318 lines
17 KiB
Markdown
318 lines
17 KiB
Markdown
# NPC visual baseline and acceptance criteria
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Status: **accepted 2026-11-02 for the 0.9.4 stylized target.** The P1 fixes
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(tourist photo-prop visibility, backpack straps), neck/shoulder and torso/hip
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transitions, face depth/detail, hand and gear placement, headgear clearance and
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shoe/boot silhouettes are applied. The baseline remains the comparison reference;
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the accepted limitations are listed below. Comparison sheets:
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[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
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[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg),
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the latest [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg),
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the face-detail pass [`sheet_npc_baseline_compare-face-detail.jpg`](blender_previews/sheet_npc_baseline_compare-face-detail.jpg),
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the conversation-distance hand pass
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[`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg), and the
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forward-grip pass [`sheet_npc_hands_grip_compare.jpg`](blender_previews/sheet_npc_hands_grip_compare.jpg).
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The 2026-11-03 skill-guided re-evaluation, its measurements (texel density, budgets, imported
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bounds) and the open scorecard live in [`3d-model-review.md`](3d-model-review.md). It does not
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change the accepted limits below.
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A single-variant face prototype (`npc_casual`) landed 2026-11-03/04: `seg=24/rings=16` head,
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subtle brow ridge, fuller lower lip and both eyelids. It reads cleaner than the 0.9.4 face and is
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a candidate for the remaining seven once the owner approves (see the review doc).
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## What was captured
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`src/test/capture_npc_baseline.gd` stages all eight library characters in a
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neutral studio and captures six views per character:
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| View | Camera | Purpose |
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| --- | --- | --- |
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| `front` | 1.85 m, 32° FOV, head/upper body | face, hair, collar, shoulders |
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| `three_quarter` | 1.85 m, yaw 35° | cheek/jaw, ear, profile transition |
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| `profile` | 1.85 m, yaw 90° | head depth, nose, ear, chest silhouette |
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| `back` | 1.85 m, yaw 180° | hair cap, neck, coat/backpack fit |
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| `full_body` | 4.2 m, 38° FOV | proportions, hands, shoes, hem |
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| `crowd` | 8.0 m, 45° FOV | silhouette read at normal crowd distance |
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The stage is deliberately separate from the venue review harness: a mid-grey
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solid background, ground plane, one key light and one cool fill light, no HUD,
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no crowd, no flashlight, no phase lighting and no animation. Front is Godot +Z,
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matching `NpcAvatar.yaw_towards()`. The camera orbits at the recorded yaw rather
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than rotating the avatar, so the pose and foot contact stay fixed between views.
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The full command is:
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```bash
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godot --path . --script res://src/test/capture_npc_baseline.gd -- \
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--out=res://tmp/npc-baseline
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python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
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```
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The 48 raw PNGs are local QA under `tmp/` (gitignored). The committed contact
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sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg).
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For the P2 hand/grip check there is an optional eighth view, captured separately
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so the 48-frame baseline stays stable:
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```bash
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godot --path . --script res://src/test/capture_npc_baseline.gd -- \
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--out=res://tmp/npc-hands --view=hand
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```
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That writes eight `*__hand.png` frames at 0.80 m from the right hand; the
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before/after review image is
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[`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg).
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The capture is deterministic apart from engine rasterisation; re-running into
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the same directory keeps the earlier files and writes `-vN` copies rather than
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overwriting them.
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## Acceptance criteria
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The criteria below are for the stylized target, not photorealism. A change must
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pass every applicable item before a library rebuild is accepted.
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1. **Asset contract:** `npc_base` mesh node, the required bones, five tint slots,
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front +Z, feet within 3 cm of y=0, 1.6–2.1 m height, at most 24,000 triangles
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and 24,000 glTF vertices per character. The required 13 core bones stay fixed;
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optional extra bones are allowed. Gear remains at most 1,500 triangles.
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2. **Proportion and silhouette:** head, neck, shoulders, torso, hips, limbs and
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feet read as one body; front/three-quarter/profile silhouettes agree with the
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rest of the eight-character library; broad/slim/average build variation is
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preserved.
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3. **Face:** at 1.85 m the eyes, iris, brows, nose, mouth and ears are distinct;
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the head volume has a readable jaw/cheek/chin transition; no face-plane seams,
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inverted normals or z-fighting. The face direction must remain unambiguous.
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4. **Hair and headgear:** hair covers the scalp without gaps or scalp-through
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seams; fringes, buns and beards keep their silhouette. Caps, hoods,
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sunglasses and the firefighter helmet clear the brow, eyes and ears. Headgear
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may sit outside the 1.55–1.81 m face band, but its brim must not cover the
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eyes.
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5. **Hands and footwear:** at conversation distance the fingers and thumb read
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as a hand, not a mitten; hand items contact the palm rather than floating;
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shoes and boots are grounded with a readable toe/heel silhouette and preserve
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the responder/firefighter footwear language.
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6. **Clothing:** collars, cuffs, plackets, waistbands, pockets, badges and
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reflective bands transition cleanly; no z-fighting or floating detail; coat,
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dress and skirt hems do not show legs through the fabric during idle, walk,
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block, sit or turn; the five tint slots and fixed detail colours remain
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unchanged.
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7. **Gear:** head gear clears the refined face/hair; the lanyard badge remains
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readable in front of the jacket; backpack, shoulder bag and SCBA tank straps
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lie outside the torso and do not read as a second bag; hand items use the
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authored grip points.
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8. **Crowd and performance:** the silhouette remains readable at the 8 m crowd
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frame and the LOD/impostor tiers match the full mesh; the 24-NPC budget stays
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within the existing 6.94 ms baseline (no regression beyond the measured
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variance), and no new per-frame material or mesh churn is introduced.
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Asset-space `fit` values are measurements of the untouched GLBs, not a pass/fail
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result. A negative `x_clearance` means the gear's narrowest face is inside the
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body reference; a negative `radial_clearance` means it extends beyond the body
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silhouette (normal for a backpack, suspicious when it is a strap). Runtime
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`NpcAvatar.GEAR_OFFSETS` is applied after attachment and is not part of the GLB
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measurement.
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## Proportion audit
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Status: audited 2026-11-02. All eight library variants are inside the stylized
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proportion guide; no geometry correction was required in this pass. The report
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is repeatable from the exported GLBs:
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```bash
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python3 tools/npc_proportions.py report
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python3 tools/npc_proportions.py report --json
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```
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### Method
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`tools/npc_proportions.py` reads the GLB meshes and rest-pose joint hierarchy:
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- height from the full mesh bounds;
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- head height, width and aspect from `Head`/`skin` vertices (hair excluded so
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long hairstyles do not change the head measurement);
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- shoulder silhouette from vertices in the upper-chest band around the
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shoulder joint;
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- hip width from `HipL`/`HipR` pants vertices;
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- torso length from the Spine joint to the shoulder joint;
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- leg length from the Spine joint to the lowest vertex;
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- arm length from the shoulder joint to the Hand joint;
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- foot length from the forward extent of the KneeL/KneeR shoe vertices.
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All ratios are divided by total standing height except `head_aspect`
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(width / head height).
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### Guide
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These are stylized-but-credible bands for the game's low-poly adults, not
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photoreal anatomy. The broad build is allowed a larger shoulder/hip silhouette
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than the slim build.
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| Ratio | Target | Notes |
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| --- | ---: | --- |
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| `head_height` | 0.16–0.22 | deliberately larger than a realistic 0.13–0.15 |
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| `head_aspect` | 0.70–1.00 | width / height; rounded heads are acceptable |
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| `shoulder_width` | 0.28–0.38 | silhouette includes sleeves and build scaling |
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| `hip_width` | 0.17–0.23 | pants-only width, not skirt/coat flare |
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| `torso_length` | 0.28–0.38 | Spine joint to shoulder |
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| `leg_length` | 0.40–0.48 | Spine joint to ground |
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| `arm_length` | 0.28–0.38 | shoulder to hand |
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| `foot_length` | 0.12–0.18 | shoe forward extent |
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### Result
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| Character | Height | Head | Aspect | Shoulder | Hip | Torso | Leg | Arm | Foot | Result |
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| --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | --- |
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| `npc_casual` | 1.824 m | 0.190 | 0.907 | 0.321 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
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| `npc_jacket` | 1.824 m | 0.190 | 0.907 | 0.333 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
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| `npc_coat` | 1.824 m | 0.190 | 0.907 | 0.328 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
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| `npc_vest` | 1.819 m | 0.191 | 0.907 | 0.322 | 0.209 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
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| `npc_dress` | 1.825 m | 0.190 | 0.907 | 0.289 | 0.191 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
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| `npc_hoodie` | 1.856 m | 0.187 | 0.907 | 0.328 | 0.206 | 0.302 | 0.442 | 0.323 | 0.141 | PASS |
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| `npc_firefighter` | 1.819 m | 0.191 | 0.907 | 0.358 | 0.223 | 0.308 | 0.451 | 0.330 | 0.148 | PASS |
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| `npc_guard` | 1.819 m | 0.191 | 0.907 | 0.369 | 0.219 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
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No variant is outside a band, so the body pass does not need a global skeleton
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or mesh rescale. The values closest to a boundary are:
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- **head height 0.190** against the 0.22 upper bound, and **head aspect 0.907**
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against 1.00 — the head is deliberately large. Any head-size change must be
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coordinated with the face/headgear pass and its gear-fit measurements.
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- **guard shoulder 0.369** and **firefighter hip 0.223** against the broad-build
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upper bounds — these are the intended uniform/turnout silhouettes, not
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outliers.
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- **leg length 0.449** and **torso 0.307** sit inside the guide for all variants;
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the earlier short-leg impression came from the hip joint position, not the
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visible pelvis line.
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### Follow-up
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The proportion audit does not replace the visual criteria in
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[`npc-visual-review.md`](npc-visual-review.md): neck/shoulder/hip transitions,
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face depth, hand grips, clothing hems and shoes still need the appearance pass.
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Re-run the audit after any body mesh or skeleton change and record the new
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ratios here.
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## Baseline measurements
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From `python3 tools/blender_assets.py fit` and the manifest:
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| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
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| --- | ---: | ---: | ---: | ---: | --- |
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| `npc_casual` | 4,482 | 4,260 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
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| `npc_jacket` | 4,872 | 4,661 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
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| `npc_coat` | 5,474 | 5,264 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
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| `npc_vest` | 4,980 | 4,879 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
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| `npc_dress` | 4,900 | 4,719 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
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| `npc_hoodie` | 5,304 | 4,950 | 0.315 m | 0.190 m (hip) | — |
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| `npc_firefighter` | 5,344 | 5,494 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
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| `npc_guard` | 5,046 | 5,096 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
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`npc_coat` is widest at 5,474 triangles (well below the 16,000 cap);
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`npc_firefighter` is closest on vertices at 5,494 (well below the 16,000 cap).
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The refit backpack measures 380 triangles / 406 vertices.
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## Baseline findings, ranked
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### P1 — fix in the first model pass
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1. **The tourist carried two bag silhouettes. Fixed 2026-11-02.** `_add_props()`
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created a 0.30 × 0.36 × 0.14 box at `(-0.34, 1.15, -0.18)` for the tourist
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photo pose while `_add_accessory("backpack")` also attached the library
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backpack. From the three-quarter/back view the two read as separate bags. The
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photo prop is now hidden outside `photo`/`film` poses
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(`photo_prop_visible_for_pose()`), so it only appears when the character is
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actually taking a picture; the after frame confirms one bag at rest.
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2. **Face depth and detail. Fixed 2026-11-02.** The sclera was recessed into the
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socket and wrapped with a thin upper lid; the separate jaw/cheek spheres were
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replaced by a chin plate and cheekbones sculpted into the head mesh. The nose
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now has ala wings and a smaller bridge/tip, the mouth is one rounded slot
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instead of a flat bar, and the ears have a darker concha. That removes the
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dark intersection rings and the moustache-like read at portrait distance; the
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low-poly brows remain stylized.
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3. **Backpack straps read as rigid black bars. Refit 2026-11-02.** The straps
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were thin round tubes whose chest/waist points sat inside the torso, so only
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fragments showed from the front. They are now flattened bands whose front path
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sits outside the chest; the after sheet shows a continuous strap instead of
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two detached rods. The backpack asset is now 380 triangles / 406 vertices
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(still far below the 1,500-triangle gear budget).
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### P2 — fix after the first P1 pass
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4. **Hands: geometry and forward offset fixed 2026-11-02; finger curl still
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open.** The palm is wider and shallower, and each finger is now a
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two-segment bent tube with a rounded tip and a separate bent thumb. Hand gear
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is authored around the wrist proxy, so the runtime now moves every hand item
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`HAND_ITEM_FORWARD` (4 cm) into the open palm; the phone, flashlight, camera,
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cup and clipboard are no longer buried inside the hand. The fingers are still
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open, so a true wrap/thumb contact and the umbrella/sign grips remain to be
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judged.
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5. **Clothing detail is tile-driven and transitional seams are visible.** The
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fabric pattern repeats strongly on the casual, coat and dress variants, and
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collar/cuff/waist edges are abrupt. This is more visible than the shoe/hem
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details in the current portraits.
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6. **Shoes: fixed 2026-11-02.** Casual shoes gained rounded toe and heel caps;
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responder/firefighter boots gained matching toe/heel volumes while keeping the
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taller black rubber boot language. Both stay above the sole contact plane, and
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the full-body comparison is `sheet_npc_baseline_compare-shoes.jpg`.
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7. **Headgear scale and clearance. Checked 2026-11-02.** The cap and helmet
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width ratios are 1.067 and 1.651; those are expected for headgear. Final-context
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portraits confirm the cap, firefighter helmet, hood and sunglasses clear the
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refined brow/eyes, and the helmet brim still reads as deliberate turnout gear.
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No gear rebuild was needed.
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8. **Performer props dominate the silhouette.** The red cone hat and the
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primitive sign are intentionally large stage props, but they should be
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checked during the pose pass so they do not read as head/body geometry.
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### Accepted limits for the 0.9.4 release
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- The hooded variants intentionally cover part of the face; face readability is
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judged on the visible lower face and silhouette, not on hidden eyes.
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- The low-poly style is the target. The acceptance bar is readability and clean
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construction, not photoreal skin or hair.
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- Held items use the forward-offset open palm (`HAND_ITEM_FORWARD`) rather than a
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finger-curl rig. There are no finger bones in the contract; phone, cup,
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clipboard, camera, flashlight, wand and radio were judged in the hand capture.
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- Fabric folds are not separate geometry; the current torso, elbow and knee
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shaping is the accepted stylized construction.
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- The >26 m impostor remains a two-quad billboard; the LOD tier/hysteresis and
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near/far swap are covered by `test_avatar_mesh_budget_and_lod_swap`.
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- NPC fabric textures are 256² with a 4× UV repeat; cloth/pants skip the baked
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per-character AO to avoid large portrait blotches. Skin, hair and gear keep AO.
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- Evening readability is represented by the day/night/LATE final-context set;
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LATE is the venue night variant.
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## Before/after workflow
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Keep the baseline directory, rebuild the same capture into a new directory after
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the model changes, then produce a comparison sheet. Do not overwrite the
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committed baseline image:
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```bash
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godot --path . --script res://src/test/capture_npc_baseline.gd -- \
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--out=res://tmp/npc-baseline-after
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python3 tools/npc_baseline.py compare \
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--before tmp/npc-baseline --after tmp/npc-baseline-after \
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--out tmp/npc-baseline-compare.jpg
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```
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The comparison sheet places the before/after pair for each view side by side.
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The committed runs are
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[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
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[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
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and [`sheet_npc_baseline_compare-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg).
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The transition pass is [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg).
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The face-detail pass is [`sheet_npc_baseline_compare-face-detail.jpg`](blender_previews/sheet_npc_baseline_compare-face-detail.jpg).
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The hand pass is [`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg);
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the forward-grip pass is
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[`sheet_npc_hands_grip_compare.jpg`](blender_previews/sheet_npc_hands_grip_compare.jpg).
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The 0.9.5 texture pass adds
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[`sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg),
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which pairs the close-range surface and cloth comparisons. Keep the baseline
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sheet as the before artifact and add a new comparison sheet rather than
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replacing it.
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## Next implementation order
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0.9.4 and the 0.9.5 texture pass are closed. The next visual work belongs to the
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0.10.0 acceptance review; keep the NPC baseline/final-context commands as the
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regression gate for any future character edit.
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