diff --git a/MEMORY.md b/MEMORY.md index 1530396..0aaffa2 100644 --- a/MEMORY.md +++ b/MEMORY.md @@ -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 diff --git a/TODO.md b/TODO.md index 7f42aec..d6edccd 100644 --- a/TODO.md +++ b/TODO.md @@ -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 diff --git a/docs/3d-model-review.md b/docs/3d-model-review.md index 1b312d5..42788b5 100644 --- a/docs/3d-model-review.md +++ b/docs/3d-model-review.md @@ -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 | | --- | --- | diff --git a/src/test/capture_npc_pose.gd b/src/test/capture_npc_pose.gd index a9e1c59..fba8420 100644 --- a/src/test/capture_npc_pose.gd +++ b/src/test/capture_npc_pose.gd @@ -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