Refit the backpack straps for both torsos (ADR-0018)
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@@ -775,29 +775,44 @@ blocked rig can no longer block the whole release.
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(pose-rotate → apply modifier → reset pose → edit-mode rotate arms → re-add modifier →
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export `export_apply=False`) now yields a correct arm-down base: Blender deformed x ±0.221
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and the rest bone tail points down. Still local (`tmp/`), not shipped.
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- [x] Re-derive the pose composition for a non-180° rest. Godot's `set_bone_pose_rotation` is
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rest-relative, so `rest * Quaternion(axis, angle)` only reproduces the old rig by accident
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(the old rest is 180°, so `rest² = identity`); the Quaternius ~76° rest breaks it. Fixed in
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commit `8b1bf73`: `rest * Quaternion(rest.inverse() * axis, angle)` — backward-compatible
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(the old 180° rest maps the axis to itself). Godot 277/277.
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- [ ] Godot skinning import: root causes found and narrowed. (1) The canonical base build
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(`scale/ground transform` + `remove_doubles` weld + modifier removal before join) corrupted
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the skin weights; a **join-only** base (no transform, no weld, keep modifiers) poses correctly
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to x −0.228/0.228. Use `tmp/npc-research/build_base_minimal.py`.
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(2) Fixed: the arm-down bake (`bake_armdown_v5.py` — pose, read pose matrices, apply modifier,
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**reset pose to identity**, set rest matrices, re-add modifier) now bakes correctly
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(DEFORMED x −0.228/0.228, Godot bind_pose down). `NpcAvatar` now also has the side swap,
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the arm swing axis (LEFT) and the hand-proxy position fix (`2a6f29f`). Remaining: the
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handheld gear (camera) sits at the shoulder/chest instead of the wrist — re-derive the gear
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attach offsets against the Quaternius skeleton, then the face/silhouette gate.
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- [ ] Add regression tests: a bone with a ~76° rest reaches a known global orientation; the
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Quaternius joint map resolves; the 13-core fallback poses exactly as it does today.
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- [x] Re-derive the pose composition for a non-180° rest. Superseded by the rig-agnostic
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`_swing_bone()` below: the rest-relative `set_bone_pose_rotation` form was never exact,
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because `get_bone_rest()` is parent-relative and already carries the importer's axis
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conversion. Kept in `MEMORY.md` as a rejected approach.
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- [x] Fix the skinning/rest bake end to end (commit `cd285b3`):
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(1) the canonical base is **join-only** (`tmp/npc-research/build_base_minimal.py`: no
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`remove_doubles` weld, no scale/ground transform, keep the Armature modifiers) — the weld
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and the transform corrupted the Quaternius weights;
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(2) the arm-down bake (`tmp/npc-research/bake_armdown_v5.py` — pose, read pose matrices,
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apply modifier, **reset pose to identity**, set rest matrices, re-add modifier) bakes the
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rest correctly (DEFORMED x −0.228/0.228, Godot bind pose arm-down);
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(3) `NpcAvatar._swing_bone()` now writes the **global** bone pose from
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`get_bone_global_rest()`, so one formula drives both the 62-joint Quaternius rig and the
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13-core fallback (measured: posed bone axis matches the proxy pivot at dot 1.000 on the
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Quaternius, and the procedural rigs are unchanged);
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(4) `RIG_BONES` + `NpcAvatar.bone_name()` hold the only side mapping (the Quaternius labels
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`L`/`R` opposite the project), and the hand proxy is `global_wrist − global_elbow`.
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Verified in Godot: idle/sit/walk captures on npc_casual plus the unchanged procedural rigs.
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- [x] Add regression tests: `test_shipped_rig_resolves_the_animation_joints` covers the joint map,
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the baked arm-down rest, the down-pointing arm axis and the proxy side mapping; the Blender
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audit/`inspect` and `npc_proportions` now understand both rigs. Godot 278/278, Python
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167/167.
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- [x] Give the Quaternius base the five tint slots: `build_base_minimal.py` renames the upstream
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materials to `skin`/`cloth`/`pants`/`hair`/`accessory` and keeps `Eye`/`Eyebrows` as
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fixed-colour detail. The source UV map is degenerate (every loop at 0,0), so the build now
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Smart-UV-unwraps and repacks the layout — texel density went from an unmeasurable 0 to
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73–74 px/m on the 256² maps and the 256² AO bake works again.
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- [ ] Verify Idle and Walk on the 62-joint rig: loop seam, foot contact, root motion and frame
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rate. Record which of the 24 clips are in scope and which stay unused.
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- [ ] Decide and record how poses the clips do not cover (seated, raise-hand, head turn) are
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driven at runtime.
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- [ ] Keep the fallback tested: `npc_base`, the MakeHuman head and `_build_body()` remain
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selectable; no MPFB work is reopened and no Stage-1 proportion warp returns.
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selectable; no MPFB work is reopened and no Stage-1 proportion warp returns. (The procedural
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library is still the majority of `CHARACTER_POOLS` and captures clean, but the fallback path
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itself has no dedicated test yet.)
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- [ ] Re-fit the remaining gear against the Quaternius torso: the `backpack` strap geometry was
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authored for the old body width and now hangs in front of the chest. The camera was fixed
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with a wrist strap (a neck strap floats when the item is hand-attached).
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### Silhouette and face gate (owner)
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@@ -814,10 +829,13 @@ blocked rig can no longer block the whole release.
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### Pilot rollout
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- [ ] Map the five tint slots onto the Quaternius materials; unwrap per slot; bake 256²
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AO/albedo/normal/ORM and check texel density.
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- [ ] Re-fit gear attach points against the Quaternius skeleton and test cap, helmet, backpack,
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shoulder bag, lanyard, clipboard and firefighter tank.
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- [x] Map the five tint slots onto the Quaternius materials and unwrap the degenerate source
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UV map; bake the 256² AO and check texel density (73–74 px/m).
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- [ ] Bake the per-slot albedo/normal/ORM maps and a per-slot atlas (the five slots currently
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share one whole-body UV set).
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- [-] Re-fit gear attach points against the Quaternius skeleton and test cap, helmet, backpack,
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shoulder bag, lanyard, clipboard and firefighter tank. (Camera done: wrist strap instead of
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the floating neck strap. Backpack straps still cut across the Quaternius chest.)
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- [ ] Wire the approved base into one role (or the crowd roles if option b is chosen) with the
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procedural model as an instant fallback; no runtime download or optional dependency.
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- [ ] Run `blender_assets.py inspect`/`audit`/`fit`, `npc_proportions.py`, the 24-NPC budget smoke
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