Group the top-level docs into docs/project, docs/design, docs/assets and docs/process, each with its own README index. Delete the superseded docs/screens/head-review page and sheets. Rewrite every markdown link, absolute docs path and tool/test reference to the new locations, fix the pre-existing broken anchors and remove the dead Joke Shop photo-board link. check_docs OK, Python tooling 167/167.
Quaternius build sources (CC0 1.0)
These are the build inputs for the shipped NPC roster, not runtime assets.
blender_src/.gdignore keeps Godot from importing this directory.
Source: Quaternius Ultimate Modular Characters and Ultimate Modular Women
(https://quaternius.com/packs/ultimatemodularcharacters.html), licence CC0 1.0,
attribution recorded in the repository CREDITS.md.
| File | SHA-256 | Bones | Meshes |
|---|---|---|---|
Casual.glb |
bc2d84fba249ebaa0629cb9d133ad37234196e4b8004aa205a6397abed04e05c |
62 | 4 skinned + Icosphere helper |
Casual_Hoodie.glb |
f5b722199f7628b24550989af4230f65d5230727df9c326fd2b3e360effe5249 |
62 | 4 skinned + Icosphere helper |
Worker.glb |
8d0f454336c2effc5c08f63a177af3a82d1a7af025ca9588b40e4c90c4703534 |
62 | 4 skinned + Icosphere helper |
Each file also carries 24 animation clips; the build exports no animation data, so the shipped GLBs contain the mesh, the 62-joint skin and the material slots only.
Reproducing the shipped characters:
flatpak run org.blender.Blender --background \
--python "$PWD/tools/blender_assets.py" -- build --only npc
Upstream quirks the build compensates for (see docs/assets/npc-model-sourcing.md):
- every mesh ships a degenerate UV map (all loops at
0,0) with flat-colour materials, so the build Smart-UV-unwraps and repacks before export; - the meshes must be joined without welding —
remove_doublescorrupts the skin weights; - the rest pose is a T-pose, so the arm-down rest is baked by
_bake_quaternius_rest(); - the upstream material names differ per file, so each source carries a slot map down to the project's five tint slots.