Correct face/head review: library characters already carry the 0.9.4 sculpt; close hands/grip review
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 2026-11-03 20:03:06 +01:00
1 parent 724e8b183f
commit ebb36cf0cb
2 files changed
+22 -14

No files matched your search

+14 -8
View File
@@ -100,14 +100,20 @@ licence-free zone only.
*Skill route: `character-artist`, `retopology`, `rigging`, `uv-workflow`, `texture-workflow`,
`materials`, `hair-groom`, `asset-optimization`, `lookdev`, `qa-review`.*
- [x] Face/head review: the skinned GLB head is a uniform sphere with floating eye spheres, brow
cubes and one mouth cube — no cheek/brow/chin sculpting or eye loops, which is the flat
faceted read at portrait distance. Concrete edits written in `docs/3d-model-review.md` §1
(single-variant `npc_casual` prototype: socketed sclera + upper lid, sculpted cheek/brow/chin
vertices, recessed mouth + lip line, re-UV + re-AO). Fix is gated on the owner scorecard
review.
- [ ] Hands/grip: re-check palm, finger segments, thumb and gear contact; decide between a
finger-curl rig or the current open hand plus `HAND_ITEM_FORWARD`, and record the limit.
- [x] Face/head review: the eight library characters ARE built with the 0.9.4 face detail in
`tools/blender_assets.py._face()` — sculpted chin plate + cheekbones (`_shape_head_mesh`),
socketed sclera + thin upper lid, nose bridge/tip/wings, rounded mouth and ear concha. The
plain sphere head in `tools/npc_pipeline.py` is the frozen `npc_base` fallback only. The
ranked P1 "flat faceted cheek/brow + slit eyes" is therefore a readability/scale question on
the existing sculpt (head `seg=18/rings=12`, small offsets), not missing geometry. Next step
if the owner funds it: a single-variant `npc_casual` prototype that raises head subdivision
and deepens the cheek/brow offsets. Fix is gated on the owner scorecard review.
- [x] Hands/grip review: the hands ARE detailed — `tools/blender_assets.py._hands_and_shoes()`
builds a wider shallower palm, four two-segment bent fingers with rounded tips and a thumb;
gear contact is the open palm plus the `HAND_ITEM_FORWARD` (0.04 m) offset. Decision: **keep
the open palm + forward offset; a finger-curl rig stays out of scope** — there are no finger
bones in the 13-bone contract, so a curl rig is a contract decision, not a modelling tidy-up.
Recorded as ranked gap #6 (accept; revisit only if face work opens the budget).
- [ ] Weights/pose: capture idle, walk, sit and wave; inspect shoulder, hip and neck collapse;
fix the worst offenders using `rigging` practice without changing the 13-bone contract.
**Blocked:** the new `capture_npc_pose.gd` reports the seated/walking pose while the saved