# ADR-0017: Quaternius NPC base - **Status:** Accepted - **Date:** 2026-11-05 - **Supersedes:** ADR-0015 (generator-first character sourcing) ## Context The current NPC library is built by the project-owned procedural generator. It keeps the contract and ships, but the body, neck, hands and shoes need a bespoke part pipeline to read as human. The MakeHuman head and MPFB body prototypes improved detail but added a second authoring path, a 19,747-triangle prototype and unresolved neck/shoulder seams. The CC0 **Quaternius Ultimate Modular Characters** pack already provides a coherent low-poly human silhouette, 21 modular outfits and 24 animation clips. The researched GLBs (`Casual`, `Casual_Hoodie`, `Worker`) measure 4 meshes, 62 joints and 24 clips each. The owner directed that Quaternius become the NPC base. The full evaluation is in [`docs/assets/npc-model-sourcing.md`](../assets/npc-model-sourcing.md). ## Decision 1. **Quaternius is the primary NPC mesh and animation source.** Keep the licence and SHA-256 provenance for the three researched GLBs. 2. **Stage 1 keeps the runtime contract.** Bake a canonical Quaternius base onto the existing 13-core contract, five tint slots, 24,000/24,000 budget, grounded −Y front and one `npc_base` skinned mesh. Retarget Idle and Walk; discard the combat/gun/sword clips. `NpcAvatar`, gear attach points and the pose composition remain the runtime interface. 3. **The 62-joint rig is an authoring source, not a runtime dependency.** It is not shipped and Quaternius is not loaded by CI, build or runtime. 4. **Stage 2 needs its own ADR.** If the proportion warp fails the silhouette, deformation or gear gate, stop and decide whether to adopt the 62-joint rig at runtime. Do not ship a hybrid rig or a second gear offset system. 5. **Close the MakeHuman/MPFB body work.** The accepted MakeHuman head and the procedural `npc_base` stay as tested fallbacks until the Quaternius rollout ships. No new MPFB development. 6. **Commit baked assets only.** The release consumes committed GLBs, maps and the manifest; Quaternius and Blender remain development tools. ## Consequences ### Positive - A human base, modular outfits and a coherent animation set are already authored and CC0. - The bespoke neck, hand and shoe pipelines are no longer on the critical path. - The runtime contract and gear stay stable during the mesh migration. ### Negative - A 62-joint T-pose does not share the arm-down 13-core rest pose or proportions; the proportion warp is the main risk. - Quaternius' animation quality is only available after retargeting, unless Stage 2 is accepted. - The migration touches all 12 variants, their AO maps, manifest entries and baseline captures at once. ## Alternatives - **Keep the procedural generator as the primary path.** Rejected by the owner: the human silhouette remains the weak point and the bespoke part pipeline is larger than the Quaternius bake. - **Adopt the 62-joint rig immediately.** Deferred to Stage 2 because it changes `NpcAvatar`, pose composition and gear offsets at the same time as the mesh. - **Continue the MPFB body.** Rejected: it needs a separate head/neck/hand pipeline and still has unresolved surface seams. - **Use a service character generator (Mixamo, Ready Player Me).** Rejected: redistribution and runtime terms are not a CC0 basis.