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zwitschi 1921bfae91 Document the character development toolchain in the architecture
Full build / Import + headless tests (push) Successful in 39s
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2026-11-03 08:22:09 +01:00
zwitschi 78485259b7 Detail deferred MakeHuman local pipeline boundary 2026-11-03 08:00:47 +01:00
zwitschi fef3af44c0 Record NPC sourcing decision and crowd prototypes 2026-11-03 07:59:58 +01:00
zwitschi bfe3c5a701 Research NPC model sources and plan 0.11.0 expansion 2026-11-03 07:46:47 +01:00
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@@ -21,6 +21,25 @@ using Blender. The `.blend` working sources are developer artifacts and are not
shipped. The exported `.glb` files and baked AO maps are project assets; they do
not embed third-party models or purchased asset packs.
### Development-only research previews
Two review sheets under `docs/blender_previews/` compare source candidates for
the post-0.10.0 NPC variety work. They are development documentation and are not
bundled with the game or its release packages. The underlying source models are
kept outside version control.
- [`sheet_npc_sources_research.jpg`](docs/blender_previews/sheet_npc_sources_research.jpg)
includes renders of **Quaternius Ultimate Modular Characters** (CC0 1.0,
<https://quaternius.com/>), **Kenney Blocky Characters 2.0** (CC0 1.0,
<https://kenney.nl/assets/blocky-characters>), and **CesiumMan** and
**RiggedFigure** (CC BY 4.0, © 2017 Cesium,
<https://github.com/KhronosGroup/glTF-Sample-Assets>).
- [`sheet_npc_crowd_prototypes.jpg`](docs/blender_previews/sheet_npc_crowd_prototypes.jpg)
contains renders of project-owned generator prototypes.
The CC-BY preview images are included only as development evidence. Any future
shipped derivative of CesiumMan or RiggedFigure must keep the attribution above.
The venue geometry is authored procedurally in `src/game/world_builder.gd` as a
stylized reconstruction. The Joke Shop is a fictional stand-in for the real
Sunset Strip block; the game does not claim endorsement by, or an exact replica
+17
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@@ -4,6 +4,23 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Decisions
- **NPC model variety decision (2026-11-03, ADR-0015):** CC0 is acceptable for shipped
assets; CC-BY only with attribution in `CREDITS.md`; no service assets with redistribution
restrictions. The **procedural generator is the primary path**. Four crowd-variety specs were
prototyped with the existing builder (`npc_crowd_a` bun/slim/sunglasses, `npc_crowd_b`
bald/broad/beard/shoulder bag, `npc_crowd_c` coat/umbrella, `npc_crowd_d` hood/cup); all audit
clean at 4,550–5,258 tris / 4,356–5,086 verts. Prototype assets stay in
`tmp/npc-research/generator_proto/`; do not add them to the 0.10.0 release candidate.
**Quaternius is a reference, not a shipped base:** welding brings `Casual_Hoodie` from 12,518
to 3,199 verts and a 0.75 decimate to 2,423 verts / 4,654 tris, and its Idle/Walk clips read
well, but the T-pose 62-bone realistic rig/proportions do not match the arm-down 13-bone
contract. A contract rebuild is a no-go without a body proportion warp; a second
rig/animation path needs its own ADR. **MakeHuman is deferred** to a separate local pipeline:
the CC0 base is 19,158 verts / 36,972 tris and decimates to 3,780 / 6,468 at 0.35, but needs
retopology, a custom rig and project clothing. Research previews are committed under
`docs/blender_previews/sheet_npc_{sources_research,crowd_prototypes}.jpg`; the CC-BY entries
(CesiumMan/RiggedFigure, © Cesium) are attributed in `CREDITS.md` and are development-only.
- **0.10.0 balance protocol:** `docs/balance-acceptance.md` defines targets and
denominator/cohort rules for the 36 venue/difficulty/phase cells, seeds 1–100,
access/emergency error rates and matched calm vs emergency-first comparisons.
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@@ -189,3 +189,4 @@ The game should feel like a tense workplace simulation with occasional crisis mo
- A rare Bob Dobbs cameo (Easter-egg appearance; placement note in `MEMORY.md`).
- Specific unusual NPC behaviors, such as slapping their own face, using hands as scissors, or interacting with props unexpectedly.
- Live 3D body-camera replay; additional venues or seasonal events; real voice/dialogue audio; an image-to-mesh prop pipeline.
- More varied NPC silhouettes (age, build, hair and outfit), using either an extended procedural character generator or a reviewed CC0/CC-BY source; the evaluation and pending decision are in `docs/npc-model-sourcing.md`.
+91 -1
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@@ -181,7 +181,11 @@ verify every distribution path. This is the next minor release after the 0.9.x p
`check_screenshots.sh` and the pinned vision judge, recording model/spend/verdicts.
- [ ] Run the manual smoke checklist on every target and attach/link the release-candidate evidence.
- [ ] Verify the tutorial/campaign/help text at maximum font scale and with the longest strings.
- [ ] Remove or archive stale plans/notes and confirm no contradictory version/status claims remain.
- [x] Remove or archive stale plans/notes and confirm no contradictory version/status claims remain.
- [x] Document the character development toolchain in `docs/architecture.md`: base vs library
sources, tool/artifact/gate table, runtime attach/animation contracts and rebuild discipline.
(Added §5 "Character development tooling" plus risk and ownership-map updates;
documentation check passed.)
### Release-candidate QA and exit
@@ -196,6 +200,92 @@ verify every distribution path. This is the next minor release after the 0.9.x p
- [ ] Exit: the release candidate is content-locked, externally played, legally reviewed,
documented, reproducibly built, and approved as the 0.10.0 release candidate.
## Milestone 0.11.0 — NPC model variety
Goal: break the eight-character clone effect with four licence-cleared crowd-variety looks while
keeping the frozen `npc_base` bone, tint-slot and gear-attach contract. The procedural generator is
the primary path; Quaternius is a reviewed reference and MakeHuman is deferred to a separate local
development pipeline. Start only after the 0.10.0 release candidate is published; this milestone
must not delay the release.
### 0.11.1 Source review and decision
- [x] Research free/open-source character sources and evaluate at least three downloads against
the existing Blender contract. (Measured Quaternius CC0, Kenney CC0, Khronos
CesiumMan/RiggedFigure CC-BY and the MakeHuman CC0 base mesh; none is a drop-in.
Results, local preview sheet and SHA-256 provenance are in
`docs/npc-model-sourcing.md`.)
- [x] Review the sourcing research with the project owner and choose Option A (procedural),
Option B (Quaternius CC0 intake) or Option C (MakeHuman/MPFB body pipeline); record the
decision in an ADR and in `MEMORY.md`. (2026-11-03: extend the procedural generator as the
primary path, keep Quaternius as a reviewed prototype/reference, defer MakeHuman to a
separate local pipeline. Recorded in ADR-0015 and `MEMORY.md`.)
- [x] Add a source licence allow-list and provenance rule: CC0 preferred, CC-BY only with
attribution in `CREDITS.md`, and no service assets whose terms restrict redistribution.
(ADR-0015; the CC-BY research previews are attributed in `CREDITS.md`.)
- [x] Decide whether the external preview sheet stays local under `tmp/` or is committed with
the required CC-BY attribution. (Committed as
`docs/blender_previews/sheet_npc_sources_research.jpg` with Cesium CC-BY attribution;
the project-owned crowd prototype sheet is also committed.)
### 0.11.2 Intake and validation
- [ ] Add a Blender `inspect` path that imports a GLB, applies node transforms, reports
tris/verts, bounds, bones, materials, UVs and skinning, and lists contract failures.
- [ ] Add an `adapt` path for future external assets: scale/ground, weld seams, decimate, map the
five tint slots, and either rebuild the contract armature or record an explicit second-rig
contract. The Quaternius prototype showed that a contract rebuild needs a proportion warp,
so this is not on the 0.11.0 critical path.
- [ ] Keep `tools/blender_assets.py audit` as the single final gate; add a regression test for the
intake report/adaptation using a deterministic synthetic or licence-cleared fixture.
- [ ] Document the adapter commands and the go/no-go checks in `docs/asset-tooling.md`.
### 0.11.3 One-character prototype
- [x] Prototype one Quaternius CC0 variant: weld/decimate to budget and capture Idle/Walk
renders. (12,518 imported verts -> 3,199 after weld -> 2,423 / 4,654 tris after a 0.75
decimate; Idle/Walk quality is good. Preview in
`docs/blender_previews/sheet_npc_sources_research.jpg`.)
- [x] Measure the prototype against the `npc_casual` controls: silhouette, rest pose, body
proportions and gear fit. (No-go for a contract rebuild: T-pose 62-bone realistic rig,
~0.96 m hip, ~1.68 m arm span and ~0.153 m shoulder joint do not match the arm-down
13-bone contract. Keep as reference; a second rig/animation path needs its own ADR.)
- [x] Make a go/no-go decision on Option B. (No-go for 0.11.0; proceed with the procedural
generator and keep Quaternius as a visual/style reference.)
### 0.11.4 Roster and runtime
- [x] Approve four crowd-variety looks (build, head silhouette, hair/beard, outer layer and
accessory; no clothing that labels the NPC's behaviour). (`npc_crowd_a` bun/slim/sunglasses,
`npc_crowd_b` bald/broad/beard/shoulder bag, `npc_crowd_c` coat/umbrella, `npc_crowd_d`
hood/cup; prototype sheet committed.)
- [ ] Add the four approved specs to `CHARACTERS`, build and commit their GLBs/AO maps, and
update the manifest with roles and tint data. (Prototype assets are local under `tmp/`;
do not add them to the 0.10.0 release candidate.)
- [ ] Replace the fixed `character_model_for()` mapping with deterministic per-role pools and add
tests for repeatability and duplicate avoidance.
- [ ] Rebuild and verify gear fit for every new variant (`blender_assets.py fit` plus the runtime
gear checks).
### 0.11.5 QA and release
- [ ] Run the 24-NPC budget smoke, portrait baseline, gear fit, headless suite and a release build
with the expanded library.
- [ ] Update `CREDITS.md`, `docs/development-status.md`, `docs/npc-visual-review.md` and
`CHANGELOG.md`; record any accepted visual limits.
- [ ] Exit: a reviewed 12-character library passes contract audit, portrait/gear acceptance,
the 24-NPC budget and licence/provenance review without changing the runtime contract.
### 0.11.6 Deferred MakeHuman local pipeline
- [x] Evaluate the MakeHuman CC0 base mesh for a later separate local development pipeline.
(19,158 verts / 36,972 tris; scaled to 1.82 m; decimate 0.35 -> 3,780 verts / 6,468 tris;
UVs present, no normals/material groups/rig. Feasible only with retopology, a custom rig and
project-owned clothing; keep out of CI/build.)
- [ ] Decide whether body-shape diversity still matters after the 12-character library lands; if
yes, prototype the local MPFB/MakeHuman pipeline outside the repo and commit only the final
CC0-derived assets with provenance.
## Future 0.x / non-blocking candidates
- [ ] Live 3D body-camera replay.
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@@ -13,6 +13,7 @@ This folder holds the project documentation, visual references and generated QA
- [`asset-tooling.md`](asset-tooling.md) — image/model pipelines and screenshot gates
- [`npc-visual-review.md`](npc-visual-review.md) — NPC visual baseline, acceptance criteria and ranked gaps
- [`npc-proportion-audit.md`](npc-proportion-audit.md) — NPC proportion ratios and stylized guide results
- [`npc-model-sourcing.md`](npc-model-sourcing.md) — free/open-source character sources, contract evaluation and the 0.11.0 expansion plan
- [`development-status.md`](development-status.md) — implemented features and current gaps
- [`accessibility.md`](accessibility.md) — accessibility statement and known gaps
- [`known-limitations.md`](known-limitations.md) — release-candidate blockers and accepted limits
@@ -0,0 +1,72 @@
# ADR-0015: NPC model variety sourcing
- **Status:** Accepted (post-0.10.0 planning)
- **Date:** 2026-11-03
## Context
The library has eight skinned characters, and role/seed selection reuses them
across the three venues. Crowds therefore repeat the same faces, builds and
outfits. The existing contract is strict: `npc_base` mesh node, 13 named bones at
fixed rest positions, five tint slots, front on Blender −Y and an 8,000
triangle/vertex budget.
A review compared free/open-source sources against that contract. Quaternius
Ultimate Modular (CC0), Kenney Blocky Characters (CC0), Khronos CesiumMan and
RiggedFigure (CC BY 4.0) and the MakeHuman base mesh (CC0) were imported and
measured. None was a drop-in; the full results are in
[`docs/npc-model-sourcing.md`](../npc-model-sourcing.md).
## Decision
1. **Ship only CC0, or CC BY with recorded attribution.** No service asset whose
terms restrict redistribution may be used.
2. **Extend the project-owned procedural generator as the primary path** for
shipped NPC variety. The first target is four crowd-variety looks, bringing
the library to twelve characters.
3. **Keep Quaternius as a reviewed reference/prototype, not a shipped base.** A
contract retarget is a no-go because the source is a T-pose 62-bone realistic
rig with substantially different proportions from the arm-down 13-bone
contract. A future external-rig path would need its own ADR covering its
skeleton, animation source and per-model gear offsets.
4. **MakeHuman is deferred to a separate local development pipeline.** Its CC0
base mesh can be decimated into budget, but it needs retopology, a custom rig
and project-owned clothing before it is usable. It must not become a CI or
build dependency.
5. **Commit research previews with attribution.** CC-BY preview images are
development-only and are not bundled with the game or its release packages.
## Consequences
### Positive
- The shipped library keeps one art direction, one skeleton and one audit gate.
- Crowd variety lands without a new runtime dependency or a second animation
system.
- The licence position is simple: project-owned assets plus explicit CC-BY
attribution where a preview or future asset requires it.
- The Quaternius evaluation removes a tempting but high-risk retarget from the
critical path.
### Negative
- Procedural variation is still limited by the existing face and clothing
vocabulary; four variants do not provide full age/body diversity.
- Quaternius' animation set remains unused unless a second rig path is approved.
- MakeHuman body-shape diversity is postponed.
- External previews add a small documentation footprint that must stay out of
release packages.
## Alternatives considered
- **Retarget Quaternius onto the `npc_base` contract.** Rejected for now:
welding brings the geometry inside budget, but the rest pose and body
proportions differ enough that a contract rebuild would either distort the
model or require a full proportion warp.
- **Use Quaternius' own rig and animations directly.** Deferred: attractive
animation quality, but it adds a second skeleton/animation path and per-model
gear offsets to `NpcAvatar`.
- **Use MakeHuman as the primary body source.** Rejected for this milestone: high
polygon count, no rig in the base mesh and a separate authoring dependency.
- **Use Mixamo or Ready Player Me.** Rejected: service terms are not a simple
free/open-source redistribution basis for shipped meshes.
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@@ -18,3 +18,4 @@ Each ADR records the context, decision, consequences and alternatives for a dura
- [0012-surface-materials-and-generated-props](0012-surface-materials-and-generated-props.md)
- [0013-blender-authored-npc-characters](0013-blender-authored-npc-characters.md)
- [0014-runtime-image-root](0014-runtime-image-root.md)
- [0015-npc-model-variety-sourcing](0015-npc-model-variety-sourcing.md)
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@@ -127,6 +127,48 @@ Contracts that keep the pipeline replaceable:
- UI/scene art is loaded through `UiArt` with a null/neutral fallback; composed images live in `assets/images/`, not in the docs reference tree (ADR-0014).
- CI stays offline: only committed `.glb`/`.png`/`.tres` and Godot are needed; optional AI/Blender steps are reproducible development tools.
### Character development tooling
Characters have two authored sources and one procedural fallback. The eight-variant
Blender library (`assets/models/blender/npc/`) is the normal presentation path; the
older skinned `npc_base` (`assets/models/generated/npc_base.glb`) remains a frozen
contract and fallback; `NpcAvatar`'s procedural rig is the offline last resort.
Blender is a developer tool only — runtime, tests and CI consume committed GLBs and
maps.
| Tool | Role | Committed artifact | Verification gate |
| --- | --- | --- | --- |
| `tools/npc_pipeline.py` | Builds the skinned base avatar, five-slot material maps, palette and AI-fabric preparation (`prepare`/`palette`) | `npc_base.glb`, `assets/textures/npc/*_{albedo,normal,orm}.png`, `palette.json` | `audit_glb` against the frozen 6,000-triangle / 4,000-vertex base contract |
| `tools/blender_assets.py` | Builds/renders the library: 8 characters, 18 gear pieces, 20 props, plus `manifest.json`; stdlib `audit`/`fit`/`sheet`/`list` | `assets/models/blender/{npc,npc_gear,props}/*.glb` | Library cap 8,000 tris / 8,000 verts per character, 1,500 per gear, 4,000 per prop; grounding, UV, degenerate-triangle, attach-fit and manifest coverage checks |
| `tools/bake_ao.py` | Bakes per-asset AO maps | `<asset>_ao.png` (256²) | Wired through `Materials.apply_ao()`/`SurfaceMaterials`; cloth/pants opt out (see below) |
| `tools/npc_proportions.py` | Measures exported GLB rest pose (height, head, shoulders, hips, torso, limbs, feet) against the stylized guide | report / JSON in `docs/npc-proportion-audit.md` | All eight variants must stay inside the guide after a body change |
| `tools/npc_baseline.py` | Assembles neutral-baseline sheets and before/after comparisons | `docs/blender_previews/sheet_npc_baseline*.jpg` | Human review against `docs/npc-visual-review.md` |
| `src/test/capture_npc_baseline.gd` | Fixed-camera studio baseline, 8 variants × 6 views | local `tmp/` frames | Neutral silhouette/face/gear review |
| `src/test/capture_npc_review.gd` | Final-context gate: 8 variants × 2 venues × day/night × 3 distances = 96 frames, crowd hidden, review-only `character_override` for the guard | local `tmp/` frames | Pre-build acceptance gate for gear fit and venue lighting |
| `src/test/capture_realism.gd` | Venue realism stages plus a frozen portrait and surface close-ups | `docs/screens/realism/<run>/` | Optional vision judge; portrait is the only avatar-detail capture |
Runtime contracts that must survive any character change:
- `NpcAvatar.character_model_for(role, seed)` selects the library variant; `character_override`
exists only to stage roles without a spawned model (for example the guard).
- The armature node names, `Rig/Head`, the Hip/Knee/Shoulder/Elbow/Hand proxies and the
**+Z visual front** are frozen; animation and `yaw_towards()` depend on them.
- Only the five contract slots are tinted. Fixed detail materials (eyes, reflective bands,
rubber) stay untouched, gear is placed by `GEAR_ATTACH`, and `GEAR_OFFSETS` plus
`HAND_ITEM_FORWARD` are runtime attach-space corrections, not authoring changes.
- Cloth/pants use `Materials.NPC_FABRIC_UV_SCALE` (4×) and skip the baked per-character AO;
skin/hair/gear keep AO. Do not reintroduce the blotchy cloth AO.
- `apply_lod()` swaps to an impostor at 26 m; the 24-NPC budget smoke (6.94 ms, 168 meshes,
131,616 triangles) is the performance gate. Changing either triangle cap requires
re-measuring that smoke and the Web/Compatibility path.
- Rebuild only the assets whose geometry changed (Blender GLB export is byte-nondeterministic),
then run `godot --headless --path . --import`; never commit a no-op full rebuild.
Evidence and detailed contracts live in [`blender-assets.md`](blender-assets.md),
[`npc-visual-review.md`](npc-visual-review.md) and
[`npc-proportion-audit.md`](npc-proportion-audit.md); command-level usage is in
[`asset-tooling.md`](asset-tooling.md).
### Content authoring and runtime data flow
`ScenarioFactory` is the source of truth for the three authored venues. `tools/export_venues.gd`
@@ -272,6 +314,7 @@ Architecture decisions are recorded as ADRs:
- Accessibility and localization coverage is partial; a public release needs subtitles/captions, colour-independent cues, remapping, text expansion tests and at least a documented localization workflow.
- Unsigned macOS builds, AI asset provenance and any storefront/legal requirements are release blockers for a public release.
- Documentation drift has already occurred (release version, implemented status and obsolete plan docs); the ownership map and roadmap must be kept current in the same change as the implementation.
- Character quality is only partly automatable: proportions, budgets and gear fit are measured, but face realism and venue-lighting readability still need the baseline/review sheets and human sign-off after any mesh, map or material change.
## 12. Documentation Consolidation and Ownership
@@ -287,6 +330,8 @@ architecture document.
| [`docs/adr/`](adr/) | Immutable decision records with context and consequences | Decision history linked from §9 |
| [`docs/asset-tooling.md`](asset-tooling.md) | Build/audit/capture commands and pipeline usage | Operational appendix to the pipeline section |
| [`docs/blender-assets.md`](blender-assets.md) | Blender character/gear/prop contracts and attach points | Detailed asset contract appendix |
| [`docs/npc-visual-review.md`](npc-visual-review.md) | NPC baseline views, acceptance criteria and ranked visual gaps | Visual-QA appendix to the character tooling section |
| [`docs/npc-proportion-audit.md`](npc-proportion-audit.md) | Measured proportions against the stylized guide | Measurement appendix to the character tooling section |
| [`docs/getting-started.md`](getting-started.md) | Setup, commands, controls | Developer onboarding |
| [`docs/RELEASING.md`](RELEASING.md) | Release checklist and CI/publishing steps | Deployment appendix to §7 |
| [`docs/smoke-checklist.md`](smoke-checklist.md) | Manual verification script | QA appendix to §10 |
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@@ -129,6 +129,11 @@ with colliders/avoidance and drives their emissive parts from the day/night
cycle. The single `npc_base.glb` and primitive props remain offline fallbacks.
Contract and integration notes: [`blender-assets.md`](blender-assets.md).
Sourcing and expansion research (no external model is shipped yet):
[`npc-model-sourcing.md`](npc-model-sourcing.md) compares Quaternius, Kenney, Khronos and
MakeHuman sources against the character contract and records the 2026-11-03 direction
(procedural generator first, Quaternius reference, MakeHuman deferred).
| Characters | Props |
| --- | --- |
| ![characters](../docs/blender_previews/sheet_npc.jpg) | ![props](../docs/blender_previews/sheet_props.jpg) |
+2
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@@ -43,6 +43,8 @@ Committed contact sheets and local Blender renders for the character, gear and p
| <img src="security_podium.png" width="280" alt="security_podium.png"> | [`security_podium.png`](security_podium.png) |
| <img src="sedan.png" width="280" alt="sedan.png"> | [`sedan.png`](sedan.png) |
| <img src="sheet_npc.jpg" width="280" alt="sheet_npc.jpg"> | [`sheet_npc.jpg`](sheet_npc.jpg) |
| <img src="sheet_npc_sources_research.jpg" width="280" alt="sheet_npc_sources_research.jpg"> | [`sheet_npc_sources_research.jpg`](sheet_npc_sources_research.jpg) |
| <img src="sheet_npc_crowd_prototypes.jpg" width="280" alt="sheet_npc_crowd_prototypes.jpg"> | [`sheet_npc_crowd_prototypes.jpg`](sheet_npc_crowd_prototypes.jpg) |
| <img src="sheet_npc_baseline.jpg" width="280" alt="sheet_npc_baseline.jpg"> | [`sheet_npc_baseline.jpg`](sheet_npc_baseline.jpg) |
| <img src="sheet_npc_baseline_compare-p1.jpg" width="280" alt="sheet_npc_baseline_compare-p1.jpg"> | [`sheet_npc_baseline_compare-p1.jpg`](sheet_npc_baseline_compare-p1.jpg) |
| <img src="sheet_npc_baseline_compare-body.jpg" width="280" alt="sheet_npc_baseline_compare-body.jpg"> | [`sheet_npc_baseline_compare-body.jpg`](sheet_npc_baseline_compare-body.jpg) |
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@@ -0,0 +1,308 @@
# NPC model sourcing and expansion plan
Status: **direction chosen 2026-11-03.** The procedural generator is the primary
path, the Quaternius CC0 pack is a reviewed reference/prototype, and MakeHuman is
deferred to a separate local development pipeline. No downloaded source model is
committed to the game or included in a release; the committed research preview
sheets carry the required attribution. Local evaluation files live under
`tmp/npc-research/` (gitignored). The decision is recorded in
[ADR-0015](adr/0015-npc-model-variety-sourcing.md).
This page records the free/open-source character sources that were reviewed, how
they behave when imported into the existing Blender tooling, and the options for
creating a larger NPC model library. The runtime contract and current library are
documented in [`blender-assets.md`](blender-assets.md) and
[`npc-visual-review.md`](npc-visual-review.md).
## Why this review exists
The library has eight skinned characters, and `NpcAvatar.character_model_for()`
reuses them across role families. That is enough for a release candidate, but
crowds repeat the same faces, builds and outfits. Three venues, a 24-NPC budget
and close-up portraits make that repetition visible.
Any expansion must preserve the existing integration contract:
- mesh node `npc_base` under a `Skeleton3D`;
- bones `Head`, `HipL/R`, `KneeL/R`, `ShoulderL/R`, `ElbowL/R`, `HandL/R` plus
`Hips`, `Spine`, `Neck` at the contract rest positions;
- five tint slots (`skin`, `cloth`, `pants`, `accessory`, `hair`);
- front on Blender −Y / Godot +Z, feet near the floor, 1.6–2.1 m height;
- at most 8,000 triangles and 8,000 glTF vertices per character;
- gear attach points at head, back, chest and hand.
The existing `audit` command is the gate. A source that looks good in a preview
but fails `audit` is not usable without an adaptation step.
## What was evaluated
Blender 5.2.0 LTS (Flatpak) imported each file in background mode. Measurements
below come from the imported scene, because external GLBs often carry node
transforms that the project's audit (which reads accessor-local bounds) does not
apply. "Vertices" are the imported, seam-split counts that matter for the glTF
budget, not the source file's vertex count.
| Source | Licence | Files checked | Geometry / rig | Height | Verdict |
| --- | --- | --- | --- | --- | --- |
| **Quaternius Ultimate Modular Men / Women** (mirrored GLB pack) | CC0 1.0 | `Casual_Hoodie.glb`, `Worker.glb`, `Casual.glb` | 5,240–6,424 tris; 10,534–12,968 verts; 62 bones; 24 animations; 4 skinned meshes on one armature | 1.80–1.87 m | **Best silhouette/outfit match.** Fails the contract: wrong bone names/rest positions, no tint slots, no `npc_base` node, vertex budget exceeded. |
| **Kenney Blocky Characters 2.0** | CC0 1.0 | full pack (18 characters), `character-a.glb`, `character-f.glb` | 72 tris; 143 verts; static, no armature; one texture atlas per character | 2.7 m imported (needs 0.67× scale) | **Not a close-up character.** Useful as a crowd/impostor LOD or placeholder, but cannot be driven by the skeleton and has no separate face/clothing slots. |
| **Khronos CesiumMan** | CC BY 4.0 (© Cesium) | `CesiumMan.glb` | 4,672 tris; 3,273 verts; 19-bone walk rig; 1 material/texture; 1 animation | 1.45 m | **Technical retarget test only.** One outfit and one look, wrong rig, short; works as a skinning/pose reference. Attribution is required. |
| **Khronos RiggedFigure** | CC BY 4.0 (© Cesium) | `RiggedFigure.glb` | 256 tris; 370 verts; 19-bone walk rig; no UVs; 1 animation | 1.48 m | **Rig smoke test only.** A mannequin with no usable surface detail. |
| **MakeHuman core base mesh / MPFB** | Core assets CC0 1.0; application AGPL/GPL | `makehuman/data/3dobjs/base.obj` | 19,158 verts; 18,486 polygons; 36,972 tris; no rig in the base mesh | ~16.9 model units before scaling | **Best body-shape diversity, highest pipeline cost.** Needs scaling, decimation/retopology and a generated rig. The MakeHuman/MPFB tool itself is not bundled. |
Local review sheet (front views, not committed):
`tmp/npc-research/previews/contact_sheet.jpg`.
Rejected without downloading: Mixamo and Ready Player Me. Both are useful
services, but their terms are not a simple free/open-source redistribution basis
for shipped character meshes. Sketchfab, Poly Pizza and OpenGameArt can contain
excellent CC0 work, but each asset needs a case-by-case licence and provenance
check; they are not a consistent library source.
### Measured contract failures
Every example fails the unmodified `audit` contract:
| Check | Quaternius | Kenney | CesiumMan | RiggedFigure | MakeHuman base |
| --- | --- | --- | --- | --- | --- |
| `npc_base` mesh node | no | no | no | no | no |
| Required 13 bones | no (62 different names) | no rig | no (19 different names) | no (19 different names) | no rig |
| Five tint slots | no | no | no | no | no |
| ≤ 8,000 tris | yes | yes | yes | yes | no |
| ≤ 8,000 verts | no (10.5–13k) | yes | yes | yes | no (19k) |
| Feet on floor | yes | yes (2.7 m scale) | yes (−11 mm) | yes | no (needs scaling) |
| Height 1.6–2.1 m | yes | no (2.7 m) | no (1.45 m) | no (1.48 m) | needs scale |
| Skinned / UV mapped | yes / yes | no / yes | yes / yes | yes / no | no / no |
The practical conclusion is that **there is no drop-in download**. External
sources need a deliberate intake step, and the expensive part is not decimation:
it is rebuilding or retargeting the skeleton and material slots without breaking
the animation proxies and gear placement.
The table uses Blender-imported world bounds. The stdlib `audit` reads accessor-local
bounds and ignores node transforms, so an unapplied external GLB can fail floor/height
checks even when the imported scene looks correct. The intake step must apply
transforms before it measures and exports.
## Options
### Option A — extend the procedural generator
Add more variation to `tools/blender_assets.py` rather than importing models:
body builds, height ranges, head/face shapes, hair and facial hair, outfit
layers, and more `CHARACTERS` specs. This keeps a single owned style, needs no
third-party licence review, and stays inside the existing builder/audit flow.
- **Strengths:** lowest integration risk, deterministic, no new dependencies.
- **Limits:** the current face and clothing vocabulary is intentionally simple;
more variants may still read as the same model with a different coat.
- **Best for:** a quick 4–8 variant expansion and filling obvious role gaps.
### Option B — Quaternius CC0 intake with a contract adapter
Use Quaternius meshes as silhouette/outfit donors and adapt them to the project
contract. The visible result is a different body/clothing language from the
current library, so the adapter must also normalise head/hand style or rebuild
those parts.
- **Strengths:** best free outfit/hair variety, animations included, CC0,
already close to game proportions, front axis and floor contact.
- **Work:** weld/decimate to the vertex budget, remap materials to the five
slots, rebuild the armature at the contract rest positions, transfer weights,
repose/normalise proportions, rename the mesh node, export, audit and compare
in the acceptance harness.
- **Main risk:** retargeting a 62-bone T-pose rig to the 13-bone arm-down
contract. Hip/knee rest heights differ substantially (Quaternius upper leg
starts near 0.96 m; the contract hip starts near 0.62 m), so a naive
nearest-bone weight transfer can produce a good still image and bad walk
poses. Prototype one character before committing to a roster.
- **Best for:** a larger, visibly different library if the prototype passes the
portrait and walk gates.
### Option C — MakeHuman/MPFB body-shape pipeline
Generate a range of ages, builds and body shapes from the CC0 MakeHuman base
mesh, then replace the head/hands and dress them with project-owned clothing.
This is the strongest answer to "everyone has the same body", but requires an
offline authoring step, decimation/retopology and a custom rig/weight step. It
should be treated as a later pipeline project, not a quick content drop.
## Decision and prototype outcome
The project owner reviewed this page on 2026-11-03. The decision is:
1. **CC0 is acceptable** for shipped character assets. CC-BY is acceptable only
with attribution in `CREDITS.md`; service assets whose terms restrict
redistribution remain excluded.
2. **Extend the procedural generator** as the primary path, starting with
crowd-variety looks.
3. **Prototype Quaternius** as a secondary source. It is not approved for
shipping yet; the contract-retarget result below is a no-go for the current
skeleton.
4. **Use crowd variety** as the first visual goal, not role-specific costumes.
5. **Evaluate MakeHuman for a later, separate local development pipeline.** It
is not part of the normal build, CI or release flow.
6. **Commit the research previews with attribution.** The CC-BY entries are
listed in `CREDITS.md` and remain development-only.
### Quaternius prototype
The prototype used `Casual_Hoodie.glb`:
- **Geometry budget is not the blocker.** Imported: 12,518 vertices / 6,206
triangles. After welding seam splits: 3,199 vertices / 6,206 triangles. After
a 0.75 decimate: 2,423 vertices / 4,654 triangles, comfortably inside the
library budget.
- **Animation quality is attractive.** The imported Idle and Walk clips read
well at game distance, and the model brings 24 animations.
- **The contract rest pose is the blocker.** The source is a T-pose 62-bone rig
with realistic proportions: upper leg starts near 0.96 m, arm span is about
1.68 m, and the shoulder joint sits near x = 0.153 m. The project contract is
an arm-down 13-bone rig with a hip near 0.62 m, a shoulder near x = 0.27 m and
a hand near z = 0.78 m. Rebuilding the contract armature around this mesh would
either distort the body substantially or require a full proportion warp.
- **Decision:** do not retarget Quaternius to the contract now. Keep it as a
silhouette/style reference and, if a second rig path is ever wanted, prototype
it as its own animation path (its own skeleton, AnimationPlayer clips and
per-model gear offsets) rather than forcing it into `npc_base`. That is a
separate architecture decision, not an asset conversion.
Preview: [`blender_previews/sheet_npc_sources_research.jpg`](blender_previews/sheet_npc_sources_research.jpg).
### Generator crowd prototype
Four proposed crowd specs were built with the existing generator in a temporary
output directory. All four audit clean and stay inside the character budget:
| Prototype | Look | Tris / verts | Gear |
| --- | --- | --- | --- |
| `npc_crowd_a` | slim, bun, sunglasses | 4,644 / 4,356 | sunglasses |
| `npc_crowd_b` | broad, bald, beard | 4,550 / 4,453 | shoulder bag |
| `npc_crowd_c` | average, short hair, long coat | 5,118 / 5,086 | umbrella |
| `npc_crowd_d` | slim, short hair, hood up | 5,258 / 4,907 | cup |
They vary build, head silhouette, hair/beard and outer layer while keeping the
existing face language. They are **not in the shipped catalogue**; production
integration belongs to milestone 0.11.4 after the 0.10.0 release candidate.
Preview: [`blender_previews/sheet_npc_crowd_prototypes.jpg`](blender_previews/sheet_npc_crowd_prototypes.jpg).
### MakeHuman local-pipeline evaluation
The CC0 base mesh is 19,158 vertices / 18,486 polygons (36,972 triangles after
triangulation), with 21,334 UV coordinates but no normals, material groups or
rig. Scaling it to 1.82 m and decimating to 0.35 produced 3,780 vertices / 6,468
triangles, which fits the geometry budget but is a collapse-decimation result,
not production topology.
MakeHuman is therefore **feasible only as a separate local body-shape pipeline**.
The boundary for that future work is:
- MPFB/MakeHuman is installed and run by a contributor, never by CI or the game
build.
- Generated bodies and intermediate exports stay in `tmp/` (gitignored); the
CC0 base mesh is not committed.
- The contributor scales to 1.8–1.9 m, decimates or retopologises to roughly
6–7k triangles, and checks the silhouette against `npc-visual-review.md`.
- The body gets the contract armature, weights, project-owned head/hands,
clothing and gear; it must pass `blender_assets.py audit` and `fit`.
- Only the final CC0-derived GLB and its provenance note are committed. The
application code and any non-CC0 assets stay outside the repository.
This is deferred; it is not part of the 0.11.0 crowd-variety work.
## Provisional NPC roster
The design rule stays: clothes, props and behaviour carry the read; a model must
not label a person as "the threat". The roster therefore adds ordinary adults
across age, build and style, not costumes that telegraph the outcome.
| Look family | Current | Proposed additions | Variation axes |
| --- | --- | --- | --- |
| Everyday | `npc_casual`, `npc_jacket`, `npc_coat`, `npc_hoodie`, `npc_dress` | `npc_crowd_a` (bun/slim), `npc_crowd_b` (bald/broad), `npc_crowd_c` (coat/umbrella), `npc_crowd_d` (hood/cup) | build, height, hair, facial hair, outer layer, accessory |
| Workwear | `npc_vest`, `npc_guard` | later: second hi-vis build, venue-security build | build, height, headwear, badge/radio gear |
| Responder | `npc_firefighter` | later: paramedic/medical responder only if the design supports it | turnout vs medical kit, build, helmet |
| Crowd/LOD | none | optional Kenney blocky or a decimated library variant for distant crowds | silhouette and palette only |
A first target is **12 library characters** (the current eight plus the four
crowd prototypes), not twenty. That is enough to break the clone effect without
doubling the portrait QA matrix. `character_model_for()` becomes a pool per role
family with a deterministic seed choice; the current two-way alternation for
guests, trespassers and threats is the template.
## Implementation plan
The actionable tasks live in `TODO.md` under milestone 0.11.0. The workstreams
are:
1. **Decision and licence gate.** Complete: ADR-0015, the CC0/CC-BY rule and the
committed preview sheets.
2. **Generator crowd variants.** Complete as a prototype (four specs, clean
audit, review sheet). Production integration is pending the 0.10.0 release.
3. **Quaternius intake.** The contract-retarget prototype is a no-go. Keep the
source as a reference; a second-rig/animation path would need its own ADR.
4. **Roster build and runtime.** Add the four approved specs to `CHARACTERS`,
build and commit their GLBs, update the manifest, and extend the role pools.
5. **QA and integration.** Run the 24-NPC budget, portrait baseline, gear fit,
headless suite and release build. Record provenance and any accepted limits.
Only then update `CHANGELOG.md` and `docs/development-status.md`.
### Adapter notes
- Apply node transforms before measuring or exporting. CesiumMan imports with a
Z-up root and an `Icosphere` helper object; exclude helpers, not just the mesh
names, when measuring.
- Weld duplicate seam vertices before decimating. Quaternius' 12k imported
vertices are mostly UV/normal splits; the underlying surface is much smaller,
but the glTF budget counts the splits after export.
- Decimate to a target below 8,000 tris/verts, then re-unwrap only if the
existing UVs cannot survive the material remap. The current library uses
smart projection at 80° to keep islands large.
- Map materials by semantic role, not by source name. A source "Purple" or
"Worker_Vest" needs an explicit mapping to `cloth`, `pants`, `skin`, `hair` or
`accessory`; do not rely on colour heuristics.
- Keep the face direction unambiguous. The front is Blender −Y; verify it with
a capture, not by guessing from the source file.
- For any future external-rig path, do not silently add a second skeleton format
to `NpcAvatar`. Record the per-model skeleton, animation source and gear
offsets as an explicit contract.
## Review outcome
The project owner answered the review questions on 2026-11-03:
| Question | Answer |
| --- | --- |
| Are third-party CC0 characters acceptable? | Yes. |
| Which direction? | Prototype Quaternius and extend the procedural generator. |
| Which looks first? | Crowd variety. |
| Should MakeHuman be pursued? | Evaluate it for a later, separate local development pipeline. |
| Commit the previews? | Yes, with CC-BY attribution. |
## Downloaded example provenance
Source models were downloaded on 2026-11-03 and kept out of version control. The two
research preview sheets are committed under `docs/blender_previews/`; the CC-BY
attribution is recorded in `CREDITS.md`.
| File | Source | SHA-256 |
| --- | --- | --- |
| `quaternius/Casual_Hoodie.glb` | `raw.githubusercontent.com/LuanDucate/Ducz.CharacterCreator/HEAD/public/models/Male/Casual_Hoodie.glb` (Quaternius CC0) | `f5b722199f7628b24550989af4230f65d5230727df9c326fd2b3e360effe5249` |
| `quaternius/Worker.glb` | same mirror, `Male/Worker.glb` | `8d0f454336c2effc5c08f63a177af3a82d1a7af025ca9588b40e4c90c4703534` |
| `quaternius/Casual.glb` | same mirror, `Female/Casual.glb` | `bc2d84fba249ebaa0629cb9d133ad37234196e4b8004aa205a6397abed04e05c` |
| `kenney_blocky_characters.zip` | `kenney.nl/assets/blocky-characters` | `5e123859aa0c1598342b600c6db197024a1d63eb9ec531398b310725f589887e` |
| `khronos/CesiumMan.glb` | `github.com/KhronosGroup/glTF-Sample-Assets` | `b7001eaeea8254bd44773bcd247e78696d94169388fbb2a1800fc69434e777d9` |
| `khronos/RiggedFigure.glb` | same repository | `d6be85417d3e256861ee733eea6916093a7af7c79c16366181fd8abcaeb38cf5` |
| `makehuman/base.obj` | `github.com/makehumancommunity/makehuman/blob/master/makehuman/data/3dobjs/base.obj` | `8e761e6624b8f54536409135d1636da63b32486a90d4897f84e121d144f6fb4c` |
Source terms:
- Quaternius packs are CC0 1.0 according to the pack page and the mirror's
credits. The mirror is a convenience download; the original pack page is
<https://quaternius.com/packs/ultimatemodularcharacters.html>.
- Kenney Blocky Characters 2.0 is CC0 1.0; the pack's `License.txt` is included
in the download.
- CesiumMan and RiggedFigure are CC BY 4.0, © 2017 Cesium. If any derivative is
committed or shipped, the attribution must be added to `CREDITS.md`.
- MakeHuman core assets are CC0 per `LICENSE.ASSETS.md`; the application source
is AGPL and is not bundled.