `docs/development-status.md`.
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offsets from the bone rest, so the correct swing around a world axis is
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offsets from the bone rest, so the correct swing around a world axis is
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`rest * Quaternion(rest.inverse() * axis, angle)`. For the old 180° rest this reduces to the
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`rest * Quaternion(rest.inverse() * axis, angle)`. For the old 180° rest this reduces to the
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legacy `rest * Quaternion(axis, angle)`, so the 13-core fallback is unchanged (commit `8b1bf73`).
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legacy `rest * Quaternion(axis, angle)`, so the 13-core fallback is unchanged (commit `8b1bf73`).
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- **Full roster swap (2026-11-05, owner):** at the `0.9.9` face gate the owner chose option (a),
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full swap. All twelve public character names are baked from the three CC0 Quaternius sources
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(`casual`, `hoodie`, `worker`); variety comes from the five tint slots, the outfit rules and the
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gear library. The procedural library + MakeHuman head stay in the tree as the tested fallback
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(`build --source procedural`), not in the shipped roster. Silhouette variety is the known
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regression — three meshes for twelve roles — and the modular part library is the `0.9.10` fix.
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- **One character source, one fallback:** no new NPC source without an ADR. MPFB body work stays
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- **One character source, one fallback:** no new NPC source without an ADR. MPFB body work stays
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closed, the Stage-1 proportion warp is not reopened, and the procedural `npc_base` + MakeHuman
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closed, the Stage-1 proportion warp is not reopened, and the procedural `npc_base` + MakeHuman
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head stay tested until the Quaternius base passes its gate.
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head stay tested until the Quaternius base passes its gate.
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@@ -275,6 +281,15 @@ patches (`0.9.9`–`0.9.12`) with `0.10.0` as the public-readiness minor. The ga
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three release roadmaps now live in `PLAN.md`; `TODO.md` is the executable task list. ADR-0017
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three release roadmaps now live in `PLAN.md`; `TODO.md` is the executable task list. ADR-0017
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Stage 1 (proportion warp) is dead; ADR-0018 option 2 (62-joint runtime) is accepted.
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Stage 1 (proportion warp) is dead; ADR-0018 option 2 (62-joint runtime) is accepted.
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**Full roster (0.9.9, commits `a6ccd86`, `04d211b`, `b3acf37`):** all twelve characters run on
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the Quaternius bases (4,458–6,424 tris, 62 joints, 73–74 px/m texel density), built by the
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shipped `tools/blender_assets.py` two-pass pipeline (`_quaternius_tpose_glb` →
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`_bake_quaternius_rest`). Gates: `audit` 12/12, `inspect` clean, `fit` OK, 24-NPC budget
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160,608 tris / 0.84 ms, Godot 278/278, Python 167/167. The owner visual signoff page is
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`docs/npc-visual-review.md`. Release packaging was also fixed the same day: excluding
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`tmp/`, `build/`, `docs/`, `tools/`, `src/test/` and `.agents/` from the export presets cut the
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Linux binary from 426 MB to 273 MB, and `tools/build_releases.sh` now writes a SHA256SUMS file.
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**Quaternius pilot (2026-11-05, commits `cd285b3`, `fb3e75a`, `90f189a`):** `npc_casual` ships as
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**Quaternius pilot (2026-11-05, commits `cd285b3`, `fb3e75a`, `90f189a`):** `npc_casual` ships as
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the Quaternius base. It renders arm-down, carries the five tint slots, plays the Idle/Walk/Sit pose
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the Quaternius base. It renders arm-down, carries the five tint slots, plays the Idle/Walk/Sit pose
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code on the 62-joint rig, and the procedural rigs are visually unchanged. Verified: `inspect`
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code on the 62-joint rig, and the procedural rigs are visually unchanged. Verified: `inspect`
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@@ -820,15 +820,21 @@ blocked rig can no longer block the whole release.
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`npc_casual`, front / three-quarter / profile. ADR-0018 removed the proportion warp, so
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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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source proportions are accepted by definition (head 13.4 % of height, measured by
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`npc_proportions`).
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`npc_proportions`).
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- [x] Owner review page with the visual signoff sheets and checklist:
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[`docs/npc-visual-review.md`](docs/npc-visual-review.md) (the procedural-era review text
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that used to live there is retired; its baseline sheets stay in `blender_previews/`).
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- [x] Face-fidelity comparison sheet: [`docs/screens/npc-face-gate/`](../../docs/screens/npc-face-gate/README.md)
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- [x] Face-fidelity comparison sheet: [`docs/screens/npc-face-gate/`](../../docs/screens/npc-face-gate/README.md)
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captures the Quaternius base, the procedural + MakeHuman head and a procedural crowd variant
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captures the Quaternius base, the procedural + MakeHuman head and a procedural crowd variant
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at front / three-quarter / profile / 8 m. The page records the three options (full swap,
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at front / three-quarter / profile / 8 m. The page records the three options (full swap,
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crowd only, add head detail) and recommends the full swap.
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crowd only, add head detail) and recommends the full swap.
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- [ ] **Owner decision:** pick (a) full swap, (b) crowd only or (c) add head detail from
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- [x] **Owner decision:** option (a) full swap (2026-11-05). Applied: all twelve characters are
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`docs/screens/npc-face-gate/README.md`, then apply it within 24,000 tris / 24,000 glTF
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baked from the three Quaternius sources inside 24,000 tris / 24,000 glTF vertices
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vertices and re-run the gate.
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(`a6ccd86`), and the gate was re-run.
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- [ ] Record the decision and its consequence in `MEMORY.md`, `docs/npc-model-sourcing.md` and
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- [x] Record the decision and its consequence in `MEMORY.md`,
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(if it changes the contract) a new ADR. Do not silently lower character fidelity.
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`docs/npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap` and the
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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).
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- [ ] Owner visual signoff on the shipped roster: [`docs/npc-visual-review.md`](docs/npc-visual-review.md).
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### Pilot rollout
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### Pilot rollout
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@@ -879,7 +885,12 @@ regressing gear fit, budget or readability.
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import) before judging any face or body change.
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import) before judging any face or body change.
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- [ ] Run `inspect`/`audit`/`fit`/`texels` and `npc_proportions.py report`; record the
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- [ ] Run `inspect`/`audit`/`fit`/`texels` and `npc_proportions.py report`; record the
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12-variant measurement table.
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12-variant measurement table.
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- [ ] Capture the 12 × 6 baseline and get owner approval before replacing the committed GLBs.
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- [-] Capture the 12 × 6 baseline and get owner approval before replacing the committed GLBs.
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**Owner review page: [`docs/npc-visual-review.md`](docs/npc-visual-review.md)** — the
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full-body roster, front/profile per role, the idle/sit/walk pose sheet and the 8 m crowd
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strip, with an eight-row signoff checklist and the six issues found while capturing. The
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GLBs are already committed (0.9.9); this signoff either accepts them or turns each rejected
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row into a fix task.
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- [ ] Re-run the 24-NPC budget smoke and the Web/Compatibility capture; record frame time,
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- [ ] Re-run the 24-NPC budget smoke and the Web/Compatibility capture; record frame time,
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mesh/triangle counts and Web load before/after.
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mesh/triangle counts and Web load before/after.
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- [ ] Retire the procedural variants that are no longer used, keeping one tested fallback; update
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- [ ] Retire the procedural variants that are no longer used, keeping one tested fallback; update
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@@ -1,317 +1,109 @@
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# NPC visual baseline and acceptance criteria
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# NPC roster visual review — 0.9.9 signoff
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Status: **accepted 2026-11-02 for the 0.9.4 stylized target.** The P1 fixes
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**Status: awaiting owner visual signoff.** This page is the single review point for the
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(tourist photo-prop visibility, backpack straps), neck/shoulder and torso/hip
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Quaternius roster swap that shipped in 0.9.9
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transitions, face depth/detail, hand and gear placement, headgear clearance and
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([ADR-0017](adr/0017-quaternius-npc-base.md), [ADR-0018](adr/0018-quaternius-stage2-runtime-rig.md)).
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shoe/boot silhouettes are applied. The baseline remains the comparison reference;
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Every character name the game ships is captured here at gameplay distance, in three studio views,
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the accepted limitations are listed below. Comparison sheets:
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and in the three animation poses the runtime drives.
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[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
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[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg),
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the latest [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg),
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the face-detail pass [`sheet_npc_baseline_compare-face-detail.jpg`](blender_previews/sheet_npc_baseline_compare-face-detail.jpg),
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the conversation-distance hand pass
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[`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg), and the
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forward-grip pass [`sheet_npc_hands_grip_compare.jpg`](blender_previews/sheet_npc_hands_grip_compare.jpg).
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The 2026-11-03 skill-guided re-evaluation, its measurements (texel density, budgets, imported
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Until this page is signed off, the roster swap is reversible: the procedural library and the
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bounds) and the open scorecard live in [`3d-model-review.md`](3d-model-review.md). It does not
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MakeHuman head are still in the tree and still pass `audit`, `inspect`, `npc_proportions` and the
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change the accepted limits below.
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tests (`build --source procedural`).
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A single-variant face prototype (`npc_casual`) landed 2026-11-03/04: `seg=24/rings=16` head,
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## 1. Full-body roster (12 roles)
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subtle brow ridge, fuller lower lip and both eyelids. It reads cleaner than the 0.9.4 face and is
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a candidate for the remaining seven once the owner approves (see the review doc).
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## What was captured
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One tile per shipped character, neutral studio, camera at 4.2 m.
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`src/test/capture_npc_baseline.gd` stages all eight library characters in a
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neutral studio and captures six views per character:
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| View | Camera | Purpose |
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## 2. Front and profile per role
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Front row set, then profile. Use this to judge the silhouette, the head size and the gear placement
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without perspective hiding anything.
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## 3. Animation poses (idle / sit / walk contact)
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Six representative roles × three poses, driven by the real `_animate()` path with the FSM frozen.
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Check: arms hang instead of holding an A-pose, the seated pose puts the forearms on the thighs and
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keeps the shins down, the walk contact keeps limbs in contralateral opposition, and no limb
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pinches or detaches at the shoulder, elbow, hip or knee.
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## 4. Crowd distance (8 m)
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The distance the player actually sees a passer-by from the sidewalk.
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## Signoff checklist
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Tick each row. Anything you reject is a concrete task rather than an opinion, so it can go
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straight into `TODO.md`.
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| # | Question | Verdict |
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| --- | --- | --- |
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| --- | --- | --- |
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| `front` | 1.85 m, 32° FOV, head/upper body | face, hair, collar, shoulders |
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| 1 | Do the twelve characters read as distinct people at 8 m? | ☐ yes ☐ no |
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| `three_quarter` | 1.85 m, yaw 35° | cheek/jaw, ear, profile transition |
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| 2 | Is the head size right for the body (no bobblehead, no pinhead)? | ☐ yes ☐ no |
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| `profile` | 1.85 m, yaw 90° | head depth, nose, ear, chest silhouette |
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| 3 | Do the faces hold up at portrait distance? | ☐ yes ☐ no |
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| `back` | 1.85 m, yaw 180° | hair cap, neck, coat/backpack fit |
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| 4 | Do the hands and the hand-held gear (camera, cup, clipboard, sign) read correctly? | ☐ yes ☐ no |
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| `full_body` | 4.2 m, 38° FOV | proportions, hands, shoes, hem |
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| 5 | Does the head gear (cap, hood, sunglasses, firefighter helmet) sit on the skull? | ☐ yes ☐ no |
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| `crowd` | 8.0 m, 45° FOV | silhouette read at normal crowd distance |
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| 6 | Are the role outfits believable for a Hollywood-boulevard shift (tourist, delivery, guard, responder)? | ☐ yes ☐ no |
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| 7 | Are the seeded tint palettes acceptable, or too pastel/saturated? | ☐ yes ☐ no |
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| 8 | Do the seated and walking poses hold up? | ☐ yes ☐ no |
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The stage is deliberately separate from the venue review harness: a mid-grey
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**Signoff:** ☐ approved as shipped ☐ approved with the follow-ups below ☐ rejected
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solid background, ground plane, one key light and one cool fill light, no HUD,
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no crowd, no flashlight, no phase lighting and no animation. Front is Godot +Z,
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matching `NpcAvatar.yaw_towards()`. The camera orbits at the recorded yaw rather
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than rotating the avatar, so the pose and foot contact stay fixed between views.
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The full command is:
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```bash
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## Issues visible in the captures
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godot --path . --script res://src/test/capture_npc_baseline.gd -- \
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--out=res://tmp/npc-baseline
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Found while building this page; none blocks the swap, all are queued in `TODO.md`:
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python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
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1. **`npc_dress` wears the performer cone hat plus the protest sign** because the performer props
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are procedural and scaled for the old body. The dress itself has no geometry anymore — the role
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is the `casual` base with a dress tint.
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2. **`npc_coat` and `npc_hoodie`** are the hoodie base with a coat/hood tint; the raised hood and
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the long coat silhouette are gone.
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3. **The `npc_vest` clipboard** reads oversized at 0.23 × 0.31 m on the shorter Quaternius arm.
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4. **The firefighter helmet brim** is 1.55× the head width — realistic for the helmet, but it reads
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as a wide-brim hat next to the small head.
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5. **Skin and cloth read pale** on the `hoodie` and `worker` bases; the seeded palette was tuned
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against the procedural library's darker cloth.
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6. **Roster variety is three meshes for twelve roles.** Tint and gear carry the difference; the
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modular part library is the fix.
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## Measured facts for this build
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| Metric | Value |
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| --- | --- |
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| Characters | 12, all on the Quaternius 62-joint rig |
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| Triangles per character | 4,458 (`worker` minus vest) … 6,424 (`casual`) |
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| glTF vertices per character | 9,370 … 13,440 |
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| Budget | 24,000 tris / 24,000 verts per character |
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| Tint slots | `skin`, `cloth`, `pants`, `hair`, `accessory`, plus fixed detail |
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| Texel density | 73–74 px/m on the 256² maps |
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| Height | 1.817–1.881 m |
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| 24-NPC frame budget | 160,608 tris, 0.84 ms average frame (budget 50 ms) |
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| Gates | `inspect` clean, `audit` 12/12, `fit` OK, Godot 278/278, Python 167/167 |
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## Reproducing the captures
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```sh
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godot --path . --script res://src/test/capture_npc_baseline.gd -- --out=res://tmp/npc-signoff
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godot --path . --script res://src/test/capture_npc_pose.gd -- --out=res://tmp/npc-signoff-pose \
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--pose=idle # repeat for sit and walk_contact
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```
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```
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The 48 raw PNGs are local QA under `tmp/` (gitignored). The committed contact
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## Superseded
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sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg).
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For the P2 hand/grip check there is an optional eighth view, captured separately
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so the 48-frame baseline stays stable:
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```bash
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This page previously carried the **0.9.4 procedural library** baseline (eight hand-built
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godot --path . --script res://src/test/capture_npc_baseline.gd -- \
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characters, the face/hand/neck fixes, the 13-core proportion audit). That mesh no longer ships, so
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--out=res://tmp/npc-hands --view=hand
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the text is retired; the comparison sheets stay in `blender_previews/` as history:
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```
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`sheet_npc_baseline_compare-p1.jpg`, `-body.jpg`, `-torso.jpg`, `-face-detail.jpg`,
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`sheet_npc_hands_compare.jpg`, `sheet_npc_hands_grip_compare.jpg`.
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That writes eight `*__hand.png` frames at 0.80 m from the right hand; the
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The current source evaluation and per-character build table live in
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before/after review image is
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[`npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap`](npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap);
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[`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg).
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the face options that led to the full swap are in
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The capture is deterministic apart from engine rasterisation; re-running into
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[`screens/npc-face-gate/`](screens/npc-face-gate/README.md).
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the same directory keeps the earlier files and writes `-vN` copies rather than
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overwriting them.
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## Acceptance criteria
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The criteria below are for the stylized target, not photorealism. A change must
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pass every applicable item before a library rebuild is accepted.
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1. **Asset contract:** `npc_base` mesh node, the required bones, five tint slots,
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front +Z, feet within 3 cm of y=0, 1.6–2.1 m height, at most 24,000 triangles
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and 24,000 glTF vertices per character. The required 13 core bones stay fixed;
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optional extra bones are allowed. Gear remains at most 1,500 triangles.
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2. **Proportion and silhouette:** head, neck, shoulders, torso, hips, limbs and
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feet read as one body; front/three-quarter/profile silhouettes agree with the
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rest of the eight-character library; broad/slim/average build variation is
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preserved.
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3. **Face:** at 1.85 m the eyes, iris, brows, nose, mouth and ears are distinct;
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the head volume has a readable jaw/cheek/chin transition; no face-plane seams,
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inverted normals or z-fighting. The face direction must remain unambiguous.
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4. **Hair and headgear:** hair covers the scalp without gaps or scalp-through
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seams; fringes, buns and beards keep their silhouette. Caps, hoods,
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sunglasses and the firefighter helmet clear the brow, eyes and ears. Headgear
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may sit outside the 1.55–1.81 m face band, but its brim must not cover the
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eyes.
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5. **Hands and footwear:** at conversation distance the fingers and thumb read
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as a hand, not a mitten; hand items contact the palm rather than floating;
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shoes and boots are grounded with a readable toe/heel silhouette and preserve
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the responder/firefighter footwear language.
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|
||||||
6. **Clothing:** collars, cuffs, plackets, waistbands, pockets, badges and
|
|
||||||
reflective bands transition cleanly; no z-fighting or floating detail; coat,
|
|
||||||
dress and skirt hems do not show legs through the fabric during idle, walk,
|
|
||||||
block, sit or turn; the five tint slots and fixed detail colours remain
|
|
||||||
unchanged.
|
|
||||||
7. **Gear:** head gear clears the refined face/hair; the lanyard badge remains
|
|
||||||
readable in front of the jacket; backpack, shoulder bag and SCBA tank straps
|
|
||||||
lie outside the torso and do not read as a second bag; hand items use the
|
|
||||||
authored grip points.
|
|
||||||
8. **Crowd and performance:** the silhouette remains readable at the 8 m crowd
|
|
||||||
frame and the LOD/impostor tiers match the full mesh; the 24-NPC budget stays
|
|
||||||
within the existing 6.94 ms baseline (no regression beyond the measured
|
|
||||||
variance), and no new per-frame material or mesh churn is introduced.
|
|
||||||
|
|
||||||
Asset-space `fit` values are measurements of the untouched GLBs, not a pass/fail
|
|
||||||
result. A negative `x_clearance` means the gear's narrowest face is inside the
|
|
||||||
body reference; a negative `radial_clearance` means it extends beyond the body
|
|
||||||
silhouette (normal for a backpack, suspicious when it is a strap). Runtime
|
|
||||||
`NpcAvatar.GEAR_OFFSETS` is applied after attachment and is not part of the GLB
|
|
||||||
measurement.
|
|
||||||
|
|
||||||
## Proportion audit
|
|
||||||
|
|
||||||
Status: audited 2026-11-02. All eight library variants are inside the stylized
|
|
||||||
proportion guide; no geometry correction was required in this pass. The report
|
|
||||||
is repeatable from the exported GLBs:
|
|
||||||
|
|
||||||
```bash
|
|
||||||
python3 tools/npc_proportions.py report
|
|
||||||
python3 tools/npc_proportions.py report --json
|
|
||||||
```
|
|
||||||
|
|
||||||
### Method
|
|
||||||
|
|
||||||
`tools/npc_proportions.py` reads the GLB meshes and rest-pose joint hierarchy:
|
|
||||||
|
|
||||||
- height from the full mesh bounds;
|
|
||||||
- head height, width and aspect from `Head`/`skin` vertices (hair excluded so
|
|
||||||
long hairstyles do not change the head measurement);
|
|
||||||
- shoulder silhouette from vertices in the upper-chest band around the
|
|
||||||
shoulder joint;
|
|
||||||
- hip width from `HipL`/`HipR` pants vertices;
|
|
||||||
- torso length from the Spine joint to the shoulder joint;
|
|
||||||
- leg length from the Spine joint to the lowest vertex;
|
|
||||||
- arm length from the shoulder joint to the Hand joint;
|
|
||||||
- foot length from the forward extent of the KneeL/KneeR shoe vertices.
|
|
||||||
|
|
||||||
All ratios are divided by total standing height except `head_aspect`
|
|
||||||
(width / head height).
|
|
||||||
|
|
||||||
### Guide
|
|
||||||
|
|
||||||
These are stylized-but-credible bands for the game's low-poly adults, not
|
|
||||||
photoreal anatomy. The broad build is allowed a larger shoulder/hip silhouette
|
|
||||||
than the slim build.
|
|
||||||
|
|
||||||
| Ratio | Target | Notes |
|
|
||||||
| --- | ---: | --- |
|
|
||||||
| `head_height` | 0.16–0.22 | deliberately larger than a realistic 0.13–0.15 |
|
|
||||||
| `head_aspect` | 0.70–1.00 | width / height; rounded heads are acceptable |
|
|
||||||
| `shoulder_width` | 0.28–0.38 | silhouette includes sleeves and build scaling |
|
|
||||||
| `hip_width` | 0.17–0.23 | pants-only width, not skirt/coat flare |
|
|
||||||
| `torso_length` | 0.28–0.38 | Spine joint to shoulder |
|
|
||||||
| `leg_length` | 0.40–0.48 | Spine joint to ground |
|
|
||||||
| `arm_length` | 0.28–0.38 | shoulder to hand |
|
|
||||||
| `foot_length` | 0.12–0.18 | shoe forward extent |
|
|
||||||
|
|
||||||
### Result
|
|
||||||
|
|
||||||
| Character | Height | Head | Aspect | Shoulder | Hip | Torso | Leg | Arm | Foot | Result |
|
|
||||||
| --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | --- |
|
|
||||||
| `npc_casual` | 1.824 m | 0.190 | 0.907 | 0.321 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
|
|
||||||
| `npc_jacket` | 1.824 m | 0.190 | 0.907 | 0.333 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
|
|
||||||
| `npc_coat` | 1.824 m | 0.190 | 0.907 | 0.328 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
|
|
||||||
| `npc_vest` | 1.819 m | 0.191 | 0.907 | 0.322 | 0.209 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
|
|
||||||
| `npc_dress` | 1.825 m | 0.190 | 0.907 | 0.289 | 0.191 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
|
|
||||||
| `npc_hoodie` | 1.856 m | 0.187 | 0.907 | 0.328 | 0.206 | 0.302 | 0.442 | 0.323 | 0.141 | PASS |
|
|
||||||
| `npc_firefighter` | 1.819 m | 0.191 | 0.907 | 0.358 | 0.223 | 0.308 | 0.451 | 0.330 | 0.148 | PASS |
|
|
||||||
| `npc_guard` | 1.819 m | 0.191 | 0.907 | 0.369 | 0.219 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
|
|
||||||
|
|
||||||
No variant is outside a band, so the body pass does not need a global skeleton
|
|
||||||
or mesh rescale. The values closest to a boundary are:
|
|
||||||
|
|
||||||
- **head height 0.190** against the 0.22 upper bound, and **head aspect 0.907**
|
|
||||||
against 1.00 — the head is deliberately large. Any head-size change must be
|
|
||||||
coordinated with the face/headgear pass and its gear-fit measurements.
|
|
||||||
- **guard shoulder 0.369** and **firefighter hip 0.223** against the broad-build
|
|
||||||
upper bounds — these are the intended uniform/turnout silhouettes, not
|
|
||||||
outliers.
|
|
||||||
- **leg length 0.449** and **torso 0.307** sit inside the guide for all variants;
|
|
||||||
the earlier short-leg impression came from the hip joint position, not the
|
|
||||||
visible pelvis line.
|
|
||||||
|
|
||||||
### Follow-up
|
|
||||||
|
|
||||||
The proportion audit does not replace the visual criteria in
|
|
||||||
[`npc-visual-review.md`](npc-visual-review.md): neck/shoulder/hip transitions,
|
|
||||||
face depth, hand grips, clothing hems and shoes still need the appearance pass.
|
|
||||||
Re-run the audit after any body mesh or skeleton change and record the new
|
|
||||||
ratios here.
|
|
||||||
|
|
||||||
## Baseline measurements
|
|
||||||
|
|
||||||
From `python3 tools/blender_assets.py fit` and the manifest:
|
|
||||||
|
|
||||||
| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
|
|
||||||
| --- | ---: | ---: | ---: | ---: | --- |
|
|
||||||
| `npc_casual` | 4,482 | 4,260 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
|
|
||||||
| `npc_jacket` | 4,872 | 4,661 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
|
|
||||||
| `npc_coat` | 5,474 | 5,264 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
|
|
||||||
| `npc_vest` | 4,980 | 4,879 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
|
|
||||||
| `npc_dress` | 4,900 | 4,719 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
|
|
||||||
| `npc_hoodie` | 5,304 | 4,950 | 0.315 m | 0.190 m (hip) | — |
|
|
||||||
| `npc_firefighter` | 5,344 | 5,494 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
|
|
||||||
| `npc_guard` | 5,046 | 5,096 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
|
|
||||||
|
|
||||||
`npc_coat` is widest at 5,474 triangles (well below the 16,000 cap);
|
|
||||||
`npc_firefighter` is closest on vertices at 5,494 (well below the 16,000 cap).
|
|
||||||
The refit backpack measures 380 triangles / 406 vertices.
|
|
||||||
|
|
||||||
## Baseline findings, ranked
|
|
||||||
|
|
||||||
### P1 — fix in the first model pass
|
|
||||||
|
|
||||||
1. **The tourist carried two bag silhouettes. Fixed 2026-11-02.** `_add_props()`
|
|
||||||
created a 0.30 × 0.36 × 0.14 box at `(-0.34, 1.15, -0.18)` for the tourist
|
|
||||||
photo pose while `_add_accessory("backpack")` also attached the library
|
|
||||||
backpack. From the three-quarter/back view the two read as separate bags. The
|
|
||||||
photo prop is now hidden outside `photo`/`film` poses
|
|
||||||
(`photo_prop_visible_for_pose()`), so it only appears when the character is
|
|
||||||
actually taking a picture; the after frame confirms one bag at rest.
|
|
||||||
2. **Face depth and detail. Fixed 2026-11-02.** The sclera was recessed into the
|
|
||||||
socket and wrapped with a thin upper lid; the separate jaw/cheek spheres were
|
|
||||||
replaced by a chin plate and cheekbones sculpted into the head mesh. The nose
|
|
||||||
now has ala wings and a smaller bridge/tip, the mouth is one rounded slot
|
|
||||||
instead of a flat bar, and the ears have a darker concha. That removes the
|
|
||||||
dark intersection rings and the moustache-like read at portrait distance; the
|
|
||||||
low-poly brows remain stylized.
|
|
||||||
3. **Backpack straps read as rigid black bars. Refit 2026-11-02.** The straps
|
|
||||||
were thin round tubes whose chest/waist points sat inside the torso, so only
|
|
||||||
fragments showed from the front. They are now flattened bands whose front path
|
|
||||||
sits outside the chest; the after sheet shows a continuous strap instead of
|
|
||||||
two detached rods. The backpack asset is now 380 triangles / 406 vertices
|
|
||||||
(still far below the 1,500-triangle gear budget).
|
|
||||||
|
|
||||||
### P2 — fix after the first P1 pass
|
|
||||||
|
|
||||||
4. **Hands: geometry and forward offset fixed 2026-11-02; finger curl still
|
|
||||||
open.** The palm is wider and shallower, and each finger is now a
|
|
||||||
two-segment bent tube with a rounded tip and a separate bent thumb. Hand gear
|
|
||||||
is authored around the wrist proxy, so the runtime now moves every hand item
|
|
||||||
`HAND_ITEM_FORWARD` (4 cm) into the open palm; the phone, flashlight, camera,
|
|
||||||
cup and clipboard are no longer buried inside the hand. The fingers are still
|
|
||||||
open, so a true wrap/thumb contact and the umbrella/sign grips remain to be
|
|
||||||
judged.
|
|
||||||
5. **Clothing detail is tile-driven and transitional seams are visible.** The
|
|
||||||
fabric pattern repeats strongly on the casual, coat and dress variants, and
|
|
||||||
collar/cuff/waist edges are abrupt. This is more visible than the shoe/hem
|
|
||||||
details in the current portraits.
|
|
||||||
6. **Shoes: fixed 2026-11-02.** Casual shoes gained rounded toe and heel caps;
|
|
||||||
responder/firefighter boots gained matching toe/heel volumes while keeping the
|
|
||||||
taller black rubber boot language. Both stay above the sole contact plane, and
|
|
||||||
the full-body comparison is `sheet_npc_baseline_compare-shoes.jpg`.
|
|
||||||
7. **Headgear scale and clearance. Checked 2026-11-02.** The cap and helmet
|
|
||||||
width ratios are 1.067 and 1.651; those are expected for headgear. Final-context
|
|
||||||
portraits confirm the cap, firefighter helmet, hood and sunglasses clear the
|
|
||||||
refined brow/eyes, and the helmet brim still reads as deliberate turnout gear.
|
|
||||||
No gear rebuild was needed.
|
|
||||||
8. **Performer props dominate the silhouette.** The red cone hat and the
|
|
||||||
primitive sign are intentionally large stage props, but they should be
|
|
||||||
checked during the pose pass so they do not read as head/body geometry.
|
|
||||||
|
|
||||||
### Accepted limits for the 0.9.4 release
|
|
||||||
|
|
||||||
- The hooded variants intentionally cover part of the face; face readability is
|
|
||||||
judged on the visible lower face and silhouette, not on hidden eyes.
|
|
||||||
- The low-poly style is the target. The acceptance bar is readability and clean
|
|
||||||
construction, not photoreal skin or hair.
|
|
||||||
- Held items use the forward-offset open palm (`HAND_ITEM_FORWARD`) rather than a
|
|
||||||
finger-curl rig. There are no finger bones in the contract; phone, cup,
|
|
||||||
clipboard, camera, flashlight, wand and radio were judged in the hand capture.
|
|
||||||
- Fabric folds are not separate geometry; the current torso, elbow and knee
|
|
||||||
shaping is the accepted stylized construction.
|
|
||||||
- The >26 m impostor remains a two-quad billboard; the LOD tier/hysteresis and
|
|
||||||
near/far swap are covered by `test_avatar_mesh_budget_and_lod_swap`.
|
|
||||||
- NPC fabric textures are 256² with a 4× UV repeat; cloth/pants skip the baked
|
|
||||||
per-character AO to avoid large portrait blotches. Skin, hair and gear keep AO.
|
|
||||||
- Evening readability is represented by the day/night/LATE final-context set;
|
|
||||||
LATE is the venue night variant.
|
|
||||||
|
|
||||||
## Before/after workflow
|
|
||||||
|
|
||||||
Keep the baseline directory, rebuild the same capture into a new directory after
|
|
||||||
the model changes, then produce a comparison sheet. Do not overwrite the
|
|
||||||
committed baseline image:
|
|
||||||
|
|
||||||
```bash
|
|
||||||
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
|
|
||||||
--out=res://tmp/npc-baseline-after
|
|
||||||
python3 tools/npc_baseline.py compare \
|
|
||||||
--before tmp/npc-baseline --after tmp/npc-baseline-after \
|
|
||||||
--out tmp/npc-baseline-compare.jpg
|
|
||||||
```
|
|
||||||
|
|
||||||
The comparison sheet places the before/after pair for each view side by side.
|
|
||||||
The committed runs are
|
|
||||||
[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
|
|
||||||
[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
|
|
||||||
and [`sheet_npc_baseline_compare-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg).
|
|
||||||
The transition pass is [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg).
|
|
||||||
The face-detail pass is [`sheet_npc_baseline_compare-face-detail.jpg`](blender_previews/sheet_npc_baseline_compare-face-detail.jpg).
|
|
||||||
The hand pass is [`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg);
|
|
||||||
the forward-grip pass is
|
|
||||||
[`sheet_npc_hands_grip_compare.jpg`](blender_previews/sheet_npc_hands_grip_compare.jpg).
|
|
||||||
The 0.9.5 texture pass adds
|
|
||||||
[`sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg),
|
|
||||||
which pairs the close-range surface and cloth comparisons. Keep the baseline
|
|
||||||
sheet as the before artifact and add a new comparison sheet rather than
|
|
||||||
replacing it.
|
|
||||||
|
|
||||||
## Next implementation order
|
|
||||||
|
|
||||||
0.9.4 and the 0.9.5 texture pass are closed. The next visual work belongs to the
|
|
||||||
0.10.0 acceptance review; keep the NPC baseline/final-context commands as the
|
|
||||||
regression gate for any future character edit.
|
|
||||||
Reference in new issue
Block a user