diff --git a/TODO.md b/TODO.md index a6d98b5..7c01f47 100644 --- a/TODO.md +++ b/TODO.md @@ -775,29 +775,44 @@ blocked rig can no longer block the whole release. (pose-rotate → apply modifier → reset pose → edit-mode rotate arms → re-add modifier → export `export_apply=False`) now yields a correct arm-down base: Blender deformed x ±0.221 and the rest bone tail points down. Still local (`tmp/`), not shipped. -- [x] Re-derive the pose composition for a non-180° rest. Godot's `set_bone_pose_rotation` is - rest-relative, so `rest * Quaternion(axis, angle)` only reproduces the old rig by accident - (the old rest is 180°, so `rest² = identity`); the Quaternius ~76° rest breaks it. Fixed in - commit `8b1bf73`: `rest * Quaternion(rest.inverse() * axis, angle)` — backward-compatible - (the old 180° rest maps the axis to itself). Godot 277/277. -- [ ] Godot skinning import: root causes found and narrowed. (1) The canonical base build - (`scale/ground transform` + `remove_doubles` weld + modifier removal before join) corrupted - the skin weights; a **join-only** base (no transform, no weld, keep modifiers) poses correctly - to x −0.228/0.228. Use `tmp/npc-research/build_base_minimal.py`. - (2) Fixed: the arm-down bake (`bake_armdown_v5.py` — pose, read pose matrices, apply modifier, - **reset pose to identity**, set rest matrices, re-add modifier) now bakes correctly - (DEFORMED x −0.228/0.228, Godot bind_pose down). `NpcAvatar` now also has the side swap, - the arm swing axis (LEFT) and the hand-proxy position fix (`2a6f29f`). Remaining: the - handheld gear (camera) sits at the shoulder/chest instead of the wrist — re-derive the gear - attach offsets against the Quaternius skeleton, then the face/silhouette gate. -- [ ] Add regression tests: a bone with a ~76° rest reaches a known global orientation; the - Quaternius joint map resolves; the 13-core fallback poses exactly as it does today. +- [x] Re-derive the pose composition for a non-180° rest. Superseded by the rig-agnostic + `_swing_bone()` below: the rest-relative `set_bone_pose_rotation` form was never exact, + because `get_bone_rest()` is parent-relative and already carries the importer's axis + conversion. Kept in `MEMORY.md` as a rejected approach. +- [x] Fix the skinning/rest bake end to end (commit `cd285b3`): + (1) the canonical base is **join-only** (`tmp/npc-research/build_base_minimal.py`: no + `remove_doubles` weld, no scale/ground transform, keep the Armature modifiers) — the weld + and the transform corrupted the Quaternius weights; + (2) the arm-down bake (`tmp/npc-research/bake_armdown_v5.py` — pose, read pose matrices, + apply modifier, **reset pose to identity**, set rest matrices, re-add modifier) bakes the + rest correctly (DEFORMED x −0.228/0.228, Godot bind pose arm-down); + (3) `NpcAvatar._swing_bone()` now writes the **global** bone pose from + `get_bone_global_rest()`, so one formula drives both the 62-joint Quaternius rig and the + 13-core fallback (measured: posed bone axis matches the proxy pivot at dot 1.000 on the + Quaternius, and the procedural rigs are unchanged); + (4) `RIG_BONES` + `NpcAvatar.bone_name()` hold the only side mapping (the Quaternius labels + `L`/`R` opposite the project), and the hand proxy is `global_wrist − global_elbow`. + Verified in Godot: idle/sit/walk captures on npc_casual plus the unchanged procedural rigs. +- [x] Add regression tests: `test_shipped_rig_resolves_the_animation_joints` covers the joint map, + the baked arm-down rest, the down-pointing arm axis and the proxy side mapping; the Blender + audit/`inspect` and `npc_proportions` now understand both rigs. Godot 278/278, Python + 167/167. +- [x] Give the Quaternius base the five tint slots: `build_base_minimal.py` renames the upstream + materials to `skin`/`cloth`/`pants`/`hair`/`accessory` and keeps `Eye`/`Eyebrows` as + fixed-colour detail. The source UV map is degenerate (every loop at 0,0), so the build now + Smart-UV-unwraps and repacks the layout — texel density went from an unmeasurable 0 to + 73–74 px/m on the 256² maps and the 256² AO bake works again. - [ ] Verify Idle and Walk on the 62-joint rig: loop seam, foot contact, root motion and frame rate. Record which of the 24 clips are in scope and which stay unused. - [ ] Decide and record how poses the clips do not cover (seated, raise-hand, head turn) are driven at runtime. - [ ] Keep the fallback tested: `npc_base`, the MakeHuman head and `_build_body()` remain - selectable; no MPFB work is reopened and no Stage-1 proportion warp returns. + selectable; no MPFB work is reopened and no Stage-1 proportion warp returns. (The procedural + library is still the majority of `CHARACTER_POOLS` and captures clean, but the fallback path + itself has no dedicated test yet.) +- [ ] Re-fit the remaining gear against the Quaternius torso: the `backpack` strap geometry was + authored for the old body width and now hangs in front of the chest. The camera was fixed + with a wrist strap (a neck strap floats when the item is hand-attached). ### Silhouette and face gate (owner) @@ -814,10 +829,13 @@ blocked rig can no longer block the whole release. ### Pilot rollout -- [ ] Map the five tint slots onto the Quaternius materials; unwrap per slot; bake 256² - AO/albedo/normal/ORM and check texel density. -- [ ] Re-fit gear attach points against the Quaternius skeleton and test cap, helmet, backpack, - shoulder bag, lanyard, clipboard and firefighter tank. +- [x] Map the five tint slots onto the Quaternius materials and unwrap the degenerate source + UV map; bake the 256² AO and check texel density (73–74 px/m). +- [ ] Bake the per-slot albedo/normal/ORM maps and a per-slot atlas (the five slots currently + share one whole-body UV set). +- [-] Re-fit gear attach points against the Quaternius skeleton and test cap, helmet, backpack, + shoulder bag, lanyard, clipboard and firefighter tank. (Camera done: wrist strap instead of + the floating neck strap. Backpack straps still cut across the Quaternius chest.) - [ ] Wire the approved base into one role (or the crowd roles if option b is chosen) with the procedural model as an instant fallback; no runtime download or optional dependency. - [ ] Run `blender_assets.py inspect`/`audit`/`fit`, `npc_proportions.py`, the 24-NPC budget smoke diff --git a/assets/models/blender/manifest.json b/assets/models/blender/manifest.json index 9c42cf7..a9edbca 100644 --- a/assets/models/blender/manifest.json +++ b/assets/models/blender/manifest.json @@ -28,12 +28,12 @@ "attach": "back", "bounds_godot": { "max": [ - 0.161, + 0.15, 0.296, - 0.212 + 0.172 ], "min": [ - -0.161, + -0.15, -0.12, -0.319 ] @@ -46,7 +46,7 @@ ], "path": "assets/models/blender/npc_gear/backpack.glb", "triangles": 380, - "vertices": 408 + "vertices": 410 }, "bench": { "bounds_godot": { @@ -467,7 +467,7 @@ "hair" ], "triangles": 6206, - "vertices": 12692 + "vertices": 12988 }, "npc_coat": { "bounds_godot": { diff --git a/assets/models/blender/npc_gear/backpack.glb b/assets/models/blender/npc_gear/backpack.glb index b0dcfbc..f346ba3 100644 Binary files a/assets/models/blender/npc_gear/backpack.glb and b/assets/models/blender/npc_gear/backpack.glb differ diff --git a/assets/models/blender/npc_gear/backpack_ao.png b/assets/models/blender/npc_gear/backpack_ao.png index 6e95243..ba7a3b2 100644 Binary files a/assets/models/blender/npc_gear/backpack_ao.png and b/assets/models/blender/npc_gear/backpack_ao.png differ diff --git a/tools/blender_assets.py b/tools/blender_assets.py index 5ecd4dc..28edd94 100644 --- a/tools/blender_assets.py +++ b/tools/blender_assets.py @@ -1492,13 +1492,14 @@ def build_gear(name): bevel=0.02, segs=2)) p.append(box("Zip", (0.24, 0.005, 0.01), (0, 0.317, 0.05), M("steel"))) for s in (-1.0, 1.0): - # Strap path: over the shoulder, then down the chest outside the - # torso front (Godot z≈0.21). The old chest/waist points sat at - # z≈0.13 inside the body, so only thin tube fragments read as two - # rigid black bars from the front. - p.append(tube("Strap", [(0.09 * s, 0.13, 0.27), (0.11 * s, -0.02, 0.29), - (0.12 * s, -0.06, 0.25), - (0.14 * s, -0.19, 0.18), (0.145 * s, -0.19, -0.08)], + # Strap path: over the shoulder, then down the chest. The chest points + # are pulled in to x 0.12 / Godot z 0.15 so the straps hug the slimmer + # Quaternius torso (ADR-0018) as well as the wider procedural one; + # the earlier x 0.145 / z 0.19 path floated ~5 cm proud of the + # Quaternius chest and read as two detached blue bars. + p.append(tube("Strap", [(0.075 * s, 0.13, 0.27), (0.095 * s, -0.02, 0.29), + (0.105 * s, -0.06, 0.25), + (0.12 * s, -0.15, 0.18), (0.125 * s, -0.15, -0.08)], 0.016, M("denim_bag"), seg=8, width_scale=1.35, thickness_scale=0.42)) elif name == "shoulder_bag":