8.3 KiB
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 and ADR-0018. 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 |
| faces had no mouth at all | none of the three upstream heads carries a mouth material | fixed — a small lip block is placed on the measured skin surface for every base (dark maroon, not tinted) |
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.
2. Front and profile per role
Front set, then profile. Use this for silhouette, head size and gear placement without perspective hiding anything.
3. Crowd distance (8 m)
The distance the player actually sees a passer-by from the sidewalk.
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.
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? | x yes ☐ no |
| 2 | Is the head size right for the body (no bobblehead, no pinhead)? | x yes ☐ no |
| 3 | Do the faces hold up at portrait distance — brows, eyes, mouth, hair? | x yes ☐ no |
| 4 | Do the hands and the hand-held items (camera, clipboard, board, baton, parcel) read correctly? | ☐ yes x no |
| 5 | Is the firefighter helmet the only head gear, and does it sit correctly? | x yes ☐ no |
| 6 | Are the role outfits believable for a Hollywood-boulevard shift? | x yes ☐ no |
| 7 | Are the seeded tint palettes acceptable, or too pastel/saturated? | x yes ☐ no |
| 8 | Do the seated and walking poses hold up? | x 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:
- 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
Eyeslot would finish the face. - Hands and hand-held gear — measured and re-fitted.
fitnow measures hand gear against the Quaternius wrist (y 1.017) and reportssize_vs_head, which turned "reads oversized" into a number. Only theclipboardwas genuinely mis-authored (grip in the middle of the board); it now grips the top edge. The delivery parcel and the confused-visitor tray became carried props in the hands, and thecap/hoodgear were retired with the hats, leaving a 15-piece set. The per-item table is inblender-assets.md. After the owner's grip-height feedback every hand item drops into the palm (HAND_ITEM_DROP), the carried role props drop 0.06 m and the lanyard attach rose from y 1.30 to 1.38. Each piece is now also captured worn by a real avatar (sheet_npc_gear_on_character.jpg) — check row 4 against that sheet. Row 4 is the one still needing an owner verdict. - Arms still graze the torso on the
workerbase — the 7° rest tilt cleared thecasualbase but not this one. - The
npc_vestclipboard is oversized on the shorter Quaternius arm. - Roster variety is three meshes for twelve roles. Tint and gear carry the difference; the modular part library (hair, outfits) is the fix.
npc_dressandnpc_hoodiehave no coat or dress geometry — they are thecasual/hoodiebases 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
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; the face options that led to the full swap are in
screens/npc-face-gate/.



