Consolidate documentation into architecture and merged guides
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# NPC model sourcing and expansion plan
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# NPC Model Sourcing
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Status: **direction chosen 2026-11-03.** The procedural generator is the primary
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path, the Quaternius CC0 pack is a reviewed reference/prototype, and MakeHuman is
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deferred to a separate local development pipeline. No downloaded source model is
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committed to the game or included in a release; the committed research preview
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sheets carry the required attribution. Local evaluation files live under
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`tmp/npc-research/` (gitignored). The decision is recorded in
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[ADR-0015](adr/0015-npc-model-variety-sourcing.md).
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This page records the source evaluation behind [ADR-0015](adr/0015-npc-model-variety-sourcing.md).
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The shipped path is the project-owned Blender/procedural library; external sources
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remain references or local prototypes unless a later ADR accepts them.
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This page records the free/open-source character sources that were reviewed, how
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they behave when imported into the existing Blender tooling, and the options for
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creating a larger NPC model library. The runtime contract and current library are
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documented in [`blender-assets.md`](blender-assets.md) and
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[`npc-visual-review.md`](npc-visual-review.md).
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## Evaluation
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## Why this review exists
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The library needs variety beyond the original eight silhouettes while preserving
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the `npc_base` contract: mesh node, 13 required core bones (optional extras
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allowed), five tint slots, −Y/+Z front, grounded feet and the 16,000/16,000
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character budget.
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The library has eight skinned characters, and `NpcAvatar.character_model_for()`
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reuses them across role families. That is enough for a release candidate, but
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crowds repeat the same faces, builds and outfits. Three venues, a 24-NPC budget
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and close-up portraits make that repetition visible.
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Any expansion must preserve the existing integration contract:
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- mesh node `npc_base` under a `Skeleton3D`;
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- bones `Head`, `HipL/R`, `KneeL/R`, `ShoulderL/R`, `ElbowL/R`, `HandL/R` plus
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`Hips`, `Spine`, `Neck` at the contract rest positions;
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- five tint slots (`skin`, `cloth`, `pants`, `accessory`, `hair`);
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- front on Blender −Y / Godot +Z, feet near the floor, 1.6–2.1 m height;
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- at most 16,000 triangles and 16,000 glTF vertices per character;
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- gear attach points at head, back, chest and hand.
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The existing `audit` command is the gate. A source that looks good in a preview
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but fails `audit` is not usable without an adaptation step.
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## What was evaluated
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Blender 5.2.0 LTS (Flatpak) imported each file in background mode. Measurements
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below come from the imported scene, because external GLBs often carry node
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transforms that the project's audit (which reads accessor-local bounds) does not
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apply. "Vertices" are the imported, seam-split counts that matter for the glTF
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budget, not the source file's vertex count.
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| Source | Licence | Files checked | Geometry / rig | Height | Verdict |
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| --- | --- | --- | --- | --- | --- |
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| **Quaternius Ultimate Modular Men / Women** (mirrored GLB pack) | CC0 1.0 | `Casual_Hoodie.glb`, `Worker.glb`, `Casual.glb` | 5,240–6,424 tris; 10,534–12,968 verts; 62 bones; 24 animations; 4 skinned meshes on one armature | 1.80–1.87 m | **Best silhouette/outfit match.** Fails the contract: wrong bone names/rest positions, no tint slots, no `npc_base` node, vertex budget exceeded. |
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| **Kenney Blocky Characters 2.0** | CC0 1.0 | full pack (18 characters), `character-a.glb`, `character-f.glb` | 72 tris; 143 verts; static, no armature; one texture atlas per character | 2.7 m imported (needs 0.67× scale) | **Not a close-up character.** Useful as a crowd/impostor LOD or placeholder, but cannot be driven by the skeleton and has no separate face/clothing slots. |
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| **Khronos CesiumMan** | CC BY 4.0 (© Cesium) | `CesiumMan.glb` | 4,672 tris; 3,273 verts; 19-bone walk rig; 1 material/texture; 1 animation | 1.45 m | **Technical retarget test only.** One outfit and one look, wrong rig, short; works as a skinning/pose reference. Attribution is required. |
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| **Khronos RiggedFigure** | CC BY 4.0 (© Cesium) | `RiggedFigure.glb` | 256 tris; 370 verts; 19-bone walk rig; no UVs; 1 animation | 1.48 m | **Rig smoke test only.** A mannequin with no usable surface detail. |
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| **MakeHuman core base mesh / MPFB** | Core assets CC0 1.0; application AGPL/GPL | `makehuman/data/3dobjs/base.obj` | 19,158 verts; 18,486 polygons; 36,972 tris; no rig in the base mesh | ~16.9 model units before scaling | **Best body-shape diversity, highest pipeline cost.** Needs scaling, decimation/retopology and a generated rig. The MakeHuman/MPFB tool itself is not bundled. |
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Local review sheet (front views, not committed):
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`tmp/npc-research/previews/contact_sheet.jpg`.
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Rejected without downloading: Mixamo and Ready Player Me. Both are useful
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services, but their terms are not a simple free/open-source redistribution basis
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for shipped character meshes. Sketchfab, Poly Pizza and OpenGameArt can contain
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excellent CC0 work, but each asset needs a case-by-case licence and provenance
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check; they are not a consistent library source.
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### Measured contract failures
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Every example fails the unmodified `audit` contract:
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| Check | Quaternius | Kenney | CesiumMan | RiggedFigure | MakeHuman base |
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| --- | --- | --- | --- | --- | --- |
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| `npc_base` mesh node | no | no | no | no | no |
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| Required 13 bones | no (62 different names) | no rig | no (19 different names) | no (19 different names) | no rig |
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| Five tint slots | no | no | no | no | no |
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| ≤ 16,000 tris | yes | yes | yes | yes | yes |
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| ≤ 16,000 verts | yes (10.5–13k) | yes | yes | yes | no (19k) |
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| Feet on floor | yes | yes (2.7 m scale) | yes (−11 mm) | yes | no (needs scaling) |
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| Height 1.6–2.1 m | yes | no (2.7 m) | no (1.45 m) | no (1.48 m) | needs scale |
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| Skinned / UV mapped | yes / yes | no / yes | yes / yes | yes / no | no / no |
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The practical conclusion is that **there is no drop-in download**. External
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sources need a deliberate intake step, and the expensive part is not decimation:
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it is rebuilding or retargeting the skeleton and material slots without breaking
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the animation proxies and gear placement.
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The table uses Blender-imported world bounds. The stdlib `audit` reads accessor-local
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bounds and ignores node transforms, so an unapplied external GLB can fail floor/height
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checks even when the imported scene looks correct. The intake step must apply
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transforms before it measures and exports.
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## Options
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### Option A — extend the procedural generator
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Add more variation to `tools/blender_assets.py` rather than importing models:
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body builds, height ranges, head/face shapes, hair and facial hair, outfit
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layers, and more `CHARACTERS` specs. This keeps a single owned style, needs no
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third-party licence review, and stays inside the existing builder/audit flow.
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- **Strengths:** lowest integration risk, deterministic, no new dependencies.
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- **Limits:** the current face and clothing vocabulary is intentionally simple;
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more variants may still read as the same model with a different coat.
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- **Best for:** a quick 4–8 variant expansion and filling obvious role gaps.
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### Option B — Quaternius CC0 intake with a contract adapter
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Use Quaternius meshes as silhouette/outfit donors and adapt them to the project
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contract. The visible result is a different body/clothing language from the
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current library, so the adapter must also normalise head/hand style or rebuild
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those parts.
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- **Strengths:** best free outfit/hair variety, animations included, CC0,
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already close to game proportions, front axis and floor contact.
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- **Work:** weld/decimate to the vertex budget, remap materials to the five
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slots, rebuild the armature at the contract rest positions, transfer weights,
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repose/normalise proportions, rename the mesh node, export, audit and compare
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in the acceptance harness.
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- **Main risk:** retargeting a 62-bone T-pose rig to the 13-bone arm-down
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contract. Hip/knee rest heights differ substantially (Quaternius upper leg
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starts near 0.96 m; the contract hip starts near 0.62 m), so a naive
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nearest-bone weight transfer can produce a good still image and bad walk
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poses. Prototype one character before committing to a roster.
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- **Best for:** a larger, visibly different library if the prototype passes the
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portrait and walk gates.
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### Option C — MakeHuman/MPFB body-shape pipeline
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Generate a range of ages, builds and body shapes from the CC0 MakeHuman base
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mesh, then replace the head/hands and dress them with project-owned clothing.
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This is the strongest answer to "everyone has the same body", but requires an
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offline authoring step, decimation/retopology and a custom rig/weight step. It
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should be treated as a later pipeline project, not a quick content drop.
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## Decision and prototype outcome
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The project owner reviewed this page on 2026-11-03. The decision is:
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1. **CC0 is acceptable** for shipped character assets. CC-BY is acceptable only
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with attribution in `CREDITS.md`; service assets whose terms restrict
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redistribution remain excluded.
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2. **Extend the procedural generator** as the primary path, starting with
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crowd-variety looks.
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3. **Prototype Quaternius** as a secondary source. It is not approved for
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shipping yet; the contract-retarget result below is a no-go for the current
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skeleton.
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4. **Use crowd variety** as the first visual goal, not role-specific costumes.
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5. **Evaluate MakeHuman for a later, separate local development pipeline.** It
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is not part of the normal build, CI or release flow.
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6. **Commit the research previews with attribution.** The CC-BY entries are
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listed in `CREDITS.md` and remain development-only.
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### Quaternius prototype
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The prototype used `Casual_Hoodie.glb`:
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- **Geometry budget is not the blocker.** Imported: 12,518 vertices / 6,206
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triangles. After welding seam splits: 3,199 vertices / 6,206 triangles. After
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a 0.75 decimate: 2,423 vertices / 4,654 triangles, comfortably inside the
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library budget.
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- **Animation quality is attractive.** The imported Idle and Walk clips read
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well at game distance, and the model brings 24 animations.
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- **The contract rest pose is the blocker.** The source is a T-pose 62-bone rig
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with realistic proportions: upper leg starts near 0.96 m, arm span is about
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1.68 m, and the shoulder joint sits near x = 0.153 m. The project contract is
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an arm-down 13-bone rig with a hip near 0.62 m, a shoulder near x = 0.27 m and
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a hand near z = 0.78 m. Rebuilding the contract armature around this mesh would
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either distort the body substantially or require a full proportion warp.
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- **Decision:** do not retarget Quaternius to the contract now. Keep it as a
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silhouette/style reference and, if a second rig path is ever wanted, prototype
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it as its own animation path (its own skeleton, AnimationPlayer clips and
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per-model gear offsets) rather than forcing it into `npc_base`. That is a
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separate architecture decision, not an asset conversion.
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Preview: [`blender_previews/sheet_npc_sources_research.jpg`](blender_previews/sheet_npc_sources_research.jpg).
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### Generator crowd prototype
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Four proposed crowd specs were built with the existing generator in a temporary
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output directory. All four audit clean and stay inside the character budget:
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| Prototype | Look | Tris / verts | Gear |
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| --- | --- | --- | --- |
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| `npc_crowd_a` | slim, bun, sunglasses | 4,644 / 4,356 | sunglasses |
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| `npc_crowd_b` | broad, bald, beard | 4,550 / 4,453 | shoulder bag |
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| `npc_crowd_c` | average, short hair, long coat | 5,118 / 5,086 | umbrella |
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| `npc_crowd_d` | slim, short hair, hood up | 5,258 / 4,907 | cup |
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They vary build, head silhouette, hair/beard and outer layer while keeping the
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existing face language. They are **not in the shipped catalogue**; production
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integration belongs to the roster/runtime work under the unversioned `Character
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development` section, after the current release candidate.
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Preview: [`blender_previews/sheet_npc_crowd_prototypes.jpg`](blender_previews/sheet_npc_crowd_prototypes.jpg).
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### MakeHuman local-pipeline evaluation
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The CC0 base mesh is 19,158 vertices / 18,486 polygons (36,972 triangles after
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triangulation), with 21,334 UV coordinates but no normals, material groups or
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rig. Scaling it to 1.82 m and decimating to 0.35 produced 3,780 vertices / 6,468
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triangles, which fits the geometry budget but is a collapse-decimation result,
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not production topology.
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MakeHuman is therefore **feasible only as a separate local body-shape pipeline**.
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The boundary for that future work is:
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Intake prototype (2026-11-04): `tmp/npc-research/makehuman_intake.py` scales the
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CC0 base to 1.82 m, grounds it, triangulates and decimates to **3,790 verts /
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6,444 tris**, then exports `tmp/npc-research/makehuman/makehuman_body.glb` (body
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only, one neutral material, UVs present, no rig). The body is the input for the
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contract-rig/retopology step; the script and mesh stay under `tmp/` and are never
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committed.
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Retarget prototype (2026-11-04): `tmp/npc-research/makehuman_retarget.py` rotates
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the A-pose arms down (−38°/+38°) and scales them **1.63×** to the contract 0.70 m
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arm, welds the split vertices, smooth-shades, adds the 13-bone contract armature
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with the project's distance-to-bone `_auto_weights`, paints the five slot regions,
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renames the mesh to `npc_base`, and exports `makehuman_retargeted.glb` — **6,444 /
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16,000 tris, 7,726 / 16,000 verts**, 14 bones, skinned, arm-down, grounded, five
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slots, no contract issues. The proportion warp (1.63× arms) is the same class of
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issue that blocked Quaternius; here it is accepted, but the vision review shows
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it distorts the deltoid/shoulder, the decimated hands are blocky, and the slot
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boundaries are rough — refinement work (arm-scale falloff, project head/hands,
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weight tuning) is the next step.
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The arm-scale falloff (1.0 at the shoulder tapering to 1.63 at the fingertip) was
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added, then the arm threshold was raised to x > 0.22 and a rotation falloff was
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added — the deltoid/shoulder junction is now smooth (no spiky triangles or
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arm/torso gaps). Remaining visual defects: the decimated MakeHuman head reads
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dark/featureless, the hands are flat claw-like, and the feet are detached/spiked
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— these are fixed by swapping in the project's `_face`/`_hands_and_shoes`/shoe
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parts, the next step.
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- MPFB/MakeHuman is installed and run by a contributor, never by CI or the game
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build.
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- Generated bodies and intermediate exports stay in `tmp/` (gitignored); the
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CC0 base mesh is not committed.
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- The contributor scales to 1.8–1.9 m, decimates or retopologises to roughly
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6–7k triangles, and checks the silhouette against `npc-visual-review.md`.
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- The body gets the contract armature, weights, project-owned head/hands,
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clothing and gear; it must pass `blender_assets.py audit` and `fit`.
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- Only the final CC0-derived GLB and its provenance note are committed. The
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application code and any non-CC0 assets stay outside the repository.
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This is deferred; it is not part of the current crowd-variety work.
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## Provisional NPC roster
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The design rule stays: clothes, props and behaviour carry the read; a model must
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not label a person as "the threat". The roster therefore adds ordinary adults
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across age, build and style, not costumes that telegraph the outcome.
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| Look family | Current | Proposed additions | Variation axes |
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| --- | --- | --- | --- |
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| Everyday | `npc_casual`, `npc_jacket`, `npc_coat`, `npc_hoodie`, `npc_dress` | `npc_crowd_a` (bun/slim), `npc_crowd_b` (bald/broad), `npc_crowd_c` (coat/umbrella), `npc_crowd_d` (hood/cup) | build, height, hair, facial hair, outer layer, accessory |
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| Workwear | `npc_vest`, `npc_guard` | later: second hi-vis build, venue-security build | build, height, headwear, badge/radio gear |
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| Responder | `npc_firefighter` | later: paramedic/medical responder only if the design supports it | turnout vs medical kit, build, helmet |
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| Crowd/LOD | none | optional Kenney blocky or a decimated library variant for distant crowds | silhouette and palette only |
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A first target is **12 library characters** (the current eight plus the four
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crowd prototypes), not twenty. That is enough to break the clone effect without
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doubling the portrait QA matrix. `character_model_for()` becomes a pool per role
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family with a deterministic seed choice; the current two-way alternation for
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guests, trespassers and threats is the template.
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## Implementation plan
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The actionable tasks live in `TODO.md` under the `Character development` section. The workstreams
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are:
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1. **Decision and licence gate.** Complete: ADR-0015, the CC0/CC-BY rule and the
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committed preview sheets.
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2. **Generator crowd variants.** Complete as a prototype (four specs, clean
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audit, review sheet). Production integration is pending the current release candidate.
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3. **Quaternius intake.** The contract-retarget prototype is a no-go. Keep the
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source as a reference; a second-rig/animation path would need its own ADR.
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4. **Roster build and runtime.** Add the four approved specs to `CHARACTERS`,
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build and commit their GLBs, update the manifest, and extend the role pools.
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5. **QA and integration.** Run the 24-NPC budget, portrait baseline, gear fit,
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headless suite and release build. Record provenance and any accepted limits.
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Only then update `CHANGELOG.md` and `docs/development-status.md`.
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### Adapter notes
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- Apply node transforms before measuring or exporting. CesiumMan imports with a
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Z-up root and an `Icosphere` helper object; exclude helpers, not just the mesh
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names, when measuring.
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- Weld duplicate seam vertices before decimating. Quaternius' 12k imported
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vertices are mostly UV/normal splits; the underlying surface is much smaller,
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but the glTF budget counts the splits after export.
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- Decimate to a target below 16,000 tris/verts, then re-unwrap only if the
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existing UVs cannot survive the material remap. The current library uses
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smart projection at 80° to keep islands large.
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- Map materials by semantic role, not by source name. A source "Purple" or
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"Worker_Vest" needs an explicit mapping to `cloth`, `pants`, `skin`, `hair` or
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`accessory`; do not rely on colour heuristics.
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- Keep the face direction unambiguous. The front is Blender −Y; verify it with
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a capture, not by guessing from the source file.
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- For any future external-rig path, do not silently add a second skeleton format
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to `NpcAvatar`. Record the per-model skeleton, animation source and gear
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offsets as an explicit contract.
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## Review outcome
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||||
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||||
The project owner answered the review questions on 2026-11-03:
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| Question | Answer |
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| --- | --- |
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| Are third-party CC0 characters acceptable? | Yes. |
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| Which direction? | Prototype Quaternius and extend the procedural generator. |
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| Which looks first? | Crowd variety. |
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| Should MakeHuman be pursued? | Evaluate it for a later, separate local development pipeline. |
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| Commit the previews? | Yes, with CC-BY attribution. |
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## Downloaded example provenance
|
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Source models were downloaded on 2026-11-03 and kept out of version control. The two
|
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research preview sheets are committed under `docs/blender_previews/`; the CC-BY
|
||||
attribution is recorded in `CREDITS.md`.
|
||||
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| File | Source | SHA-256 |
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| Source | Licence | Result |
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||||
| --- | --- | --- |
|
||||
| `quaternius/Casual_Hoodie.glb` | `raw.githubusercontent.com/LuanDucate/Ducz.CharacterCreator/HEAD/public/models/Male/Casual_Hoodie.glb` (Quaternius CC0) | `f5b722199f7628b24550989af4230f65d5230727df9c326fd2b3e360effe5249` |
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| `quaternius/Worker.glb` | same mirror, `Male/Worker.glb` | `8d0f454336c2effc5c08f63a177af3a82d1a7af025ca9588b40e4c90c4703534` |
|
||||
| `quaternius/Casual.glb` | same mirror, `Female/Casual.glb` | `bc2d84fba249ebaa0629cb9d133ad37234196e4b8004aa205a6397abed04e05c` |
|
||||
| `kenney_blocky_characters.zip` | `kenney.nl/assets/blocky-characters` | `5e123859aa0c1598342b600c6db197024a1d63eb9ec531398b310725f589887e` |
|
||||
| `khronos/CesiumMan.glb` | `github.com/KhronosGroup/glTF-Sample-Assets` | `b7001eaeea8254bd44773bcd247e78696d94169388fbb2a1800fc69434e777d9` |
|
||||
| `khronos/RiggedFigure.glb` | same repository | `d6be85417d3e256861ee733eea6916093a7af7c79c16366181fd8abcaeb38cf5` |
|
||||
| `makehuman/base.obj` | `github.com/makehumancommunity/makehuman/blob/master/makehuman/data/3dobjs/base.obj` | `8e761e6624b8f54536409135d1636da63b32486a90d4897f84e121d144f6fb4c` |
|
||||
| Quaternius Ultimate Modular | CC0 | Good silhouette/decimation material, but a 62-bone T-pose realistic rig and different proportions; not a drop-in. Kept as a reference/prototype. |
|
||||
| Kenney Blocky Characters | CC0 | No matching rig; style is much blockier than the project look. |
|
||||
| Khronos CesiumMan / RiggedFigure | CC BY 4.0 | Different bone names/rest pose and no five-slot materials; not a drop-in. |
|
||||
| MakeHuman / MPFB base | CC0 | Useful body-shape base, but requires retopology, a custom rig, clothing and part integration. Active local pipeline, not the shipped path. |
|
||||
|
||||
Source terms:
|
||||
The contract mismatch is the expensive part, not decimation: retargeting a
|
||||
different rig or rebuilding slots/weights can distort the body and invalidate
|
||||
gear placement. Any future second-rig path needs its own ADR and animation/gear
|
||||
offsets.
|
||||
|
||||
- Quaternius packs are CC0 1.0 according to the pack page and the mirror's
|
||||
credits. The mirror is a convenience download; the original pack page is
|
||||
<https://quaternius.com/packs/ultimatemodularcharacters.html>.
|
||||
- Kenney Blocky Characters 2.0 is CC0 1.0; the pack's `License.txt` is included
|
||||
in the download.
|
||||
- CesiumMan and RiggedFigure are CC BY 4.0, © 2017 Cesium. If any derivative is
|
||||
committed or shipped, the attribution must be added to `CREDITS.md`.
|
||||
- MakeHuman core assets are CC0 per `LICENSE.ASSETS.md`; the application source
|
||||
is AGPL and is not bundled.
|
||||
## Decision and outcome
|
||||
|
||||
- Extend the project-owned procedural generator as the primary shipped path
|
||||
(12-character library, crowd variants, role pools).
|
||||
- Keep Quaternius as a studied reference, not a shipped base.
|
||||
- MakeHuman is a local development pipeline for body-shape diversity; it must
|
||||
consume the same head/hand parts as the procedural library and never become a
|
||||
CI/build dependency.
|
||||
- Record CC0/CC-BY provenance; CC-BY previews require attribution in
|
||||
[`CREDITS.md`](../CREDITS.md).
|
||||
|
||||
## MakeHuman prototype notes
|
||||
|
||||
The local prototype (`tmp/npc-research/`, never committed) scaled the base to
|
||||
1.82 m, grounded it, triangulated/decimated it and retargeted it to the 13-core
|
||||
armature. The first retarget measured **6,444 / 16,000 tris and**
|
||||
**7,726 / 16,000 verts**, 14 bones, skinned, arm-down, five slots. It exposed
|
||||
the expected issues: a 1.63× arm-scale warp at the deltoid/shoulder, blocky
|
||||
decimated hands, rough slot boundaries and a head/neck shadow gap. The later
|
||||
project head/hands swap reduced this to **6,407 / 16,000 tris and**
|
||||
**6,651 / 16,000 verts**, but manual shoulder/neck retopology and part cleanup
|
||||
remain before it can be considered shippable.
|
||||
|
||||
The head/face/hand overhaul in [`TODO.md`](../TODO.md) is the prerequisite: the
|
||||
MakeHuman body should reuse the approved local head/hand parts rather than
|
||||
forking a second face implementation.
|
||||
|
||||
## Provenance rules
|
||||
|
||||
- CC0 preferred; CC-BY only with attribution in `CREDITS.md`; no service asset
|
||||
whose terms restrict redistribution.
|
||||
- Downloaded research and generated previews stay in `tmp/`/gitignored folders;
|
||||
only final audited assets and committed review sheets enter the repository.
|
||||
- Record source URL, licence, author, date and what decision the reference
|
||||
informed. Never treat a generated concept as licensed map/model data.
|
||||
|
||||
Measurements, visual decisions and accepted limits are in
|
||||
[`3d-model-review.md`](3d-model-review.md) and
|
||||
[`npc-visual-review.md`](npc-visual-review.md). Commands are in
|
||||
[`asset-tooling.md`](asset-tooling.md).
|
||||
Reference in new issue
Block a user