13 KiB
NPC visual baseline and acceptance criteria
Status: baseline captured 2026-11-02. The P1 fixes (tourist photo-prop
visibility, backpack straps), the neck/shoulder and torso/hip transitions, the
face-depth pass and the first hand pass are applied. Hand-item grip alignment
and clothing work remain open; the baseline remains the reference for 0.9.4.
Comparison sheets:
sheet_npc_baseline_compare-p1.jpg,
sheet_npc_baseline_compare-body.jpg
the latest sheet_npc_baseline_compare-torso.jpg,
the face-detail pass sheet_npc_baseline_compare-face-detail.jpg,
the conversation-distance hand pass
sheet_npc_hands_compare.jpg, and the
forward-grip pass sheet_npc_hands_grip_compare.jpg.
What was captured
src/test/capture_npc_baseline.gd stages all eight library characters in a
neutral studio and captures six views per character:
| View | Camera | Purpose |
|---|---|---|
front |
1.85 m, 32° FOV, head/upper body | face, hair, collar, shoulders |
three_quarter |
1.85 m, yaw 35° | cheek/jaw, ear, profile transition |
profile |
1.85 m, yaw 90° | head depth, nose, ear, chest silhouette |
back |
1.85 m, yaw 180° | hair cap, neck, coat/backpack fit |
full_body |
4.2 m, 38° FOV | proportions, hands, shoes, hem |
crowd |
8.0 m, 45° FOV | silhouette read at normal crowd distance |
The stage is deliberately separate from the venue review harness: a mid-grey
solid background, ground plane, one key light and one cool fill light, no HUD,
no crowd, no flashlight, no phase lighting and no animation. Front is Godot +Z,
matching NpcAvatar.yaw_towards(). The camera orbits at the recorded yaw rather
than rotating the avatar, so the pose and foot contact stay fixed between views.
The full command is:
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
--out=res://tmp/npc-baseline
python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
The 48 raw PNGs are local QA under tmp/ (gitignored). The committed contact
sheet is blender_previews/sheet_npc_baseline.jpg.
For the P2 hand/grip check there is an optional eighth view, captured separately
so the 48-frame baseline stays stable:
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
--out=res://tmp/npc-hands --view=hand
That writes eight *__hand.png frames at 0.80 m from the right hand; the
before/after review image is
sheet_npc_hands_compare.jpg.
The capture is deterministic apart from engine rasterisation; re-running into
the same directory keeps the earlier files and writes -vN copies rather than
overwriting them.
Acceptance criteria
The criteria below are for the stylized target, not photorealism. A change must pass every applicable item before a library rebuild is accepted.
- Asset contract:
npc_basemesh node, the required bones, five tint slots, front +Z, feet within 3 cm of y=0, 1.6–2.1 m height, at most 8,000 triangles and 8,000 glTF vertices per library character. The frozennpc_basefallback keeps 6,000 triangles / 4,000 vertices. Gear remains at most 1,500 triangles. - Proportion and silhouette: head, neck, shoulders, torso, hips, limbs and feet read as one body; front/three-quarter/profile silhouettes agree with the rest of the eight-character library; broad/slim/average build variation is preserved.
- Face: at 1.85 m the eyes, iris, brows, nose, mouth and ears are distinct; the head volume has a readable jaw/cheek/chin transition; no face-plane seams, inverted normals or z-fighting. The face direction must remain unambiguous.
- Hair and headgear: hair covers the scalp without gaps or scalp-through seams; fringes, buns and beards keep their silhouette. Caps, beanies, hoods, sunglasses and the firefighter helmet clear the brow, eyes and ears. Headgear may sit outside the 1.55–1.81 m face band, but its brim must not cover the eyes.
- Hands and footwear: at conversation distance the fingers and thumb read as a hand, not a mitten; hand items contact the palm rather than floating; shoes and boots are grounded with a readable toe/heel silhouette and preserve the responder/firefighter footwear language.
- Clothing: collars, cuffs, plackets, waistbands, pockets, badges and reflective bands transition cleanly; no z-fighting or floating detail; coat, dress and skirt hems do not show legs through the fabric during idle, walk, block, sit or turn; the five tint slots and fixed detail colours remain unchanged.
- Gear: head gear clears the refined face/hair; the lanyard badge remains readable in front of the jacket; backpack, shoulder bag and SCBA tank straps lie outside the torso and do not read as a second bag; hand items use the authored grip points.
- Crowd and performance: the silhouette remains readable at the 8 m crowd frame and the LOD/impostor tiers match the full mesh; the 24-NPC budget stays within the existing 6.93 ms baseline (no regression beyond the measured variance), and no new per-frame material or mesh churn is introduced.
Asset-space fit values are measurements of the untouched GLBs, not a pass/fail
result. A negative x_clearance means the gear's narrowest face is inside the
body reference; a negative radial_clearance means it extends beyond the body
silhouette (normal for a backpack, suspicious when it is a strap). Runtime
NpcAvatar.GEAR_OFFSETS is applied after attachment and is not part of the GLB
measurement.
Proportion audit
The separate npc-proportion-audit.md measures
height, head size, shoulder/hip width, torso, leg, arm and foot ratios for every
variant with tools/npc_proportions.py. All eight pass the stylized guide; the
head and broad-build shoulders sit nearest their upper bounds. No skeleton or
mesh proportion change was needed in this pass.
Baseline measurements
From python3 tools/blender_assets.py fit and the manifest:
| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
|---|---|---|---|---|---|
npc_casual |
4,226 | 4,119 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
npc_jacket |
4,616 | 4,447 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
npc_coat |
5,218 | 4,975 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
npc_vest |
4,724 | 4,713 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
npc_dress |
4,644 | 4,439 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
npc_hoodie |
5,048 | 4,712 | 0.315 m | 0.190 m (hip) | — |
npc_firefighter |
5,088 | 5,240 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
npc_guard |
4,790 | 4,865 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
npc_coat is widest at 5,218 triangles (2,782 below the 8,000 cap);
npc_firefighter is closest on vertices at 5,240 (2,760 below the 8,000 cap).
The refit backpack measures 380 triangles / 406 vertices.
Baseline findings, ranked
P1 — fix in the first model pass
- The tourist carried two bag silhouettes. Fixed 2026-11-02.
_add_props()created a 0.30 × 0.36 × 0.14 box at(-0.34, 1.15, -0.18)for the tourist photo pose while_add_accessory("backpack")also attached the library backpack. From the three-quarter/back view the two read as separate bags. The photo prop is now hidden outsidephoto/filmposes (photo_prop_visible_for_pose()), so it only appears when the character is actually taking a picture; the after frame confirms one bag at rest. - Face depth and detail. Fixed 2026-11-02. The sclera was recessed into the socket and wrapped with a thin upper lid; the separate jaw/cheek spheres were replaced by a chin plate and cheekbones sculpted into the head mesh. The nose now has ala wings and a smaller bridge/tip, the mouth is one rounded slot instead of a flat bar, and the ears have a darker concha. That removes the dark intersection rings and the moustache-like read at portrait distance; the low-poly brows remain stylized.
- Backpack straps read as rigid black bars. Refit 2026-11-02. The straps were thin round tubes whose chest/waist points sat inside the torso, so only fragments showed from the front. They are now flattened bands whose front path sits outside the chest; the after sheet shows a continuous strap instead of two detached rods. The backpack asset is now 380 triangles / 406 vertices (still far below the 1,500-triangle gear budget).
P2 — fix after the first P1 pass
- Hands: geometry and forward offset fixed 2026-11-02; finger curl still
open. The palm is wider and shallower, and each finger is now a
two-segment bent tube with a rounded tip and a separate bent thumb. Hand gear
is authored around the wrist proxy, so the runtime now moves every hand item
HAND_ITEM_FORWARD(4 cm) into the open palm; the phone, flashlight, camera, cup and clipboard are no longer buried inside the hand. The fingers are still open, so a true wrap/thumb contact and the umbrella/sign grips remain to be judged. - Clothing detail is tile-driven and transitional seams are visible. The fabric pattern repeats strongly on the casual, coat and dress variants, and collar/cuff/waist edges are abrupt. This is more visible than the shoe/hem details in the current portraits.
- Shoes are simple blocks. They are grounded, but the toe/heel silhouette is minimal; the responder and firefighter footwear should remain distinct after any refinement.
- Headgear scale and clearance. Checked 2026-11-02. The cap and helmet width ratios are 1.067 and 1.651; those are expected for headgear. Final-context portraits confirm the cap, firefighter helmet, hood and sunglasses clear the refined brow/eyes, and the helmet brim still reads as deliberate turnout gear. No gear rebuild was needed.
- Performer props dominate the silhouette. The red cone hat and the primitive sign are intentionally large stage props, but they should be checked during the pose pass so they do not read as head/body geometry.
Accepted or deferred for this baseline
- The hooded variants intentionally cover part of the face; face readability is judged on the visible lower face and silhouette, not on hidden eyes.
- The low-poly style is the target. The acceptance bar is readability and clean construction, not photoreal skin or hair.
- Hem-through-leg clipping during a walk cannot be judged from a rest pose; it stays in the body/clothing workstream.
- The 8 m
crowdview is still LOD 0. The separate LOD/impostor check remains required; this baseline does not claim to validate it.
Before/after workflow
Keep the baseline directory, rebuild the same capture into a new directory after the model changes, then produce a comparison sheet. Do not overwrite the committed baseline image:
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
--out=res://tmp/npc-baseline-after
python3 tools/npc_baseline.py compare \
--before tmp/npc-baseline --after tmp/npc-baseline-after \
--out tmp/npc-baseline-compare.jpg
The comparison sheet places the before/after pair for each view side by side.
The committed runs are
sheet_npc_baseline_compare-p1.jpg,
sheet_npc_baseline_compare-body.jpg
and sheet_npc_baseline_compare-face.jpg.
The transition pass is sheet_npc_baseline_compare-torso.jpg.
The face-detail pass is sheet_npc_baseline_compare-face-detail.jpg.
The hand pass is sheet_npc_hands_compare.jpg;
the forward-grip pass is
sheet_npc_hands_grip_compare.jpg.
Keep the baseline sheet as the before artifact and add a new comparison sheet
rather than replacing it.
Next implementation order
- Add finger curl/thumb contact for the hand items and judge the umbrella/sign grips; the forward offset is already in place.
- Add the remaining body-shape variation between variants and re-measure the LOD/impostor silhouettes.
- Audit hems and footwear in walk/sit/block poses.
- Re-run the 48-frame baseline, the 96-frame final-context review, the 24-NPC
budget and
blender_assets.py audit/fit; publish the next comparison sheet.