Measure all eight exported characters and record the stylized proportion bands. All variants pass; no skeleton or mesh rescale was needed.
11 KiB
NPC visual baseline and acceptance criteria
Status: baseline captured 2026-11-02; the first P1 fixes were applied the same
day (tourist photo-prop visibility and backpack strap geometry). The face pass
and the remaining body/clothing work are still open. The baseline remains the
reference for the 0.9.4 NPC visual optimization; the post-fix comparison is
blender_previews/sheet_npc_baseline_compare-p1.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.
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 6,000 triangles and 5,000 glTF vertices per character. 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 |
3,974 | 3,744 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
npc_jacket |
4,394 | 4,175 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
npc_coat |
5,026 | 4,807 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
npc_vest |
4,474 | 4,340 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
npc_dress |
4,428 | 4,026 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
npc_hoodie |
4,826 | 4,504 | 0.315 m | 0.190 m (hip) | — |
npc_firefighter |
4,848 | 4,735 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
npc_guard |
4,560 | 4,529 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
The widest character is npc_coat at 5,026 triangles and 4,807 vertices, so
the current headroom is 974 triangles and 193 vertices per character. Any face
or hand refinement must come out of that budget or replace existing detail. The
refit backpack measures 380 triangles / 406 vertices; the character and gear
table above remains valid because the character meshes did not change.
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. - The face is the largest portrait gap. The eyes, nose and lips are readable but sit on a shallow, faceted head: the eye whites protrude, the eyelid/cheek transition is missing, and the mouth is a dark slot. This is intentionally stylized, but the head volume and eye socket are the first things a player sees at conversation range.
- 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 and grips are not proven at conversation distance. The full-body frame shows small block hands; the camera, phone and clipboard need a close-up grip check before the hand mesh is accepted.
- 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 needs a visual, not just numeric, check. The cap and helmet width ratios are 1.067 and 1.651; those are expected for headgear, but the brim/ear clearance and the helmet's relationship to the head still need a face-on check.
- 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 first run is committed as
sheet_npc_baseline_compare-p1.jpg;
keep the baseline sheet as the before artifact and add a new numbered/after
sheet rather than replacing it.
Next implementation order
- Refine the head/eye socket/jaw volume without changing the face direction or the five tint slots.
- Add a conversation-distance hand/grip capture and fix hand geometry before judging hand items.
- 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.