Stage the Blender character/gear/prop library
Commit the finished generator output from the parallel Blender pass: 8 skinned NPC variants, 18 gear pieces, and 20 props under assets/models/blender/, editable sources (gdignored), manifest, review sheets, and the integration notes in docs/blender-assets.md. - audit: all 46 assets clean (characters 3,788-4,640 tris, under 6000/4000) - tests: Python manifest/audit contract and Godot import/bone/slot/ground checks - docs: README library section, architecture/plan references, TODO Phase 3.5 status, MEMORY integration rules - .gitignore: per-asset preview PNGs, extracted GLB textures, blend1 backups Nothing in the game loads the library yet; integration follows." && git log --oneline -1
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@@ -250,6 +250,31 @@ which is gitignored) onto the `cloth`/`pants` albedos; `build` bakes them into t
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`.glb` and regenerates the procedural normal + packed ORM maps. `palette` writes
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`assets/textures/npc/palette.json` using `model_pipeline.dominant_colors`.
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### Blender asset library (staged, not yet loaded by the game)
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`tools/blender_assets.py` models a larger library procedurally in Blender for the
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v0.6.0 integration: **8 skinned NPC characters** (casual, jacket, coat, hi-vis vest,
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dress, hoodie, firefighter, guard), each a drop-in for `npc_base.glb` (same bones,
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joint positions and tint slots); **18 gear pieces** authored at head/hand/back/chest
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attach points (caps, hood, helmet, backpack, SCBA tank, lanyard, phone, cup,
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clipboard, umbrella, camera, sign, flashlight, wand, radio, …); and **20 props**
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(octagonal bollard and bin, slatted bench, hydrant, news box, planters, street lamp,
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street and palm trees, A-frame sign, wall lantern, cone, crowd barrier, stanchion,
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handrail, podium, double door, marquee, sedan). Contract and integration notes:
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[`docs/blender-assets.md`](docs/blender-assets.md).
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| Characters | Props |
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| --- | --- |
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|  |  |
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```bash
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flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- build
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flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- render
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python3 tools/blender_assets.py sheet # docs/blender_previews/sheet_*.jpg
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python3 tools/blender_assets.py audit # no Blender needed
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godot --headless --path . --import
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```
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### Confirmed game assets
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Everything below is audited and shipped in the game; development-only outputs
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@@ -445,6 +470,7 @@ The full arc42-style architecture documentation lives in [`docs/architecture.md`
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- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
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- [`docs/adr/`](docs/adr/) — Architecture Decision Records.
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- [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) — Graphics-quality plan: Blender-authored NPC characters.
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- [`docs/blender-assets.md`](docs/blender-assets.md) — Blender asset library: characters, gear, props, attach points.
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## Development Status
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