diff --git a/MEMORY.md b/MEMORY.md
index 8475c02..000f384 100644
--- a/MEMORY.md
+++ b/MEMORY.md
@@ -61,6 +61,13 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
gallery is 13 good / 0 bad, the screen-design judge is 13/13 and a clean
portrait measured a 0.732 vision gap against the photoreal concept. No
release build, version bump or tag was created at this gate.
+- **NPC visual baseline (0.9.4, 2026-11-02):** `src/test/capture_npc_baseline.gd` is the
+ neutral-studio 8-variant × 6-view baseline (front, three-quarter, profile, back, full body,
+ crowd). It uses a fixed orbit camera, mid-grey studio backdrop, key/fill lights, no HUD/crowd/animation;
+ raw frames stay in `tmp/`, and `tools/npc_baseline.py sheet` builds the committed
+ `sheet_npc_baseline.jpg`. Criteria and measurements are in `docs/npc-visual-review.md`. The first
+ ranked gaps are: tourist photo prop duplicates the backpack silhouette; shallow/faceted face;
+ backpack straps read as rigid bars. No model/GLB changes were made in the baseline step.
- **UI flow smoke (2026-11-02):** `smoke_ui_flows.gd` boots the real scene and
exercises inspection allow/deny, normal vs emergency radio, Help filtering,
wand allow/deny and review return-to-menu. Keep this smoke in the 0.9.6
@@ -734,7 +741,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Venue `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
- Access loadout is implemented; do not re-fix `override_access` as if it were still unread.
- `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`.
-- Headless suite is **261/261**; Python tooling is **97/97**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. Remaining visual follow-ups are in `TODO.md`.
+- Headless suite is **261/261**; Python tooling is **99/99**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. Remaining visual follow-ups are in `TODO.md`.
- Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args).
- GDScript inference trap that broke the main scene: a `var` typed as a base class
(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a
diff --git a/README.md b/README.md
index dd1a915..7b4b8eb 100644
--- a/README.md
+++ b/README.md
@@ -121,6 +121,7 @@ Full setup, every run/test/smoke command, and the controls table are in
- [`docs/development-status.md`](docs/development-status.md) — Implemented features and what's next.
- [`docs/smoke-checklist.md`](docs/smoke-checklist.md) — Manual smoke-test checklist.
- [`docs/blender-assets.md`](docs/blender-assets.md) — Blender asset library: characters, gear, props, attach points.
+- [`docs/npc-visual-review.md`](docs/npc-visual-review.md) — 0.9.4 NPC baseline, acceptance criteria and ranked visual gaps.
- [`docs/adr/`](docs/adr/) — Architecture Decision Records.
- [`TODO.md`](TODO.md) — Active tasks plus the 0.x gap analysis and milestone roadmap.
diff --git a/TODO.md b/TODO.md
index d6f1424..800703e 100644
--- a/TODO.md
+++ b/TODO.md
@@ -7,7 +7,7 @@ see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these
Baseline: **v0.9.3** (2026-11-02). Three playable venues, tutorial/campaign/checkpoint resume,
difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete
-escalation/access/radio loop, shift review, the Blender asset library, 261 headless + 97 Python
+escalation/access/radio loop, shift review, the Blender asset library, 261 headless + 99 Python
tests, a 21/21 clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
release-candidate foundation, not yet a 0.10.0 release candidate.
@@ -58,15 +58,26 @@ fallback behavior.
### Reference and acceptance criteria
-- [ ] Establish a portrait/contact-sheet baseline for all eight variants: front, three-quarter,
- profile, back, full body and a crowd-distance silhouette.
-- [ ] Define acceptance criteria for proportions, face readability, hair, hands, shoes, clothing
- silhouette, gear fit and animation at the gameplay camera height (1.7 m).
-- [ ] Record the camera/lighting/background used for comparison so model changes can be judged
- consistently; keep the existing portrait capture path deterministic.
-- [ ] Identify the highest-impact gaps from the current portraits (e.g. face depth, hair mass,
+- [x] Establish a portrait/contact-sheet baseline for all eight variants: front, three-quarter,
+ profile, back, full body and a crowd-distance silhouette. (`capture_npc_baseline.gd`
+ produces 48 frames; `sheet_npc_baseline.jpg` is committed.)
+- [x] Define acceptance criteria for proportions, face readability, hair, hands, shoes, clothing
+ silhouette, gear fit and animation at the gameplay camera height (1.7 m). (Eight criteria
+ in `docs/npc-visual-review.md`; the current 6,000-triangle/5,000-vertex contract is explicit.)
+- [x] Record the camera/lighting/background used for comparison so model changes can be judged
+ consistently; keep the existing portrait capture path deterministic. (Neutral studio, fixed
+ orbit cameras, no HUD/crowd/animation; commands recorded in `docs/npc-visual-review.md`.)
+- [x] Identify the highest-impact gaps from the current portraits (e.g. face depth, hair mass,
neck/shoulder transition, hand/foot shape, coat/dress hem) and rank them by player visibility.
-- [ ] Publish a before/after NPC comparison sheet for review before changing the library.
+ (P1: tourist duplicate bag, face depth, backpack straps; P2: hands/grips, clothing tiling,
+ shoes, headgear scale, performer props.)
+- [x] Publish a before/after NPC comparison sheet for review before changing the library.
+ (`sheet_npc_baseline.jpg` is the before artifact; `tools/npc_baseline.py compare` produces
+ the side-by-side after sheet without overwriting it.)
+
+Completed 2026-11-02: 48-frame neutral studio baseline, eight criteria, current fit and
+triangle/vertex measurements, and ranked P1/P2 gaps are in `docs/npc-visual-review.md`. No
+character model was changed in this pass.
### Body proportions and silhouette
diff --git a/docs/README.md b/docs/README.md
index 06edc58..100392c 100644
--- a/docs/README.md
+++ b/docs/README.md
@@ -11,6 +11,7 @@ This folder holds the project documentation, visual references and generated QA
- [`architecture.md`](architecture.md) — arc42 system architecture
- [`getting-started.md`](getting-started.md) — setup, run/test commands and controls
- [`asset-tooling.md`](asset-tooling.md) — image/model pipelines and screenshot gates
+- [`npc-visual-review.md`](npc-visual-review.md) — NPC visual baseline, acceptance criteria and ranked gaps
- [`development-status.md`](development-status.md) — implemented features and current gaps
- [`smoke-checklist.md`](smoke-checklist.md) — manual verification
- [`ui-copy.md`](ui-copy.md) — screen, copy and button inventory
diff --git a/docs/asset-tooling.md b/docs/asset-tooling.md
index 7c9b470..091eca8 100644
--- a/docs/asset-tooling.md
+++ b/docs/asset-tooling.md
@@ -213,6 +213,20 @@ and firefighter helmet so the badge clears the jacket and the brim does not sit
over the eyes; these are `NpcAvatar.GEAR_OFFSETS`, not changes to the gear
contract.
+`capture_npc_baseline.gd` is the 0.9.4 neutral baseline: eight characters ×
+front/three-quarter/profile/back/full-body/crowd = 48 frames with a fixed
+camera, studio lighting and no venue/HUD/animation. The raw PNGs stay in
+`tmp/`; `tools/npc_baseline.py sheet` builds the committed contact sheet, and
+`tools/npc_baseline.py compare --before DIR --after DIR` builds the review
+comparison after a model change. See
+[`npc-visual-review.md`](npc-visual-review.md).
+
+```bash
+godot --path . --script res://src/test/capture_npc_baseline.gd -- \
+ --out=res://tmp/npc-baseline
+python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
+```
+
`capture_realism.gd` runs seven stages (day, portrait, evening, late, Joke Shop day, Joke Shop night, studio);
`--stages=day,late` limits it while tuning; `--flashlight` turns on the guard lamp for
night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one NPC on open sidewalk
diff --git a/docs/blender-assets.md b/docs/blender-assets.md
index 6b23b95..6458087 100644
--- a/docs/blender-assets.md
+++ b/docs/blender-assets.md
@@ -5,7 +5,10 @@ Architecture context: the asset contracts and fallback path are summarized in
Status: built, audited, and integrated (2026-11-01). `NpcAvatar` selects the
character variants and attaches the gear; `WorldBuilder` loads the prop library
-with colliders and phase-driven emissives.
+with colliders and phase-driven emissives. The 0.9.4 neutral baseline and its
+acceptance criteria are in [`npc-visual-review.md`](npc-visual-review.md);
+the committed 8 × 6 contact sheet is
+[`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg).
Generator: [`tools/blender_assets.py`](../tools/blender_assets.py). Manifest (the
source of truth for integration):
@@ -197,3 +200,7 @@ carry baked AO and the shared neutral material maps described above.
the legs through the hem.
- Preview colours (`PREVIEW_TINTS`) only stand in for `outfit_for()`. The GLBs
stay neutral.
+- The 0.9.4 baseline found three P1 portrait issues: the tourist's photo prop
+ duplicates the backpack silhouette, the face is shallow/faceted at portrait
+ range, and the backpack straps read as rigid bars. The full ranked list and
+ accepted/deferred items are in [`npc-visual-review.md`](npc-visual-review.md).
diff --git a/docs/blender_previews/README.md b/docs/blender_previews/README.md
index 509a292..bcc91a2 100644
--- a/docs/blender_previews/README.md
+++ b/docs/blender_previews/README.md
@@ -43,6 +43,7 @@ Committed contact sheets and local Blender renders for the character, gear and p
|
| [`security_podium.png`](security_podium.png) |
|
| [`sedan.png`](sedan.png) |
|
| [`sheet_npc.jpg`](sheet_npc.jpg) |
+|
| [`sheet_npc_baseline.jpg`](sheet_npc_baseline.jpg) |
|
| [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
|
| [`sheet_props.jpg`](sheet_props.jpg) |
|
| [`shoulder_bag.png`](shoulder_bag.png) |
diff --git a/docs/blender_previews/sheet_npc_baseline.jpg b/docs/blender_previews/sheet_npc_baseline.jpg
new file mode 100644
index 0000000..7adf5eb
Binary files /dev/null and b/docs/blender_previews/sheet_npc_baseline.jpg differ
diff --git a/docs/development-status.md b/docs/development-status.md
index e524a93..09f2a1f 100644
--- a/docs/development-status.md
+++ b/docs/development-status.md
@@ -39,6 +39,7 @@ Implemented so far:
- Aim-free selection pass (v0.3.0 work, [ADR-0011](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
- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing. The wand panel lists the guest's carried items, and multiline HUD/wand strings render real line breaks.
+- NPC visual baseline (0.9.4 work): `src/test/capture_npc_baseline.gd` captures all eight library characters from front, three-quarter, profile, back, full-body and crowd views in a neutral studio (48 frames). The criteria, measurements and ranked gaps are in [`npc-visual-review.md`](npc-visual-review.md); the committed sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg). No model changes were made in this baseline step.
- UI-state capture pass (0.9.3 work): `src/test/capture_ui_states.gd` adds committed captures 14–21 for the start menu, pause, settings, shift review, emergency radio, action wheel, crowd panic and responder arrival. Every one of the 21 catalogue entries now has a current-build capture; `tools/check_screenshots.sh` reports 21 good / 0 bad and the automatic judge reports 21/21 match, 0 diff. Crowd panic and responder arrival are staged presentation frames, not gameplay changes.
- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
- Input/reliability fixes: selecting a venue releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status. Mouse look now reads at `_input`, restores capture on window focus/click-back, and the HUD is mouse-transparent. Normal radio reports submit on click; emergency calls still require the hold-to-confirm path.
diff --git a/docs/npc-visual-review.md b/docs/npc-visual-review.md
new file mode 100644
index 0000000..7572e3b
--- /dev/null
+++ b/docs/npc-visual-review.md
@@ -0,0 +1,183 @@
+# NPC visual baseline and acceptance criteria
+
+Status: baseline captured 2026-11-02. No character GLB, texture, gear or runtime
+mesh was changed in this step. The baseline is the reference for the 0.9.4 NPC
+visual optimization.
+
+## What was captured
+
+`src/test/capture_npc_baseline.gd` stages all eight library characters in a
+neutral studio and captures six views per character:
+
+| View | Camera | Purpose |
+| --- | --- | --- |
+| `front` | 1.85 m, 32° FOV, head/upper body | face, hair, collar, shoulders |
+| `three_quarter` | 1.85 m, yaw 35° | cheek/jaw, ear, profile transition |
+| `profile` | 1.85 m, yaw 90° | head depth, nose, ear, chest silhouette |
+| `back` | 1.85 m, yaw 180° | hair cap, neck, coat/backpack fit |
+| `full_body` | 4.2 m, 38° FOV | proportions, hands, shoes, hem |
+| `crowd` | 8.0 m, 45° FOV | silhouette read at normal crowd distance |
+
+The stage is deliberately separate from the venue review harness: a mid-grey
+solid background, ground plane, one key light and one cool fill light, no HUD,
+no crowd, no flashlight, no phase lighting and no animation. Front is Godot +Z,
+matching `NpcAvatar.yaw_towards()`. The camera orbits at the recorded yaw rather
+than rotating the avatar, so the pose and foot contact stay fixed between views.
+The full command is:
+
+```bash
+godot --path . --script res://src/test/capture_npc_baseline.gd -- \
+ --out=res://tmp/npc-baseline
+python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
+```
+
+The 48 raw PNGs are local QA under `tmp/` (gitignored). The committed contact
+sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg).
+The capture is deterministic apart from engine rasterisation; re-running into
+the same directory keeps the earlier files and writes `-vN` copies rather than
+overwriting them.
+
+## Acceptance criteria
+
+The criteria below are for the stylized target, not photorealism. A change must
+pass every applicable item before a library rebuild is accepted.
+
+1. **Asset contract:** `npc_base` mesh node, the required bones, five tint slots,
+ front +Z, feet within 3 cm of y=0, 1.6–2.1 m height, at most 6,000 triangles
+ and 5,000 glTF vertices per character. Gear remains at most 1,500 triangles.
+2. **Proportion and silhouette:** head, neck, shoulders, torso, hips, limbs and
+ feet read as one body; front/three-quarter/profile silhouettes agree with the
+ rest of the eight-character library; broad/slim/average build variation is
+ preserved.
+3. **Face:** at 1.85 m the eyes, iris, brows, nose, mouth and ears are distinct;
+ the head volume has a readable jaw/cheek/chin transition; no face-plane seams,
+ inverted normals or z-fighting. The face direction must remain unambiguous.
+4. **Hair and headgear:** hair covers the scalp without gaps or scalp-through
+ seams; fringes, buns and beards keep their silhouette. Caps, beanies, hoods,
+ sunglasses and the firefighter helmet clear the brow, eyes and ears. Headgear
+ may sit outside the 1.55–1.81 m face band, but its brim must not cover the
+ eyes.
+5. **Hands and footwear:** at conversation distance the fingers and thumb read
+ as a hand, not a mitten; hand items contact the palm rather than floating;
+ shoes and boots are grounded with a readable toe/heel silhouette and preserve
+ the responder/firefighter footwear language.
+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 6.93 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.
+
+## Baseline measurements
+
+From `python3 tools/blender_assets.py fit` and the manifest:
+
+| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
+| --- | ---: | ---: | ---: | ---: | --- |
+| `npc_casual` | 3,974 | 3,744 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
+| `npc_jacket` | 4,394 | 4,175 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
+| `npc_coat` | 5,026 | 4,807 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
+| `npc_vest` | 4,474 | 4,340 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
+| `npc_dress` | 4,428 | 4,026 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
+| `npc_hoodie` | 4,826 | 4,504 | 0.315 m | 0.190 m (hip) | — |
+| `npc_firefighter` | 4,848 | 4,735 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
+| `npc_guard` | 4,560 | 4,529 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
+
+The widest character is `npc_coat` at 5,026 triangles and 4,807 vertices, so
+the current headroom is 974 triangles and 193 vertices per character. Any face
+or hand refinement must come out of that budget or replace existing detail.
+
+## Baseline findings, ranked
+
+### P1 — fix in the first model pass
+
+1. **The tourist carries two bag silhouettes.** `_add_props()` creates 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 attaches the library backpack. From
+ the three-quarter/back view the two read as separate bags. The photo prop
+ should be hidden outside the photo pose, merged into the backpack, or moved to
+ a clearly held camera.
+2. **The face is the largest portrait gap.** The eyes, nose and lips are
+ readable but sit on a shallow, faceted head: the eye whites protrude, the
+ eyelid/cheek transition is missing, and the mouth is a dark slot. This is
+ intentionally stylized, but the head volume and eye socket are the first
+ things a player sees at conversation range.
+3. **Backpack straps read as rigid black bars.** The back gear's straps cross
+ the chest as thin, straight geometry with visible gaps from the shoulders,
+ not as fabric sitting on the torso. A player sees this on the most common
+ tourist silhouette in every crowd.
+
+### P2 — fix after the first P1 pass
+
+4. **Hands and grips are not proven at conversation distance.** The full-body
+ frame shows small block hands; the camera, phone and clipboard need a
+ close-up grip check before the hand mesh is accepted.
+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 are simple blocks.** They are grounded, but the toe/heel silhouette
+ is minimal; the responder and firefighter footwear should remain distinct
+ after any refinement.
+7. **Headgear scale needs a visual, not just numeric, check.** The cap and
+ helmet width ratios are 1.067 and 1.651; those are expected for headgear, but
+ the brim/ear clearance and the helmet's relationship to the head still need a
+ face-on check.
+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 or deferred for this baseline
+
+- 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.
+- Hem-through-leg clipping during a walk cannot be judged from a rest pose; it
+ stays in the body/clothing workstream.
+- The 8 m `crowd` view is still LOD 0. The separate LOD/impostor check remains
+ required; this baseline does not claim to validate it.
+
+## 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.
+If the change is accepted, copy the after sheet to a new committed name
+(`sheet_npc_baseline_after.jpg`) and link both from the preview index. The
+baseline is not replaced.
+
+## Next implementation order
+
+1. Remove the duplicate tourist bag silhouette and refit the backpack straps.
+2. Refine the head/eye socket/jaw volume without changing the face direction or
+ the five tint slots.
+3. Add a conversation-distance hand/grip capture and fix hand geometry before
+ judging hand items.
+4. Audit hems and footwear in walk/sit/block poses.
+5. Re-run the 48-frame baseline, the 96-frame final-context review, the 24-NPC
+ budget and `blender_assets.py audit/fit`; publish the before/after sheet.
diff --git a/src/test/capture_npc_baseline.gd b/src/test/capture_npc_baseline.gd
new file mode 100644
index 0000000..b4349b9
--- /dev/null
+++ b/src/test/capture_npc_baseline.gd
@@ -0,0 +1,194 @@
+extends SceneTree
+## Neutral-studio contact-sheet baseline for the 0.9.4 NPC visual pass.
+##
+## Stages all eight library characters at a fixed camera height against a
+## mid-grey studio backdrop: front, three-quarter, profile and back portraits, then a
+## full-body front and a crowd-distance silhouette. No venue, crowd, HUD,
+## flashlight or phase lighting is involved, so the same frames are directly
+## comparable before and after a model change.
+##
+## Usage (windowed):
+## godot --path . --script res://src/test/capture_npc_baseline.gd -- \
+## --out=res://tmp/npc-baseline
+##
+## The outputs are local QA art. Build the contact sheet with:
+## python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
+
+const Rules := preload("res://src/core/rules.gd")
+const NpcAvatar := preload("res://src/game/npc_avatar.gd")
+const NpcProfile := preload("res://src/core/npc_profile.gd")
+
+const VARIANTS := [
+ {"name": "npc_casual", "type": Rules.NpcType.TOURIST},
+ {"name": "npc_jacket", "type": Rules.NpcType.AUTHORIZED_GUEST},
+ {"name": "npc_coat", "type": Rules.NpcType.INFLUENCER},
+ {"name": "npc_vest", "type": Rules.NpcType.DELIVERY},
+ {"name": "npc_dress", "type": Rules.NpcType.PERFORMER},
+ {"name": "npc_hoodie", "type": Rules.NpcType.VIOLENT_THREAT},
+ {"name": "npc_firefighter", "type": Rules.NpcType.RESPONDER},
+ {"name": "npc_guard", "type": Rules.NpcType.CONFUSED_VISITOR},
+]
+## Camera orbits the subject at yaw 0 (front = Godot +Z). Portrait views keep
+## the eye/head in frame; the last two show the full body and crowd silhouette.
+const VIEWS := [
+ {"name": "front", "yaw": 0.0, "distance": 1.85, "height": 1.55,
+ "target_y": 1.52, "fov": 32.0},
+ {"name": "three_quarter", "yaw": 35.0, "distance": 1.85, "height": 1.55,
+ "target_y": 1.52, "fov": 32.0},
+ {"name": "profile", "yaw": 90.0, "distance": 1.85, "height": 1.55,
+ "target_y": 1.52, "fov": 32.0},
+ {"name": "back", "yaw": 180.0, "distance": 1.85, "height": 1.55,
+ "target_y": 1.52, "fov": 32.0},
+ {"name": "full_body", "yaw": 0.0, "distance": 4.2, "height": 0.95,
+ "target_y": 0.95, "fov": 38.0},
+ {"name": "crowd", "yaw": 0.0, "distance": 8.0, "height": 1.45,
+ "target_y": 1.0, "fov": 45.0},
+]
+const SETTLE_FRAMES := 4
+const MAX_FRAMES := 4000
+
+var out_dir := "user://screenshots/npc_baseline"
+var frames := 0
+var _phase := "stage_variant"
+var _variant_i := 0
+var _view_i := 0
+var _wait := 0
+var _avatar: NpcAvatar = null
+var _camera: Camera3D = null
+var _stage: Node3D = null
+
+func _initialize() -> void:
+ for arg in OS.get_cmdline_user_args():
+ if str(arg).begins_with("--out="):
+ out_dir = str(arg).substr(6)
+ root.size = Vector2i(1280, 720)
+ _build_stage()
+
+func _process(_delta: float) -> bool:
+ frames += 1
+ if frames > MAX_FRAMES:
+ push_error("capture_npc_baseline timed out")
+ quit(1)
+ return true
+ match _phase:
+ "stage_variant":
+ _stage_variant()
+ _wait = SETTLE_FRAMES
+ _phase = "settle"
+ "settle":
+ _wait -= 1
+ if _wait <= 0:
+ _frame_view()
+ _phase = "shoot"
+ "shoot":
+ _shoot()
+ _view_i += 1
+ if _view_i >= VIEWS.size():
+ _view_i = 0
+ _variant_i += 1
+ if _variant_i >= VARIANTS.size():
+ print("capture_npc_baseline done -> %s" % out_dir)
+ quit(0)
+ return true
+ _phase = "stage_variant"
+ else:
+ _wait = 1
+ _phase = "settle"
+ return false
+
+func _build_stage() -> void:
+ _stage = Node3D.new()
+ _stage.name = "NpcBaselineStage"
+ root.add_child(_stage)
+
+ var env := Environment.new()
+ env.background_mode = Environment.BG_COLOR
+ env.background_color = Color(0.56, 0.59, 0.63)
+ env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
+ env.ambient_light_color = Color(0.72, 0.75, 0.80)
+ env.ambient_light_energy = 0.55
+ env.tonemap_mode = Environment.TONE_MAPPER_ACES
+ var world_env := WorldEnvironment.new()
+ world_env.environment = env
+ _stage.add_child(world_env)
+
+ var sun := DirectionalLight3D.new()
+ sun.name = "KeyLight"
+ sun.rotation_degrees = Vector3(-38.0, -32.0, 0.0)
+ sun.light_energy = 1.35
+ sun.light_color = Color(1.0, 0.97, 0.92)
+ sun.shadow_enabled = true
+ _stage.add_child(sun)
+ var fill := DirectionalLight3D.new()
+ fill.name = "FillLight"
+ fill.rotation_degrees = Vector3(-12.0, 145.0, 0.0)
+ fill.light_energy = 0.45
+ fill.light_color = Color(0.75, 0.82, 1.0)
+ _stage.add_child(fill)
+
+ var ground := MeshInstance3D.new()
+ var plane := PlaneMesh.new()
+ plane.size = Vector2(24.0, 24.0)
+ ground.mesh = plane
+ var mat := StandardMaterial3D.new()
+ mat.albedo_color = Color(0.30, 0.32, 0.35)
+ mat.roughness = 0.92
+ ground.material_override = mat
+ _stage.add_child(ground)
+
+ _camera = Camera3D.new()
+ _camera.name = "BaselineCamera"
+ _camera.current = true
+ _stage.add_child(_camera)
+
+func _stage_variant() -> void:
+ if _avatar != null and is_instance_valid(_avatar):
+ _avatar.queue_free()
+ _avatar = null
+ var variant: Dictionary = VARIANTS[_variant_i]
+ var profile := NpcProfile.new()
+ profile.id = "baseline_" + str(variant["name"])
+ profile.display_name = str(variant["name"]).to_upper()
+ profile.npc_type = int(variant["type"])
+ var avatar := NpcAvatar.new()
+ avatar.name = "BaselineSubject"
+ avatar.character_override = str(variant["name"])
+ avatar.setup(profile, "roam", 4242, Vector3.ZERO, Vector3(0, 0, 2),
+ Vector3(0, 0.5, 1.2), str(profile.id))
+ _stage.add_child(avatar)
+ avatar.global_position = Vector3.ZERO
+ avatar.rotation.y = 0.0
+ avatar.set_physics_process(false)
+ avatar.set_process(false)
+ for node in avatar.find_children("*", "Label3D", true, false):
+ (node as Label3D).visible = false
+ for node in avatar.find_children("FocusCircle", "MeshInstance3D", true, false):
+ (node as MeshInstance3D).visible = false
+ _avatar = avatar
+
+func _frame_view() -> void:
+ if _avatar == null or not is_instance_valid(_avatar):
+ return
+ var view: Dictionary = VIEWS[_view_i]
+ var yaw := deg_to_rad(float(view["yaw"]))
+ var distance := float(view["distance"])
+ var target := Vector3(0.0, float(view["target_y"]), 0.0)
+ _camera.position = target + Vector3(sin(yaw) * distance, float(view["height"]) - target.y,
+ cos(yaw) * distance)
+ _camera.fov = float(view["fov"])
+ _camera.look_at(target, Vector3.UP)
+
+func _shoot() -> void:
+ var variant: Dictionary = VARIANTS[_variant_i]
+ var view: Dictionary = VIEWS[_view_i]
+ var dir := ProjectSettings.globalize_path(out_dir)
+ DirAccess.make_dir_recursive_absolute(dir)
+ var base := "%s__%s" % [variant["name"], view["name"]]
+ var path := dir.path_join(base + ".png")
+ var index := 2
+ while FileAccess.file_exists(path):
+ path = dir.path_join("%s-v%d.png" % [base, index])
+ index += 1
+ var img: Image = root.get_texture().get_image()
+ var err := img.save_png(path)
+ print("%s -> err=%d" % [base, err])
diff --git a/tools/npc_baseline.py b/tools/npc_baseline.py
new file mode 100644
index 0000000..aee17b0
--- /dev/null
+++ b/tools/npc_baseline.py
@@ -0,0 +1,169 @@
+#!/usr/bin/env python3
+"""Assemble the local NPC visual-baseline contact sheet.
+
+The frames are produced by `src/test/capture_npc_baseline.gd`; this script only
+labels and tiles them so the eight variants and six views can be reviewed in
+one image. It is deliberately offline and has no game-engine dependency.
+"""
+
+from __future__ import annotations
+
+import argparse
+from pathlib import Path
+
+ROOT = Path(__file__).resolve().parent.parent
+VARIANTS = [
+ "npc_casual",
+ "npc_jacket",
+ "npc_coat",
+ "npc_vest",
+ "npc_dress",
+ "npc_hoodie",
+ "npc_firefighter",
+ "npc_guard",
+]
+VIEWS = ["front", "three_quarter", "profile", "back", "full_body", "crowd"]
+
+
+def expected_files() -> list[tuple[str, str, str]]:
+ """Return (variant, view, filename) for the complete 8 x 6 baseline."""
+ return [(variant, view, f"{variant}__{view}.png")
+ for variant in VARIANTS for view in VIEWS]
+
+
+def latest_for(directory: Path, stem: str) -> Path | None:
+ """Return the newest capture for a stem, ignoring the no-overwrite -vN copies."""
+ candidates = [directory / f"{stem}.png"]
+ candidates.extend(directory.glob(f"{stem}-v*.png"))
+ existing = [path for path in candidates if path.is_file()]
+ if not existing:
+ return None
+ return max(existing, key=lambda path: path.stat().st_mtime_ns)
+
+
+def next_free_path(path: Path) -> Path:
+ if not path.exists():
+ return path
+ index = 2
+ while True:
+ candidate = path.with_name(f"{path.stem}-v{index}{path.suffix}")
+ if not candidate.exists():
+ return candidate
+ index += 1
+
+
+def build_sheet(source: Path, output: Path) -> Path:
+ from PIL import Image, ImageDraw
+
+ cell_w, cell_h = 320, 180
+ label_h = 22
+ header_h = 28
+ sheet_w = cell_w * len(VIEWS)
+ sheet_h = header_h + (cell_h + label_h) * len(VARIANTS)
+ sheet = Image.new("RGB", (sheet_w, sheet_h), (24, 26, 30))
+ draw = ImageDraw.Draw(sheet)
+ for column, view in enumerate(VIEWS):
+ draw.text((column * cell_w + 8, 8), view.replace("_", " ").title(),
+ fill=(220, 224, 230))
+ for row, variant in enumerate(VARIANTS):
+ for column, view in enumerate(VIEWS):
+ path = latest_for(source, f"{variant}__{view}")
+ if path is None:
+ raise FileNotFoundError(
+ f"missing baseline frame: {variant}__{view}.png in {source}")
+ with Image.open(path) as image:
+ tile = image.convert("RGB").resize((cell_w, cell_h),
+ Image.Resampling.LANCZOS)
+ x = column * cell_w
+ y = header_h + row * (cell_h + label_h)
+ sheet.paste(tile, (x, y))
+ draw.text((x + 8, y + cell_h + 4), variant, fill=(230, 230, 230))
+ output.parent.mkdir(parents=True, exist_ok=True)
+ sheet.save(output, quality=86, optimize=True)
+ return output
+
+
+def build_comparison(before: Path, after: Path, output: Path) -> Path:
+ """Tile the before and after frames as one review sheet.
+
+ The layout is variant-major, with each view represented by a before/after
+ pair. Frames are deliberately smaller than the single-run sheet so all 96
+ cells remain viewable on a normal desktop.
+ """
+ from PIL import Image, ImageDraw
+
+ cell_w, cell_h = 200, 112
+ label_h = 16
+ header_h = 28
+ pair_w = cell_w * 2
+ sheet_w = pair_w * len(VIEWS)
+ sheet_h = header_h + (cell_h + label_h) * len(VARIANTS)
+ sheet = Image.new("RGB", (sheet_w, sheet_h), (24, 26, 30))
+ draw = ImageDraw.Draw(sheet)
+ for column, view in enumerate(VIEWS):
+ x = column * pair_w
+ draw.text((x + 4, 8), f"{view.replace('_', ' ').title()} before",
+ fill=(220, 224, 230))
+ draw.text((x + cell_w + 4, 8), "after", fill=(220, 224, 230))
+ for row, variant in enumerate(VARIANTS):
+ for column, view in enumerate(VIEWS):
+ for offset, source in enumerate((before, after)):
+ path = latest_for(source, f"{variant}__{view}")
+ if path is None:
+ raise FileNotFoundError(
+ f"missing {variant}__{view}.png in {source}")
+ with Image.open(path) as image:
+ tile = image.convert("RGB").resize((cell_w, cell_h),
+ Image.Resampling.LANCZOS)
+ x = column * pair_w + offset * cell_w
+ y = header_h + row * (cell_h + label_h)
+ sheet.paste(tile, (x, y))
+ draw.text((x + 4, y + cell_h + 2), variant, fill=(230, 230, 230))
+ output.parent.mkdir(parents=True, exist_ok=True)
+ sheet.save(output, quality=86, optimize=True)
+ return output
+
+
+def main(argv: list[str] | None = None) -> int:
+ parser = argparse.ArgumentParser(description="NPC baseline contact sheet")
+ sub = parser.add_subparsers(dest="command", required=True)
+ sheet = sub.add_parser("sheet")
+ sheet.add_argument("--dir", required=True, type=Path,
+ help="directory containing the capture_npc_baseline.gd PNGs")
+ sheet.add_argument("--out", type=Path, default=None,
+ help="output JPEG (default: