18 KiB
Blender asset library
Architecture context: the asset contracts and fallback path are summarized in
architecture.md.
Status: built, audited, and integrated (2026-11-01). The active character migration
replaces the procedural body with a baked CC0 Quaternius base
(ADR-0017); the current library remains the shipped
fallback until the Quaternius 12-variant baseline passes review. NpcAvatar selects the
character variants and attaches the gear; WorldBuilder loads the prop library
with colliders and phase-driven emissives. The 0.9.4 neutral baseline and its
acceptance criteria are in architecture.md;
the committed 8 × 6 contact sheet is
blender_previews/sheet_npc_baseline.jpg.
Generator: tools/blender_assets.py. Manifest (the
source of truth for integration):
assets/models/blender/manifest.json.
Art direction
The references were the AI mockups in docs/screens/designs/ and the current
captures in docs/screenshots/.
- People (
targeting_npc,joke_shop_queue,studio_arrival,crowd_panic,responder_arrival): ordinary adults in sweaters, jackets, long coats and hoodies; a security guard in a dark uniform with a cap and belt; a firefighter in a dark turnout coat with yellow reflective bands, a helmet and an SCBA tank. The current skinnednpc_baseis a set of boxes and cylinders with a flat face, so silhouette was the main gap. - Props (
prop_gallery,venue_overview,late_night_avenue,joke_shop_queue): the gallery mockup has an octagonal tapered bollard, a slatted bench with thin metal legs, an octagonal green litter bin with a slot and recessed panels, a stone planter with a lumpy shrub, a blue news box with a window and a slanted top, and a hydrant with caps and nozzles. The venue shots add ornate street lamps, palm trees, round stone pots with topiary, a chalkboard A-frame sign, a wall lantern, a bulb-lit marquee, glazed double doors, stair handrails and a dark sedan. Today's in-game props are primitive boxes, and the trees are cones.
Frozen fallback boundary
assets/models/npc/npc_base.blend is the tracked, frozen plain-primitive
fallback. Prototype head/face/hand detail from the local part pipeline must not
be saved into it; a separate contract decision (ADR or owner sign-off) is
required before any prototype detail is absorbed. Working scenes live under
tmp/npc-parts/ (gitignored) and are exported as local GLBs for review, never
directly over the tracked .blend. The same rule already appears in
asset-tooling.md#recommended-part-workflow.
Local part pipeline
The overhaul uses tools/npc_parts.py to build, extract, assemble, inspect and sheet the
reusable head/face and hand parts before they are rolled into the 12 characters. It reuses the
blender_assets.py builders (no second face/hand implementation) and stays local-only/headless.
Part sources and preview GLBs live under tmp/npc-parts/<variant>/; they are not shipped
assets — only the assembled character GLBs, AO/maps, the manifest and the review sheets are
committed.
# Build one part fresh from the current builders (head|face|hand_l|hand_r)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- build --part face --variant npc_casual \
--out "$PWD/tmp/npc-parts/npc_casual/face.glb"
# Pull the current shipped head/hands out of the built character GLB (comparison)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- extract --part hand_l --variant npc_casual \
--out "$PWD/tmp/npc-parts/npc_casual/hand_l.glb"
# Assemble a variant (current fallback path; Quaternius migration in progress)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- assemble --variant npc_casual \
--out "$PWD/tmp/npc-parts/npc_casual/assembled.glb"
# Inspect a part or assembled GLB (Blender import view)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/npc_parts.py" -- inspect --file "$PWD/tmp/npc-parts/npc_casual/face.glb"
# Contact sheet / before-after comparison (outside Blender; stdlib + Pillow)
python3 tools/npc_parts.py sheet --dir tmp/npc-parts/npc_casual \
--out docs/blender_previews/sheet_parts.jpg
python3 tools/npc_parts.py compare --before DIR --after DIR --out sheet.jpg
build --part head produces the bare head shell; build --part face is the shell plus
nose/eyes/mouth/ears; build --part hand_l|hand_r are the left/right hand geometry. extract
pulls the current shipped geometry out of the built character GLB by vertex group (Head for
head/face, HandL/HandR for the hands), so it shows what is actually shipped rather than
what the builders would emit fresh. The assembled GLB must still pass
blender_assets.py inspect/audit/fit before any part is accepted.
Optional MCP
Blender MCP can be used for interactive head/face/hand part exploration, but it
is not required. The headless commands below remain the build and audit path;
see asset-tooling.md#optional-interactive-blender-mcp for installation, connection and safety.
Running it
# Build every asset (or --only a,b,c). Writes GLBs, .blend sources, manifest.
flatpak run org.blender.Blender --background \
--python "$PWD/tools/blender_assets.py" -- build
# Cycles previews (CPU, ~3 s each) -> docs/blender_previews/<name>.png (gitignored)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/blender_assets.py" -- render
python3 tools/blender_assets.py sheet # -> docs/blender_previews/sheet_<category>.jpg
python3 tools/blender_assets.py audit # stdlib only; exit 1 on any issue
python3 tools/blender_assets.py fit # head/clothing fit + bag-body clearance, per character
python3 tools/blender_assets.py texels # 256² slot-map density (authored + 4× fabric), per character
python3 tools/blender_assets.py list
# import a GLB, apply node transforms, report geometry/bones/UVs/skinning + contract failures
flatpak run org.blender.Blender --background \
--python "$PWD/tools/blender_assets.py" -- inspect --file "$PWD/tmp/downloads/x.glb"
godot --headless --path . --import # after any rebuild
The flatpak cannot read /tmp and its cwd is /app/blender, so the script
derives every path from its own location. A full build takes about 5 s; a full
render about 2.5 min.
Layout
| Kind | Path | Count |
|---|---|---|
| Characters (skinned) | assets/models/blender/npc/<name>.glb |
8 |
| Gear (static) | assets/models/blender/npc_gear/<name>.glb |
18 |
| Props (static) | assets/models/blender/props/<name>.glb |
20 |
| Editable sources | assets/models/blender_src/<name>.blend (.gdignored) |
46 |
| Review sheets | docs/blender_previews/sheet_{npc,npc_gear,props}.jpg |
3 |
Conventions
- Blender is Z-up. The glTF exporter converts to Godot Y-up.
- Front = Blender −Y = Godot +Z, the face direction that
NpcAvatar.yaw_towards()assumes. - Foliage (
street_tree,planter_box,round_planter) is a cluster of many small flat-shaded clumps plus outer clumps that break the silhouette, not one smooth blob. That is how the realism pass made the street greenery read as leaves; the three assets carry fresh AO maps (street_treeis 2,592 triangles). - Grounded assets have their origin on the floor (
min y ≈ 0). The two exceptions arewall_lantern(origin on the wall plate, at mount height) andmarquee(origin at the wall where the canopy meets it, at canopy height). - Units are metres, at the same scale as the current world (1.82 m characters).
Characters
All library variants share the
character and gear asset contract:
npc_base mesh node, five tint slots, +Z visual front, 24,000/24,000 character budget and the
same 256² slot-map/AO rules. The shipped roster is on the 62-joint Quaternius skeleton
(ADR-0018); the procedural fallback built by build --source procedural keeps the 13 core bones.
Both are accepted by audit, inspect, the runtime bone map and the tests.
The three Quaternius sources (casual, hoodie, worker) live in
assets/models/blender_src/quaternius/ as build inputs. build (default
--source quaternius) does a two-pass bake per character: a cached T-pose round trip that joins
without welding, maps the upstream materials onto the five slots and unwraps the degenerate
source UVs, then an arm-down rest bake exported with export_apply=False. The per-character slot
map, triangle counts and measurements are in
npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap.
Role selection and look notes (tint + gear now carry the role, not the mesh):
| Character | layer_for() / look |
Suggested roles | Preview gear |
|---|---|---|---|
npc_casual |
none: sweater/tee, short sleeves |
tourist, confused visitor, intoxicated, guest | backpack, camera |
npc_jacket |
jacket: collar + placket |
authorized staff, protester, guest | lanyard, clipboard |
npc_coat |
coat: knee-length coat, long hair |
influencer, trespasser, violent threat | sunglasses, shoulder bag, phone |
npc_vest |
vest: hi-vis vest, reflective bands |
delivery | cap, clipboard |
npc_dress |
dress: slim build, bun, tights |
performer | shoulder bag |
npc_hoodie |
hood accessory: hood up, beard, pocket |
trespasser, mental crisis, violent threat | cup |
npc_firefighter |
responder: broad build, banded turnout coat, boots | responder | helmet, SCBA tank, flashlight |
npc_guard |
uniform: belt, buckle, badge, shoulder patches, radio | player guard / venue security | cap, wand |
Fixed-colour materials. Detail materials outside the five slots (hivis,
reflective, leather, steel, patch, plastic_black, rubber) carry a 4×4
colour texture. The current _apply_outfit_materials() sets
albedo_color = WHITE on any slot it does not recognise, and these keep their
colour through that. When integrating, tint only the five contract slots.
Hair part library. Each base ships one hair shell and the build reshapes it in place
(QUATERNIUS_HAIR_PARTS): short is identity, buzz squashes toward the hairline, long stretches
from the crown. The role picks the style through CHARACTERS[...]["hair"], and the T-pose cache is
keyed on it. bald is only allowed on the casual and hoodie bases, where the skin closes the
skull; the modular Worker's head stops at the hairline, so removing its hair would open the crown.
Face detail. None of the three Quaternius heads ships a mouth or eye whites, so the build adds
both: _add_quaternius_mouth() places a lip block on the measured skin surface, and
_add_quaternius_eye_whites() renames the eye quads to sclera and adds a shrunken pupil copy in
front of each. Both are fixed-colour (not tint slots), so they survive the role palettes.
Head gear fit. Head gear is authored for the shipped Quaternius head:
HEAD_GEAR_SCALE = 0.64 (0.201 m base head against the 0.315 m procedural one) and
HEAD_GEAR_LIFT = 0.07 (its centre sits higher). The procedural fallback therefore wears slightly
undersized caps — cosmetic and fallback-only.
Runtime tint notes (implemented). Only the five contract slots are tinted;
fixed detail materials keep their authored colour. On npc_vest the vest is the
fixed hivis material and cloth is the undershirt, so the yellow override is
skipped. npc_firefighter/npc_guard use dark turnout/uniform tints instead of
the role's TYPE_COLORS.
Gear attach points
Gear is authored in attach-point space; the exact contract and runtime fit offsets are in
architecture.md#character-and-gear-asset-contract.
The shipped matrix is fifteen pieces since the hat removal (owner, 2026-11-06): cap and
hood are retired, and firefighter_helmet is the only head item.
| Attach | Pieces |
|---|---|
| head | firefighter_helmet, sunglasses |
| back | backpack, shoulder_bag, scba_tank |
| chest | lanyard |
| hand | phone, cup, clipboard, umbrella, camera, protest_sign, flashlight, wand, radio |
Hand-item fit on the Quaternius rig
The hand attach point moved from Godot y 0.78 (procedural wrist) to y 1.017 (Quaternius
wrist), so fit measures hand gear against the new wrist instead of the authored attach offset.
Run blender_assets.py fit; per item it reports the grip drop, the lowest point at rest, whether
that clears the hip line (0.95) and size_vs_head — the proportion that makes "reads oversized"
measurable on the 0.20 m head.
| Item | Drop (m) | Lowest at rest | Clears hip | Longest | × head |
|---|---|---|---|---|---|
camera |
0.053 | 0.964 | yes | 0.138 | 0.69 |
phone |
0.105 | 0.912 | no | 0.150 | 0.75 |
cup |
0.110 | 0.907 | no | 0.142 | 0.71 |
radio |
0.108 | 0.909 | no | 0.203 | 1.01 |
flashlight |
0.077 | 0.940 | no | 0.243 | 1.14 |
wand |
0.125 | 0.892 | no | 0.400 | 1.87 |
umbrella |
0.201 | 0.816 | no | 0.900 | 4.48 |
clipboard |
0.375 | 0.642 | no | 0.305 | 1.63 |
protest_sign |
0.250 | 0.767 | no | 1.230 | 6.12 |
Falling below the hip line is normal for a carried object; the number that matters is whether the
item was authored for the new grip. Only the clipboard was: its grip sat in the middle of the
board, so it swung through the thigh. It now grips the top edge (0.22 × 0.30 m) like a carried
clipboard, and HAND_ITEM_AUTHORED_SIZE in the tool flags any future drift past 10 %.
Props
| Prop | Replaces / role | Notes |
|---|---|---|
bollard, bench, trash_bin, planter_box, newspaper_box, fire_hydrant |
assets/models/generated/<name>.glb |
same footprint and height as the generated set, so colliders and PROP_PLACEMENTS still fit |
street_lamp |
the box lamps in _build_street_furniture() |
5 m; the arm points to −X with the bulb at (−0.85, 4.8, 0). Rotate 180° for the other side of the street. Emissive bulb |
street_tree |
the cone trees | 3.6 m, with a tree grate |
traffic_cone |
the cone prop accessory |
0.69 m |
palm_tree |
new (boulevard) | 7 m, 14 fronds |
round_planter |
new (mockup pots) | stone pot with topiary |
a_frame_sign |
new (comedy club queue) | chalkboard |
wall_lantern |
new (club door) | wall-mounted; emissive bulb |
crowd_barrier, stanchion |
new (queue / crowd control) | 2.2 m bike-rack barricade; chrome post with velvet rope |
handrail |
new (steps) | 2 m run that climbs 0.8 m along +X |
security_podium |
new (door check-in) | tablet screen is mildly emissive |
double_door |
the procedural entrance door | 2.0 × 2.7 m; emissive lock_led on the card reader |
marquee |
the procedural marquee | 6 m canopy and sign box; emissive bulb + sign_face. Overlay the text with the existing Label3D |
sedan |
new (studio arrival) | 4.6 m; emissive headlight, red tail lamps |
Props use plain PBR factors (base colour, roughness, metallic, emission) plus
the committed 256² baked AO maps (<name>_ao.png) wired by WorldBuilder;
emissive materials are tied to WorldBuilder.set_night_mode(). Characters
carry baked AO and the shared neutral material maps described above.
Checks
python3 tools/blender_assets.py audit: container,POSITION/NORMAL/TEXCOORD_0, UVs in [0, 1], no zero-area triangles (Godot warns about them during LOD generation), budgets (characters 24000/24000, gear 1500, props 4000 triangles), grounding, and an editable.blend. For characters it also checks skinning, bones, slots, thenpc_basemesh node and the height.tools/tests/test_blender_assets.py: catalogue and contract consistency withnpc_pipeline.py, plus a clean audit, a texel-density gate (all five slots, 40–400 px/m authored, 250 px/m fabric floor) and full manifest coverage when the library is built.src/test/tests/test_blender_assets.gd: every asset imports as a scene with geometry, characters keep their bones and slots, joints matchnpc_base, the bones acceptNpcAvatar's pose composition, and props are grounded.tools/test_model_review.py: everyCHARACTERS/GEAR/PROPSentry has a scorecard row and verdict indocs/3d-model-review.md(coverage gate).src/test/tests/test_world.gd: every library prop that blocks walking has aStaticBody3D+NavigationObstacle3D, checked against the catalogue (collider/proxy gate).
Known limitations
- Characters carry a baked
<name>_ao.png(red channel, wired by_apply_outfit_materials()), but no ORM texture of their own. They reuse the tiling slot maps, so the runtimeSurfaceMaterialsrecipes still supply roughness. - There is a single body topology per build (average, slim, broad) and no
shape keys. Height variety still comes from
outfit_for()["height_scale"]. - Skirts and coats follow the hip and knee bones, so a full stride can clip the legs through the hem.
- Preview colours (
PREVIEW_TINTS) only stand in foroutfit_for(). The GLBs stay neutral. - The 0.9.4 baseline found three P1 portrait issues. The tourist's photo prop
now only appears in photo/film poses and the backpack straps were refit as
flattened chest bands. The face carries the 0.9.4 sculpt (socketed sclera,
chin/cheekbone, nose, lips) but its
seg=18/rings=12head still reads somewhat faceted at portrait range; a subdivision/deeper-sculpt prototype is gated on the owner scorecard review. The full ranked list and measurements are in3d-model-review.md.