Establish the 0.9.4 NPC visual baseline
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Add a neutral 48-frame character contact sheet, acceptance criteria and ranked baseline gaps, plus repeatable sheet/comparison tooling. No character GLB or runtime mesh changes.
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zwitschi committed 2026-11-02 18:13:57 +01:00
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@@ -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