Files
security-game/docs/npc-visual-review.md
T
zwitschi 30d145079a
Full build / Import + headless tests (push) Successful in 45s
Full build / Full desktop build + optional release (push) Skipped
Remove every hat except the firefighter helmet, drop the performer cone, rewrite the review page
2026-11-06 17:52:46 +01:00

135 lines
7.1 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# NPC roster visual review — 0.9.9
**Status: revised after owner feedback; awaiting a second signoff.** This page is the single
review point for the Quaternius roster in
[ADR-0017](adr/0017-quaternius-npc-base.md) and
[ADR-0018](adr/0018-quaternius-stage2-runtime-rig.md). Every character name the game ships is
captured here at gameplay distance, in two studio views, and in the three animation poses the
runtime drives.
## What changed since the first review
The first pass was signed off **with follow-ups** and rejected three checklist rows: faces at
portrait distance, hands and hand-held gear, and head gear on the skull. The body findings were
all build defects, not art. This revision covers what was fixed and what is still open.
| Owner finding | Cause | Status |
| --- | --- | --- |
| `npc_guard` holes in the upper body | the build **deleted** the `Worker_Vest` material, and on the modular Worker the vest *is* the torso | fixed — the vest is the `cloth` slot, nothing is deleted |
| `npc_firefighter`, `npc_crowd_d` broken shoulders | same, plus the deleted `Worker_Yellow` hat was the skull crown | fixed — the crown stays and takes the `hair` tint |
| one unibrow on `npc_guard`, `npc_vest`, `npc_crowd_d` | the Worker's `Eyebrows` is one bar across the face and its eye quads are oversized | fixed — the bar is cut, the hoodie's brows are transplanted 20 mm above the eye line |
| Worker roles had **no visible eyes** | the Worker's own eye quads sit inside the head | fixed — the hoodie's eye pair is transplanted with a 4 mm forward offset |
| arms intersecting the body on `npc_dress`, `npc_jacket`, `npc_crowd_a`, `npc_crowd_d` | the baked rest aimed the upper arm straight down, which fails on the narrow bases | reduced — the arm rests 7° out from vertical (mesh width 0.180 → 0.220 on `casual`, 0.228 → 0.262 on `hoodie`) |
| head gear did not sit on the skull | gear is authored around the procedural head centre (1.62); the Quaternius head centre is 1.69 | **resolved by removal** — see below |
| performer cone swallowed the head | a 0.44 m cone authored for the old body | removed — the performer carries a baton and board in the hands |
## Hats and head items
**The firefighter helmet is the only head gear in the roster.** Caps, hoods and the performer cone
were removed from the role table, the per-character gear list and the performer props, so no
character can hide its face behind a hat. That also retired the head-gear lift/scale compensation
the caps needed on the Quaternius head.
| Role | Head gear | Body / hand items |
| --- | --- | --- |
| `npc_firefighter` | firefighter helmet | SCBA tank, flashlight |
| `npc_influencer` | none | sunglasses, shoulder bag, phone |
| `npc_tourist` | none | backpack, camera |
| `npc_authorized_guest` | none | lanyard |
| `npc_performer` | none | baton and board **in the hands** |
| `npc_protester` | none | pole and sign **in the hands** |
| every other role | none | role tint only |
## 1. Full-body roster (12 roles)
One tile per shipped character, neutral studio, camera at 4.2 m.
![NPC roster full body](blender_previews/sheet_npc_roster_0.9.9.jpg)
## 2. Front and profile per role
Front set, then profile. Use this for silhouette, head size and gear placement without perspective
hiding anything.
![NPC roster front and profile](blender_previews/sheet_npc_roster_views_0.9.9.jpg)
## 3. Crowd distance (8 m)
The distance the player actually sees a passer-by from the sidewalk.
![NPC roster at crowd distance](blender_previews/sheet_npc_roster_crowd_0.9.9.jpg)
## 4. Animation poses (idle / sit / walk contact)
Six roles × three poses, driven by the real `_animate()` path with the FSM frozen. Check that arms
hang instead of holding an A-pose, the seated pose puts the forearms on the thighs with the shins
down, walk contact keeps contralateral opposition, and nothing pinches or detaches at the shoulder,
elbow, hip or knee.
![NPC roster poses](blender_previews/sheet_npc_roster_poses_0.9.9.jpg)
## Signoff checklist
Tick a verdict per row. A rejected row becomes a concrete `TODO.md` task, not an opinion.
| # | Question | Verdict |
| --- | --- | --- |
| 1 | Do the twelve characters read as distinct people at 8 m? | ☐ yes ☐ no |
| 2 | Is the head size right for the body (no bobblehead, no pinhead)? | ☐ yes ☐ no |
| 3 | Do the faces hold up at portrait distance — brows, eyes, mouth, hair? | ☐ yes ☐ no |
| 4 | Do the hands and the hand-held items (camera, clipboard, board, baton) read correctly? | ☐ yes ☐ no |
| 5 | Is the firefighter helmet the only head gear, and does it sit correctly? | ☐ yes ☐ no |
| 6 | Are the role outfits believable for a Hollywood-boulevard shift? | ☐ yes ☐ no |
| 7 | Are the seeded tint palettes acceptable, or too pastel/saturated? | ☐ yes ☐ no |
| 8 | Do the seated and walking poses hold up? | ☐ yes ☐ no |
**Signoff:** ☐ approved as shipped ☐ approved with the follow-ups below ☐ rejected
## Still open
Recorded as tasks in `TODO.md` under **Owner review findings**:
1. **Eyes have no whites.** Every base uses single-colour quads, so eyes read as dark rectangles at
portrait distance. A light sclera plus pupil on the `Eye` slot would finish the face.
2. **Arms still graze the torso on the `worker` base** — the 7° rest tilt cleared the `casual` base
but not this one.
3. **The `npc_vest` clipboard is oversized** on the shorter Quaternius arm.
4. **Roster variety is three meshes for twelve roles.** Tint and gear carry the difference; the
modular part library (hair, outfits) is the fix.
5. `npc_dress` and `npc_hoodie` have no coat or dress geometry — they are the `casual`/`hoodie`
bases with a matching tint.
## Measured facts
| Metric | Value |
| --- | --- |
| Characters | 12, all on the Quaternius 62-joint rig |
| Triangles per character | 4,458 (worker, before the head transplant) … 6,424 (`casual`) |
| glTF vertices per character | 9,370 … 13,440 |
| Budget | 24,000 tris / 24,000 verts per character |
| Tint slots | `skin`, `cloth`, `pants`, `hair`, `accessory`, plus fixed detail |
| Texel density | 73–74 px/m on the 256² maps |
| Height | 1.82–1.88 m |
| 24-NPC frame budget | 174,976 tris, 0.85 ms average frame (budget 50 ms) |
| Gates | `inspect` clean, `audit` 12/12, `fit` OK, Godot 278/278, Python 167/167 |
## Reproducing the captures
```sh
godot --path . --script res://src/test/capture_npc_baseline.gd -- --out=res://tmp/npc-signoff
godot --path . --script res://src/test/capture_npc_pose.gd \
--out=res://tmp/npc-signoff-pose --pose=idle # repeat for sit and walk_contact
```
## History
The page previously carried the 0.9.4 **procedural library** baseline (eight hand-built characters,
the face/hand/neck fixes, the 13-core proportion audit). That mesh no longer ships; its comparison
sheets stay in `blender_previews/` as records:
`sheet_npc_baseline_compare-p1.jpg`, `-body.jpg`, `-torso.jpg`, `-face-detail.jpg`,
`sheet_npc_hands_compare.jpg`, `sheet_npc_hands_grip_compare.jpg`.
Per-character sources and build steps are in
[`npc-model-sourcing.md`](npc-model-sourcing.md); the face options that led to the full swap are in
[`screens/npc-face-gate/`](screens/npc-face-gate/README.md).