Round the NPC shoes and responder boots
Full build / Import + headless tests (push) Successful in 42s
Full build / Full desktop build + optional release (push) Skipped

This commit is contained in:
zwitschi committed 2026-11-02 19:38:40 +01:00
1 parent 58cf12fd1d
commit dfe5056303
26 files changed
+61 -39

No files matched your search

+2
View File
@@ -23,6 +23,8 @@ Semantic Versioning.
rounded slot, and the ears have a darker inner concha.
- Hand-held items now sit forward in the open palm instead of being partly
buried inside the hand.
- Shoes and responder boots now have rounded toes and heels instead of reading
as flat blocks.
### Fixed
+4
View File
@@ -96,6 +96,10 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
0.150→0.146, chest 0.170→0.168, upper chest 0.172→0.170. This is a subtle shirt taper, not a
skeleton change; all proportions pass and `sheet_npc_baseline_compare-torso.jpg` records it.
Max character is 4,754 tris / 4,584 verts.
- **NPC footwear pass (0.9.4, 2026-11-02):** added `ShoeToe`/`ShoeHeel` spheres to the casual shoe
and `BootToe`/`BootHeel` to responder boots; both stay above the sole/boot contact plane. Current
counts are 4,482–5,474 tris / 4,260–5,494 verts under 8,000/8,000. Sheet:
`sheet_npc_baseline_compare-shoes.jpg`.
- **NPC hand-item forward offset (0.9.4, 2026-11-02):** `NpcAvatar.HAND_ITEM_FORWARD =
Vector3(0,0,0.04)` is added in `_attach_gear()` for every `GEAR_ATTACH` hand item after the
head/chest offsets. Hand gear is authored around the wrist proxy; without this, phone,
+3 -2
View File
@@ -131,8 +131,9 @@ and equipment fit.
sheet `sheet_npc_hands_grip_compare.jpg` and regression assertions.)
- [ ] Add finger curl/thumb contact for the hand items and judge the umbrella/sign grips against the
new palm/finger geometry.
- [ ] Audit shoes/boots for silhouette, grounding and contact with the floor; preserve the
responder and firefighter footwear language.
- [x] Audit shoes/boots for silhouette, grounding and contact with the floor; preserve the
responder and firefighter footwear language. (Rounded toe/heel caps; boots keep the black
rubber language; all eight rebuilt, grounding and proportions still pass.)
- [ ] Improve clothing layer transitions at collars, cuffs, plackets, waistbands, pockets, badges
and reflective bands; remove obvious z-fighting or floating detail.
- [ ] Add believable fabric folds/wrinkles at elbows, knees, waist and hems where the extra
+22 -22
View File
@@ -453,7 +453,7 @@
"max": [
0.321,
1.824,
0.181
0.189
],
"min": [
-0.321,
@@ -487,15 +487,15 @@
"accessory",
"hair"
],
"triangles": 4226,
"vertices": 4119
"triangles": 4482,
"vertices": 4260
},
"npc_coat": {
"bounds_godot": {
"max": [
0.332,
1.824,
0.181
0.189
],
"min": [
-0.332,
@@ -528,8 +528,8 @@
"accessory",
"hair"
],
"triangles": 5218,
"vertices": 4975
"triangles": 5474,
"vertices": 5264
},
"npc_dress": {
"bounds_godot": {
@@ -567,8 +567,8 @@
"accessory",
"hair"
],
"triangles": 4644,
"vertices": 4439
"triangles": 4900,
"vertices": 4719
},
"npc_firefighter": {
"bounds_godot": {
@@ -608,15 +608,15 @@
"accessory",
"hair"
],
"triangles": 5088,
"vertices": 5240
"triangles": 5344,
"vertices": 5494
},
"npc_guard": {
"bounds_godot": {
"max": [
0.361,
1.819,
0.181
0.189
],
"min": [
-0.361,
@@ -652,15 +652,15 @@
"accessory",
"hair"
],
"triangles": 4790,
"vertices": 4865
"triangles": 5046,
"vertices": 5096
},
"npc_hoodie": {
"bounds_godot": {
"max": [
0.326,
1.856,
0.181
0.189
],
"min": [
-0.326,
@@ -693,15 +693,15 @@
"accessory",
"hair"
],
"triangles": 5048,
"vertices": 4712
"triangles": 5304,
"vertices": 4950
},
"npc_jacket": {
"bounds_godot": {
"max": [
0.332,
1.824,
0.181
0.189
],
"min": [
-0.332,
@@ -734,15 +734,15 @@
"accessory",
"hair"
],
"triangles": 4616,
"vertices": 4447
"triangles": 4872,
"vertices": 4661
},
"npc_vest": {
"bounds_godot": {
"max": [
0.321,
1.819,
0.181
0.189
],
"min": [
-0.321,
@@ -775,8 +775,8 @@
"accessory",
"hair"
],
"triangles": 4724,
"vertices": 4713
"triangles": 4980,
"vertices": 4879
},
"palm_tree": {
"bounds_godot": {
Binary file not shown.
Binary file not shown.

Before

Width:  |  Height:  |  Size: 63 KiB

After

Width:  |  Height:  |  Size: 64 KiB

Binary file not shown.
Binary file not shown.

Before

Width:  |  Height:  |  Size: 65 KiB

After

Width:  |  Height:  |  Size: 65 KiB

Binary file not shown.
Binary file not shown.

Before

Width:  |  Height:  |  Size: 68 KiB

After

Width:  |  Height:  |  Size: 68 KiB

Binary file not shown.
Binary file not shown.

Before

Width:  |  Height:  |  Size: 71 KiB

After

Width:  |  Height:  |  Size: 70 KiB

Binary file not shown.
Binary file not shown.

Before

Width:  |  Height:  |  Size: 65 KiB

After

Width:  |  Height:  |  Size: 66 KiB

Binary file not shown.
Binary file not shown.

Before

Width:  |  Height:  |  Size: 58 KiB

After

Width:  |  Height:  |  Size: 59 KiB

Binary file not shown.
Binary file not shown.

Before

Width:  |  Height:  |  Size: 65 KiB

After

Width:  |  Height:  |  Size: 66 KiB

Binary file not shown.
Binary file not shown.

Before

Width:  |  Height:  |  Size: 61 KiB

After

Width:  |  Height:  |  Size: 63 KiB

+1 -1
View File
@@ -96,7 +96,7 @@ All eight use the `npc_base` contract, so each one can replace
variants (vertex count after seam splits; `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in
`tools/blender_assets.py`, raised from 6,000/5,000 on 2026-11-02). The frozen
`npc_base` fallback keeps its original 6,000/4,000 contract. The current range
is 4,226–5,218 triangles and 4,119–5,240 vertices, leaving room for the
is 4,482–5,474 triangles and 4,260–5,494 vertices, leaving room for the
remaining grip and clothing detail.
Construction: the torso and limbs are one continuous Skin-modifier mesh,
+1
View File
@@ -51,6 +51,7 @@ Committed contact sheets and local Blender renders for the character, gear and p
| <img src="sheet_npc_baseline_compare-face-detail.jpg" width="280" alt="sheet_npc_baseline_compare-face-detail.jpg"> | [`sheet_npc_baseline_compare-face-detail.jpg`](sheet_npc_baseline_compare-face-detail.jpg) |
| <img src="sheet_npc_hands_compare.jpg" width="280" alt="sheet_npc_hands_compare.jpg"> | [`sheet_npc_hands_compare.jpg`](sheet_npc_hands_compare.jpg) |
| <img src="sheet_npc_hands_grip_compare.jpg" width="280" alt="sheet_npc_hands_grip_compare.jpg"> | [`sheet_npc_hands_grip_compare.jpg`](sheet_npc_hands_grip_compare.jpg) |
| <img src="sheet_npc_baseline_compare-shoes.jpg" width="280" alt="sheet_npc_baseline_compare-shoes.jpg"> | [`sheet_npc_baseline_compare-shoes.jpg`](sheet_npc_baseline_compare-shoes.jpg) |
| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
| <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) |
Binary file not shown.

After

Width:  |  Height:  |  Size: 296 KiB

+1
View File
@@ -45,6 +45,7 @@ Implemented so far:
- NPC mesh budget (0.9.4 work): the eight library variants now have an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000); the `npc_base` fallback remains 6,000/4,000. Current characters measure 4,226–5,218 triangles and 4,119–5,240 vertices.
- NPC face-detail pass (0.9.4 work): ala wings and a smaller nose bridge/tip, one rounded mouth slot, and a darker ear concha; all eight rebuilt. The comparison is `sheet_npc_baseline_compare-face-detail.jpg`.
- NPC headgear clearance (0.9.4 work): the 96-frame final-context review after the face-detail pass confirms the cap, firefighter helmet, hood and sunglasses clear the refined brow and eyes; no gear rebuild was needed.
- NPC footwear pass (0.9.4 work): casual shoes gained rounded toe and heel caps; responder/firefighter boots gained matching toe/heel volumes while retaining the black rubber boot language. All eight rebuilt; comparison `sheet_npc_baseline_compare-shoes.jpg`.
- NPC hand-item grip (0.9.4 work): runtime `HAND_ITEM_FORWARD` moves every hand gear 4 cm forward from the wrist proxy, so phone, cup, clipboard, camera, flashlight, wand and radio sit in the open palm instead of partly inside it. Finger curl/thumb contact remains open; the comparison is `sheet_npc_hands_grip_compare.jpg`.
- NPC hand pass (0.9.4 work): wider, shallower palms; four two-segment bent fingers with rounded tips and a separate bent thumb; optional `--view=hand` capture at 0.80 m. The hand comparison is `sheet_npc_hands_compare.jpg`; item grip offsets remain open.
- NPC proportion audit (0.9.4 work): `tools/npc_proportions.py` measures all eight GLBs against a stylized height/head/shoulder/hip/torso/leg/arm/foot guide. All variants pass; the head and broad-build silhouettes are the nearest upper bounds. Results are in [`npc-proportion-audit.md`](npc-proportion-audit.md).
+15 -14
View File
@@ -117,17 +117,17 @@ From `python3 tools/blender_assets.py fit` and the manifest:
| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
| --- | ---: | ---: | ---: | ---: | --- |
| `npc_casual` | 4,226 | 4,119 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
| `npc_jacket` | 4,616 | 4,447 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
| `npc_coat` | 5,218 | 4,975 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
| `npc_vest` | 4,724 | 4,713 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
| `npc_dress` | 4,644 | 4,439 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
| `npc_hoodie` | 5,048 | 4,712 | 0.315 m | 0.190 m (hip) | — |
| `npc_firefighter` | 5,088 | 5,240 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
| `npc_guard` | 4,790 | 4,865 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
| `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 5,218 triangles (2,782 below the 8,000 cap);
`npc_firefighter` is closest on vertices at 5,240 (2,760 below the 8,000 cap).
`npc_coat` is widest at 5,474 triangles (2,526 below the 8,000 cap);
`npc_firefighter` is closest on vertices at 5,494 (2,506 below the 8,000 cap).
The refit backpack measures 380 triangles / 406 vertices.
## Baseline findings, ranked
@@ -169,9 +169,10 @@ The refit backpack measures 380 triangles / 406 vertices.
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 are simple blocks.** They are grounded, but the toe/heel silhouette
is minimal; the responder and firefighter footwear should remain distinct
after any refinement.
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
@@ -225,6 +226,6 @@ rather than replacing it.
grips; the forward offset is already in place.
2. Add the remaining body-shape variation between variants and re-measure the
LOD/impostor silhouettes.
3. Audit hems and footwear in walk/sit/block poses.
3. Audit hems in walk/sit/block poses; footwear silhouette is now in the baseline.
4. Re-run the 48-frame baseline, the 96-frame final-context review, the 24-NPC
budget and `blender_assets.py audit/fit`; publish the next comparison sheet.
+12
View File
@@ -845,6 +845,12 @@ def _hands_and_shoes(mats, spec):
seg=6, rings=4))
parts.append(box("Shoe", (0.10, 0.25, 0.075), (0.12 * s, -0.045, 0.04), shoe,
bevel=0.028, segs=1))
# Round the toe and heel so the low-poly shoe reads as footwear rather
# than a box; both stay above the rubber sole contact plane.
parts.append(sphere("ShoeToe", 0.045, (0.12 * s, -0.155, 0.045), shoe,
seg=8, rings=5, scale=(1.05, 0.80, 0.55)))
parts.append(sphere("ShoeHeel", 0.034, (0.12 * s, 0.070, 0.045), shoe,
seg=8, rings=5, scale=(1.0, 0.55, 0.55)))
parts.append(box("Sole", (0.106, 0.262, 0.02), (0.12 * s, -0.045, 0.01),
material("rubber", textured_solid=True)))
return parts
@@ -916,6 +922,12 @@ def _clothing(spec, mats):
rot=(0, 0, 0), seg=14, minor_seg=4))
parts.append(box("Boot", (0.12, 0.27, 0.22), (0.12 * s, -0.04, 0.11),
mats["rubber"], bevel=0.03, segs=2))
parts.append(sphere("BootToe", 0.055, (0.12 * s, -0.155, 0.075),
mats["rubber"], seg=8, rings=5,
scale=(1.0, 0.80, 0.55)))
parts.append(sphere("BootHeel", 0.045, (0.12 * s, 0.080, 0.055),
mats["rubber"], seg=8, rings=5,
scale=(1.0, 0.55, 0.50)))
if layer == "guard":
belt = torus("Belt", 0.168, 0.022, (0, 0, 0.86), mats["leather"], seg=24,
minor_seg=4, scale=(1.0, 0.72, 1.4))