Fix the pose harness: disable the avatar process so the FSM cannot revert the pose
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zwitschi committed 2026-11-04 11:24:35 +01:00
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@@ -86,11 +86,13 @@ canonical implemented-features list in `docs/development-status.md`.
sculpting in `_face()`/`_hands_and_shoes()`); `tools/npc_pipeline.py` builds **only**
`assets/models/generated/npc_base.glb`, the frozen plain-primitive fallback. Reading
`npc_pipeline.py` to judge the library's face/hand detail is wrong.
- **Pose capture is blocked** (narrowed 2026-11-03): the recipe (SubViewport + `force_draw()` +
`force_update_all_bone_transforms()` + disabled process/physics) still yields byte-identical rest
frames. Decisive probe: teleporting the avatar renders (diff 10) but moving its `Rig` child does
not (diff 0) — the skinned mesh ignores its `Rig` parent transform. Next attempt must answer
that, or stage poses via the known-good `capture_npc_review.gd`.
- **Pose capture fixed (2026-11-04):** the harness was missing `set_physics_process(false)`/
`set_process(false)` on the avatar, so the FSM (`_advance_fsm` + `_move_toward_target`) ran every
tick, reset `arrived`/velocity and made `theater_pose()` revert to idle/rest. Disabling both fixes
it (sit vs idle diff 5.63, walk vs idle 2.29). The earlier "moving the `Rig` child does not
render" probe was a red herring — it set the position inside `_shoot()` in the same frame as
`root.get_texture().get_image()`, so it never rendered a frame. Lesson: pose/portrait harnesses
must freeze the avatar's process/physics before driving `_animate()`.
- Capture/pose harness gotchas: scripts that read captured-mouse input must run windowed
(`smoke_props.gd`); the NPC FSM rewrites `rotation.y` every physics tick, so pose/portrait
captures set the yaw after `set_physics_process(false)`; `visible=false` does not keep the crowd
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@@ -20,15 +20,19 @@ weights/pose column of the 3D review and the pose/portrait evidence for the Make
*Skill route: `rigging`; evidence in `docs/3d-model-review.md` §"Pose evidence is blocked".*
- [ ] Answer why the skinned mesh ignores its `Rig` Node3D transform. Decisive probe (2026-11-03):
teleporting the **avatar** (CharacterBody3D) renders (diff 10), but moving its **`Rig` child**
(the GLB model's parent) does not (diff 0). Suspects: the skeleton re-bakes bone global poses
from a stale parent transform, or the harness stages the avatar outside the scene tree.
- [ ] Rebuild the harness once the cause is understood, using the verified recipe (SubViewport +
`RenderingServer.force_draw()` + `force_update_all_bone_transforms()` with process/physics
disabled), or fall back to staging poses via the known-good `capture_npc_review.gd`.
- [ ] Capture idle / walk / sit / wave for every variant; inspect shoulder, hip and neck collapse
and fix the worst offenders without changing the 13-bone contract.
- [x] Root cause found (2026-11-04): the harness never disabled the avatar's `_physics_process`,
so `_advance_fsm` + `_move_toward_target` ran every tick and reset `arrived`/velocity, which
made `theater_pose()` return "idle" and reverted the pose to rest. (The earlier "moving the
`Rig` child does not render" probe was a red herring: it set `rig.position.y` inside `_shoot()`
in the same frame as `root.get_texture().get_image()`, so it never got a rendered frame.)
- [x] Harness rebuilt: `capture_npc_pose.gd` now calls `set_physics_process(false)`/
`set_process(false)` after staging the avatar; the pose survives because only the direct
`_animate()` ticks drive it. Verified: sit vs idle diff 5.63, walk vs idle diff 2.29, and the
vision judge confirms the seated frame reads as crouched.
- [x] Captured all poses for all 12 variants (idle / walk_contact / walk_pass / sit × full +
shoulder views = 96 frames) and built `sheet_pose.jpg`/`sheet_shoulder.jpg` under `tmp/`.
(No separate "wave" theater pose exists; the escalation raise-hand gesture is not a distinct
capture in this harness.)
## MakeHuman character pipeline
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@@ -92,19 +92,19 @@ yet reviewed; this document is the place to fill it.
| Character | Silhouette | Face @1.85 m | Hands/grip | Weights/pose | Cloth/hair | LOD | Verdict |
| --- | --- | --- | --- | --- | --- | --- | --- |
| *(pose evidence blocked: see "Pose evidence is blocked" below)* | | | | | | | |
| `npc_casual` | accept (0.9.4) | accept (face prototype) | accept (open palm) | blocked | accept | accept (two-quad impostor) | pending owner |
| `npc_jacket` | accept | accept (face prototype) | accept | blocked | accept | accept | pending owner |
| `npc_coat` | accept | accept (face prototype) | accept | blocked | accept (hem 0.76 stride) | accept | pending owner |
| `npc_vest` | accept | accept (face prototype) | accept | blocked | accept | accept | pending owner |
| `npc_dress` | accept; performer props dominate | accept (face prototype) | accept | blocked | accept | accept | pending owner |
| `npc_hoodie` | accept (hooded criterion) | accept (lower face only) | accept | blocked | accept | accept | pending owner |
| `npc_firefighter` | accept | accept (face prototype) | accept | blocked | accept | accept | pending owner |
| `npc_guard` | accept | accept (face prototype) | accept | blocked | accept | accept | pending owner |
| `npc_crowd_a` | accept | accept (face prototype) | accept | blocked | accept | accept | crowd prototype |
| `npc_crowd_b` | accept | accept (face prototype) | accept | blocked | accept (beard) | accept | crowd prototype |
| `npc_crowd_c` | accept | accept (face prototype) | accept | blocked | accept (coat hem) | accept | crowd prototype |
| `npc_crowd_d` | accept | accept (face prototype) | accept | blocked | accept | accept | crowd prototype |
| *(pose captured 2026-11-04: see "Pose evidence" below)* | | | | | | | |
| `npc_casual` | accept (0.9.4) | accept (face prototype) | accept (open palm) | captured (review pending) | accept | accept (two-quad impostor) | pending owner |
| `npc_jacket` | accept | accept (face prototype) | accept | captured (review pending) | accept | accept | pending owner |
| `npc_coat` | accept | accept (face prototype) | accept | captured (review pending) | accept (hem 0.76 stride) | accept | pending owner |
| `npc_vest` | accept | accept (face prototype) | accept | captured (review pending) | accept | accept | pending owner |
| `npc_dress` | accept; performer props dominate | accept (face prototype) | accept | captured (review pending) | accept | accept | pending owner |
| `npc_hoodie` | accept (hooded criterion) | accept (lower face only) | accept | captured (review pending) | accept | accept | pending owner |
| `npc_firefighter` | accept | accept (face prototype) | accept | captured (review pending) | accept | accept | pending owner |
| `npc_guard` | accept | accept (face prototype) | accept | captured (review pending) | accept | accept | pending owner |
| `npc_crowd_a` | accept | accept (face prototype) | accept | captured (review pending) | accept | accept | crowd prototype |
| `npc_crowd_b` | accept | accept (face prototype) | accept | captured (review pending) | accept (beard) | accept | crowd prototype |
| `npc_crowd_c` | accept | accept (face prototype) | accept | captured (review pending) | accept (coat hem) | accept | crowd prototype |
| `npc_crowd_d` | accept | accept (face prototype) | accept | captured (review pending) | accept | accept | crowd prototype |
### Gear (18)
@@ -187,11 +187,18 @@ for presence, not re-reviewed for art quality.
| The Joke Shop | 26,828 tris / 580 meshes | facade review landed: 6.0 m low hall, white signature band, tied-back curtains, west hotel tower; remaining gap = rounded west corner |
| TV Studio | — | shape-language review pending |
## Pose evidence is blocked (2026-11-03)
## Pose evidence (fixed 2026-11-04)
The weights/pose column cannot be filled yet. The pose logic is verified; the *capture* is not.
`src/test/capture_npc_pose.gd` stages idle / walk-contact / walk-pass / seated for all eight
variants (full-body + shoulder views) and its output does not match the state it reports.
The weights/pose column can now be filled. The root cause was the harness: it never disabled the
avatar's `_physics_process`, so `_advance_fsm` + `_move_toward_target` reset `arrived`/velocity
every tick and `theater_pose()` reverted to idle. `capture_npc_pose.gd` now calls
`set_physics_process(false)`/`set_process(false)` after staging, and the pose sticks (sit vs idle
diff 5.63, walk vs idle 2.29, vision-judged as crouched). The earlier "moving the `Rig` child does
not render" probe was a red herring: it set the position in `_shoot()` in the same frame as
`root.get_texture().get_image()`.
`src/test/capture_npc_pose.gd` stages idle / walk-contact / walk-pass / seated for all twelve
variants (full-body + shoulder views).
| Check | Result |
| --- | --- |
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@@ -50,6 +50,10 @@ const VARIANTS := [
{"name": "npc_hoodie", "type": Rules.NpcType.VIOLENT_THREAT},
{"name": "npc_firefighter", "type": Rules.NpcType.RESPONDER},
{"name": "npc_guard", "type": Rules.NpcType.CONFUSED_VISITOR},
{"name": "npc_crowd_a", "type": Rules.NpcType.TOURIST},
{"name": "npc_crowd_b", "type": Rules.NpcType.CONFUSED_VISITOR},
{"name": "npc_crowd_c", "type": Rules.NpcType.INTOXICATED},
{"name": "npc_crowd_d", "type": Rules.NpcType.TOURIST},
]
## Ticks of `_animate(1/60)` per pose. The walk phase advances by
## dt * (6 + speed * 1.7) ≈ 0.148 rad/tick at 1.7 m/s, so 30 ticks lands on a
@@ -209,6 +213,10 @@ func _stage_pose() -> void:
_stage.add_child(avatar)
avatar.global_position = Vector3.ZERO
avatar.rotation.y = 0.0
# Freeze the FSM/navigation so it cannot overwrite the pose we drive with
# `_animate()` (the FSM re-writes rotation.y and `arrived` every physics tick).
avatar.set_physics_process(false)
avatar.set_process(false)
for node in avatar.find_children("*", "Label3D", true, false):
(node as Label3D).visible = false