Refit the backpack straps for both torsos (ADR-0018)
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zwitschi committed 2026-11-06 13:43:52 +01:00
1 parent cd285b3a39
commit fb3e75aba3
5 files changed
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@@ -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 Superseded by the rig-agnostic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
+5 -5
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@@ -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": {
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@@ -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":