Integrate the Blender character, gear and prop library
NpcAvatar - select one of 8 library character variants by role/seed (with npc_base and the procedural rig as fallbacks), keep Rig/Head and the existing bone animation - tint only skin/cloth/pants/accessory/hair; fixed detail materials keep their colour, npc_vest keeps its hi-vis vest, firefighter/guard use dark uniform tints - attach caps, hoods, helmets, backpacks, SCBA tanks, lanyards and hand items at the documented head/back/chest/hand points (primitive fallbacks retained) WorldBuilder - prefer assets/models/blender/props/ for the six replacements and the new street dressing (street lamp/tree, palms, planters, A-frame, cone, barrier, stanchion, podium, handrail, wall lantern, double door, marquee, sedan) - fit the same colliders/navigation obstacles and keep the placement validator; collect library emissives (bulbs, marquee face, wall lanterns, door LED, sedan lights) for set_night_mode() - add a library triangle counter + 60k budget check (current ~27,986); toggle prop gallery to the library models; fix the marquee label placement Tests/smoke - character selection/gear attach/fixed-material tint tests; library prop load, emissive and triangle-budget tests; smoke_props routes a guest around a stanchion in open sidewalk (the old bench route is now crowded by trees) - headless 222/222, Python 68/68, all smokes pass, compare 11 good / 0 bad Docs: TODO Phase 3.5 moved to DONE, README/architecture/blender-assets/plan describe the integrated runtime, MEMORY records the integration rules.
This commit is contained in:
1 parent
d513e0b82c
commit
d8cfddbf89
23 files changed
+531
-165
No files matched your search
@@ -250,7 +250,7 @@ which is gitignored) onto the `cloth`/`pants` albedos; `build` bakes them into t
|
||||
`.glb` and regenerates the procedural normal + packed ORM maps. `palette` writes
|
||||
`assets/textures/npc/palette.json` using `model_pipeline.dominant_colors`.
|
||||
|
||||
### Blender asset library (staged, not yet loaded by the game)
|
||||
### Blender asset library (loaded by the game)
|
||||
|
||||
`tools/blender_assets.py` models a larger library procedurally in Blender for the
|
||||
v0.6.0 integration: **8 skinned NPC characters** (casual, jacket, coat, hi-vis vest,
|
||||
@@ -260,8 +260,13 @@ attach points (caps, hood, helmet, backpack, SCBA tank, lanyard, phone, cup,
|
||||
clipboard, umbrella, camera, sign, flashlight, wand, radio, …); and **20 props**
|
||||
(octagonal bollard and bin, slatted bench, hydrant, news box, planters, street lamp,
|
||||
street and palm trees, A-frame sign, wall lantern, cone, crowd barrier, stanchion,
|
||||
handrail, podium, double door, marquee, sedan). Contract and integration notes:
|
||||
[`docs/blender-assets.md`](docs/blender-assets.md).
|
||||
handrail, podium, double door, marquee, sedan).
|
||||
|
||||
`NpcAvatar` selects a character by role/seed, tints the five contract slots, and
|
||||
attaches gear at the documented points; `WorldBuilder` loads the library props
|
||||
with colliders/avoidance and drives their emissive parts from the day/night
|
||||
cycle. The single `npc_base.glb` and primitive props remain offline fallbacks.
|
||||
Contract and integration notes: [`docs/blender-assets.md`](docs/blender-assets.md).
|
||||
|
||||
| Characters | Props |
|
||||
| --- | --- |
|
||||
@@ -507,11 +512,11 @@ Implemented so far:
|
||||
- Prop collision and placement (v0.4.0): every prop fits a static collider from its mesh bounds and publishes a navigation obstacle, so the guard and guests cannot walk through benches, bins, or bollards; placements are grouped into zones with a validator, and deterministic variants add rotation, scale, and small clutter
|
||||
- Prop atlas (v0.3.1): `tools/model_pipeline.py` packs each prop's palette into one power-of-two colour atlas plus a metallic/roughness atlas and emits a single material with per-vertex UVs, so a prop is one draw material rather than one per part; `audit` enforces the contract
|
||||
- Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes
|
||||
- NPC base model (v0.6.0 assets): `tools/npc_pipeline.py` builds a skinned, UV-mapped base character (`assets/models/generated/npc_base.glb`) with per-slot albedo/normal/ORM maps and an armature matching the procedural rig's node names; AI fabric albedos (shirt/trousers) and a derived `palette.json` are layered in. Runtime integration into `NpcAvatar` is pending, so the procedural rig still renders
|
||||
- NPC characters + library (v0.6.0): `NpcAvatar` loads one of 8 Blender-authored skinned variants (role/seed selected) with five tintable material slots, `Rig/Head` focus anchor, and attach-point gear; `npc_base.glb` and the procedural rig remain fallbacks. `tools/blender_assets.py` builds/audits the character, gear, and 20-prop library; `WorldBuilder` loads the replacements and new street dressing (lamp, trees, palms, planters, barriers, podium, doors, marquee, sedan, handrail) with colliders, navigation obstacles, and phase-driven emissives
|
||||
- Web build: `build/gig-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
|
||||
- Aim-free selection pass (v0.3.0 work, [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md)): the focus cone ranks candidates by angle then distance, `Tab` and the mouse wheel cycle nearby people nearest-first and pin the selection, right click clears focus with a short re-acquire grace, the HUD reports how many people are in the ring, and holding `Shift` walks at half speed for close work
|
||||
|
||||
Not yet implemented: wiring the authored NPC base model into the live game (`NpcAvatar._load_model`, see [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) — the procedural rig still renders for now), live 3D body-camera replay, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
|
||||
Not yet implemented: AO/ORM baking for the library props and the higher-resolution environment textures/Forward+ evaluation in [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md), live 3D body-camera replay, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
|
||||
|
||||
### Smoke Test Checklist
|
||||
|
||||
|
||||
Reference in new issue
Block a user