20 KiB
NPC model sourcing and expansion plan
Status: direction chosen 2026-11-03. The procedural generator is the primary
path, the Quaternius CC0 pack is a reviewed reference/prototype, and MakeHuman is
deferred to a separate local development pipeline. No downloaded source model is
committed to the game or included in a release; the committed research preview
sheets carry the required attribution. Local evaluation files live under
tmp/npc-research/ (gitignored). The decision is recorded in
ADR-0015.
This page records the free/open-source character sources that were reviewed, how
they behave when imported into the existing Blender tooling, and the options for
creating a larger NPC model library. The runtime contract and current library are
documented in blender-assets.md and
npc-visual-review.md.
Why this review exists
The library has eight skinned characters, and NpcAvatar.character_model_for()
reuses them across role families. That is enough for a release candidate, but
crowds repeat the same faces, builds and outfits. Three venues, a 24-NPC budget
and close-up portraits make that repetition visible.
Any expansion must preserve the existing integration contract:
- mesh node
npc_baseunder aSkeleton3D; - bones
Head,HipL/R,KneeL/R,ShoulderL/R,ElbowL/R,HandL/RplusHips,Spine,Neckat the contract rest positions; - five tint slots (
skin,cloth,pants,accessory,hair); - front on Blender −Y / Godot +Z, feet near the floor, 1.6–2.1 m height;
- at most 16,000 triangles and 16,000 glTF vertices per character;
- gear attach points at head, back, chest and hand.
The existing audit command is the gate. A source that looks good in a preview
but fails audit is not usable without an adaptation step.
What was evaluated
Blender 5.2.0 LTS (Flatpak) imported each file in background mode. Measurements below come from the imported scene, because external GLBs often carry node transforms that the project's audit (which reads accessor-local bounds) does not apply. "Vertices" are the imported, seam-split counts that matter for the glTF budget, not the source file's vertex count.
| Source | Licence | Files checked | Geometry / rig | Height | Verdict |
|---|---|---|---|---|---|
| Quaternius Ultimate Modular Men / Women (mirrored GLB pack) | CC0 1.0 | Casual_Hoodie.glb, Worker.glb, Casual.glb |
5,240–6,424 tris; 10,534–12,968 verts; 62 bones; 24 animations; 4 skinned meshes on one armature | 1.80–1.87 m | Best silhouette/outfit match. Fails the contract: wrong bone names/rest positions, no tint slots, no npc_base node, vertex budget exceeded. |
| Kenney Blocky Characters 2.0 | CC0 1.0 | full pack (18 characters), character-a.glb, character-f.glb |
72 tris; 143 verts; static, no armature; one texture atlas per character | 2.7 m imported (needs 0.67× scale) | Not a close-up character. Useful as a crowd/impostor LOD or placeholder, but cannot be driven by the skeleton and has no separate face/clothing slots. |
| Khronos CesiumMan | CC BY 4.0 (© Cesium) | CesiumMan.glb |
4,672 tris; 3,273 verts; 19-bone walk rig; 1 material/texture; 1 animation | 1.45 m | Technical retarget test only. One outfit and one look, wrong rig, short; works as a skinning/pose reference. Attribution is required. |
| Khronos RiggedFigure | CC BY 4.0 (© Cesium) | RiggedFigure.glb |
256 tris; 370 verts; 19-bone walk rig; no UVs; 1 animation | 1.48 m | Rig smoke test only. A mannequin with no usable surface detail. |
| MakeHuman core base mesh / MPFB | Core assets CC0 1.0; application AGPL/GPL | makehuman/data/3dobjs/base.obj |
19,158 verts; 18,486 polygons; 36,972 tris; no rig in the base mesh | ~16.9 model units before scaling | Best body-shape diversity, highest pipeline cost. Needs scaling, decimation/retopology and a generated rig. The MakeHuman/MPFB tool itself is not bundled. |
Local review sheet (front views, not committed):
tmp/npc-research/previews/contact_sheet.jpg.
Rejected without downloading: Mixamo and Ready Player Me. Both are useful services, but their terms are not a simple free/open-source redistribution basis for shipped character meshes. Sketchfab, Poly Pizza and OpenGameArt can contain excellent CC0 work, but each asset needs a case-by-case licence and provenance check; they are not a consistent library source.
Measured contract failures
Every example fails the unmodified audit contract:
| Check | Quaternius | Kenney | CesiumMan | RiggedFigure | MakeHuman base |
|---|---|---|---|---|---|
npc_base mesh node |
no | no | no | no | no |
| Required 13 bones | no (62 different names) | no rig | no (19 different names) | no (19 different names) | no rig |
| Five tint slots | no | no | no | no | no |
| ≤ 16,000 tris | yes | yes | yes | yes | yes |
| ≤ 16,000 verts | yes (10.5–13k) | yes | yes | yes | no (19k) |
| Feet on floor | yes | yes (2.7 m scale) | yes (−11 mm) | yes | no (needs scaling) |
| Height 1.6–2.1 m | yes | no (2.7 m) | no (1.45 m) | no (1.48 m) | needs scale |
| Skinned / UV mapped | yes / yes | no / yes | yes / yes | yes / no | no / no |
The practical conclusion is that there is no drop-in download. External sources need a deliberate intake step, and the expensive part is not decimation: it is rebuilding or retargeting the skeleton and material slots without breaking the animation proxies and gear placement.
The table uses Blender-imported world bounds. The stdlib audit reads accessor-local
bounds and ignores node transforms, so an unapplied external GLB can fail floor/height
checks even when the imported scene looks correct. The intake step must apply
transforms before it measures and exports.
Options
Option A — extend the procedural generator
Add more variation to tools/blender_assets.py rather than importing models:
body builds, height ranges, head/face shapes, hair and facial hair, outfit
layers, and more CHARACTERS specs. This keeps a single owned style, needs no
third-party licence review, and stays inside the existing builder/audit flow.
- Strengths: lowest integration risk, deterministic, no new dependencies.
- Limits: the current face and clothing vocabulary is intentionally simple; more variants may still read as the same model with a different coat.
- Best for: a quick 4–8 variant expansion and filling obvious role gaps.
Option B — Quaternius CC0 intake with a contract adapter
Use Quaternius meshes as silhouette/outfit donors and adapt them to the project contract. The visible result is a different body/clothing language from the current library, so the adapter must also normalise head/hand style or rebuild those parts.
- Strengths: best free outfit/hair variety, animations included, CC0, already close to game proportions, front axis and floor contact.
- Work: weld/decimate to the vertex budget, remap materials to the five slots, rebuild the armature at the contract rest positions, transfer weights, repose/normalise proportions, rename the mesh node, export, audit and compare in the acceptance harness.
- Main risk: retargeting a 62-bone T-pose rig to the 13-bone arm-down contract. Hip/knee rest heights differ substantially (Quaternius upper leg starts near 0.96 m; the contract hip starts near 0.62 m), so a naive nearest-bone weight transfer can produce a good still image and bad walk poses. Prototype one character before committing to a roster.
- Best for: a larger, visibly different library if the prototype passes the portrait and walk gates.
Option C — MakeHuman/MPFB body-shape pipeline
Generate a range of ages, builds and body shapes from the CC0 MakeHuman base mesh, then replace the head/hands and dress them with project-owned clothing. This is the strongest answer to "everyone has the same body", but requires an offline authoring step, decimation/retopology and a custom rig/weight step. It should be treated as a later pipeline project, not a quick content drop.
Decision and prototype outcome
The project owner reviewed this page on 2026-11-03. The decision is:
- CC0 is acceptable for shipped character assets. CC-BY is acceptable only
with attribution in
CREDITS.md; service assets whose terms restrict redistribution remain excluded. - Extend the procedural generator as the primary path, starting with crowd-variety looks.
- Prototype Quaternius as a secondary source. It is not approved for shipping yet; the contract-retarget result below is a no-go for the current skeleton.
- Use crowd variety as the first visual goal, not role-specific costumes.
- Evaluate MakeHuman for a later, separate local development pipeline. It is not part of the normal build, CI or release flow.
- Commit the research previews with attribution. The CC-BY entries are
listed in
CREDITS.mdand remain development-only.
Quaternius prototype
The prototype used Casual_Hoodie.glb:
- Geometry budget is not the blocker. Imported: 12,518 vertices / 6,206 triangles. After welding seam splits: 3,199 vertices / 6,206 triangles. After a 0.75 decimate: 2,423 vertices / 4,654 triangles, comfortably inside the library budget.
- Animation quality is attractive. The imported Idle and Walk clips read well at game distance, and the model brings 24 animations.
- The contract rest pose is the blocker. The source is a T-pose 62-bone rig with realistic proportions: upper leg starts near 0.96 m, arm span is about 1.68 m, and the shoulder joint sits near x = 0.153 m. The project contract is an arm-down 13-bone rig with a hip near 0.62 m, a shoulder near x = 0.27 m and a hand near z = 0.78 m. Rebuilding the contract armature around this mesh would either distort the body substantially or require a full proportion warp.
- Decision: do not retarget Quaternius to the contract now. Keep it as a
silhouette/style reference and, if a second rig path is ever wanted, prototype
it as its own animation path (its own skeleton, AnimationPlayer clips and
per-model gear offsets) rather than forcing it into
npc_base. That is a separate architecture decision, not an asset conversion.
Preview: blender_previews/sheet_npc_sources_research.jpg.
Generator crowd prototype
Four proposed crowd specs were built with the existing generator in a temporary output directory. All four audit clean and stay inside the character budget:
| Prototype | Look | Tris / verts | Gear |
|---|---|---|---|
npc_crowd_a |
slim, bun, sunglasses | 4,644 / 4,356 | sunglasses |
npc_crowd_b |
broad, bald, beard | 4,550 / 4,453 | shoulder bag |
npc_crowd_c |
average, short hair, long coat | 5,118 / 5,086 | umbrella |
npc_crowd_d |
slim, short hair, hood up | 5,258 / 4,907 | cup |
They vary build, head silhouette, hair/beard and outer layer while keeping the
existing face language. They are not in the shipped catalogue; production
integration belongs to the roster/runtime work under the unversioned Character development section, after the current release candidate.
Preview: blender_previews/sheet_npc_crowd_prototypes.jpg.
MakeHuman local-pipeline evaluation
The CC0 base mesh is 19,158 vertices / 18,486 polygons (36,972 triangles after triangulation), with 21,334 UV coordinates but no normals, material groups or rig. Scaling it to 1.82 m and decimating to 0.35 produced 3,780 vertices / 6,468 triangles, which fits the geometry budget but is a collapse-decimation result, not production topology.
MakeHuman is therefore feasible only as a separate local body-shape pipeline. The boundary for that future work is:
Intake prototype (2026-11-04): tmp/npc-research/makehuman_intake.py scales the
CC0 base to 1.82 m, grounds it, triangulates and decimates to 3,790 verts /
6,444 tris, then exports tmp/npc-research/makehuman/makehuman_body.glb (body
only, one neutral material, UVs present, no rig). The body is the input for the
contract-rig/retopology step; the script and mesh stay under tmp/ and are never
committed.
Retarget prototype (2026-11-04): tmp/npc-research/makehuman_retarget.py rotates
the A-pose arms down (−38°/+38°) and scales them 1.63× to the contract 0.70 m
arm, welds the split vertices, smooth-shades, adds the 13-bone contract armature
with the project's distance-to-bone _auto_weights, paints the five slot regions,
renames the mesh to npc_base, and exports makehuman_retargeted.glb — 6,444 /
16,000 tris, 7,726 / 16,000 verts, 14 bones, skinned, arm-down, grounded, five
slots, no contract issues. The proportion warp (1.63× arms) is the same class of
issue that blocked Quaternius; here it is accepted, but the vision review shows
it distorts the deltoid/shoulder, the decimated hands are blocky, and the slot
boundaries are rough — refinement work (arm-scale falloff, project head/hands,
weight tuning) is the next step.
The arm-scale falloff (1.0 at the shoulder tapering to 1.63 at the fingertip) was
added, then the arm threshold was raised to x > 0.22 and a rotation falloff was
added — the deltoid/shoulder junction is now smooth (no spiky triangles or
arm/torso gaps). Remaining visual defects: the decimated MakeHuman head reads
dark/featureless, the hands are flat claw-like, and the feet are detached/spiked
— these are fixed by swapping in the project's _face/_hands_and_shoes/shoe
parts, the next step.
- MPFB/MakeHuman is installed and run by a contributor, never by CI or the game build.
- Generated bodies and intermediate exports stay in
tmp/(gitignored); the CC0 base mesh is not committed. - The contributor scales to 1.8–1.9 m, decimates or retopologises to roughly
6–7k triangles, and checks the silhouette against
npc-visual-review.md. - The body gets the contract armature, weights, project-owned head/hands,
clothing and gear; it must pass
blender_assets.py auditandfit. - Only the final CC0-derived GLB and its provenance note are committed. The application code and any non-CC0 assets stay outside the repository.
This is deferred; it is not part of the current crowd-variety work.
Provisional NPC roster
The design rule stays: clothes, props and behaviour carry the read; a model must not label a person as "the threat". The roster therefore adds ordinary adults across age, build and style, not costumes that telegraph the outcome.
| Look family | Current | Proposed additions | Variation axes |
|---|---|---|---|
| Everyday | npc_casual, npc_jacket, npc_coat, npc_hoodie, npc_dress |
npc_crowd_a (bun/slim), npc_crowd_b (bald/broad), npc_crowd_c (coat/umbrella), npc_crowd_d (hood/cup) |
build, height, hair, facial hair, outer layer, accessory |
| Workwear | npc_vest, npc_guard |
later: second hi-vis build, venue-security build | build, height, headwear, badge/radio gear |
| Responder | npc_firefighter |
later: paramedic/medical responder only if the design supports it | turnout vs medical kit, build, helmet |
| Crowd/LOD | none | optional Kenney blocky or a decimated library variant for distant crowds | silhouette and palette only |
A first target is 12 library characters (the current eight plus the four
crowd prototypes), not twenty. That is enough to break the clone effect without
doubling the portrait QA matrix. character_model_for() becomes a pool per role
family with a deterministic seed choice; the current two-way alternation for
guests, trespassers and threats is the template.
Implementation plan
The actionable tasks live in TODO.md under the Character development section. The workstreams
are:
- Decision and licence gate. Complete: ADR-0015, the CC0/CC-BY rule and the committed preview sheets.
- Generator crowd variants. Complete as a prototype (four specs, clean audit, review sheet). Production integration is pending the current release candidate.
- Quaternius intake. The contract-retarget prototype is a no-go. Keep the source as a reference; a second-rig/animation path would need its own ADR.
- Roster build and runtime. Add the four approved specs to
CHARACTERS, build and commit their GLBs, update the manifest, and extend the role pools. - QA and integration. Run the 24-NPC budget, portrait baseline, gear fit,
headless suite and release build. Record provenance and any accepted limits.
Only then update
CHANGELOG.mdanddocs/development-status.md.
Adapter notes
- Apply node transforms before measuring or exporting. CesiumMan imports with a
Z-up root and an
Icospherehelper object; exclude helpers, not just the mesh names, when measuring. - Weld duplicate seam vertices before decimating. Quaternius' 12k imported vertices are mostly UV/normal splits; the underlying surface is much smaller, but the glTF budget counts the splits after export.
- Decimate to a target below 16,000 tris/verts, then re-unwrap only if the existing UVs cannot survive the material remap. The current library uses smart projection at 80° to keep islands large.
- Map materials by semantic role, not by source name. A source "Purple" or
"Worker_Vest" needs an explicit mapping to
cloth,pants,skin,hairoraccessory; do not rely on colour heuristics. - Keep the face direction unambiguous. The front is Blender −Y; verify it with a capture, not by guessing from the source file.
- For any future external-rig path, do not silently add a second skeleton format
to
NpcAvatar. Record the per-model skeleton, animation source and gear offsets as an explicit contract.
Review outcome
The project owner answered the review questions on 2026-11-03:
| Question | Answer |
|---|---|
| Are third-party CC0 characters acceptable? | Yes. |
| Which direction? | Prototype Quaternius and extend the procedural generator. |
| Which looks first? | Crowd variety. |
| Should MakeHuman be pursued? | Evaluate it for a later, separate local development pipeline. |
| Commit the previews? | Yes, with CC-BY attribution. |
Downloaded example provenance
Source models were downloaded on 2026-11-03 and kept out of version control. The two
research preview sheets are committed under docs/blender_previews/; the CC-BY
attribution is recorded in CREDITS.md.
| File | Source | SHA-256 |
|---|---|---|
quaternius/Casual_Hoodie.glb |
raw.githubusercontent.com/LuanDucate/Ducz.CharacterCreator/HEAD/public/models/Male/Casual_Hoodie.glb (Quaternius CC0) |
f5b722199f7628b24550989af4230f65d5230727df9c326fd2b3e360effe5249 |
quaternius/Worker.glb |
same mirror, Male/Worker.glb |
8d0f454336c2effc5c08f63a177af3a82d1a7af025ca9588b40e4c90c4703534 |
quaternius/Casual.glb |
same mirror, Female/Casual.glb |
bc2d84fba249ebaa0629cb9d133ad37234196e4b8004aa205a6397abed04e05c |
kenney_blocky_characters.zip |
kenney.nl/assets/blocky-characters |
5e123859aa0c1598342b600c6db197024a1d63eb9ec531398b310725f589887e |
khronos/CesiumMan.glb |
github.com/KhronosGroup/glTF-Sample-Assets |
b7001eaeea8254bd44773bcd247e78696d94169388fbb2a1800fc69434e777d9 |
khronos/RiggedFigure.glb |
same repository | d6be85417d3e256861ee733eea6916093a7af7c79c16366181fd8abcaeb38cf5 |
makehuman/base.obj |
github.com/makehumancommunity/makehuman/blob/master/makehuman/data/3dobjs/base.obj |
8e761e6624b8f54536409135d1636da63b32486a90d4897f84e121d144f6fb4c |
Source terms:
- Quaternius packs are CC0 1.0 according to the pack page and the mirror's credits. The mirror is a convenience download; the original pack page is https://quaternius.com/packs/ultimatemodularcharacters.html.
- Kenney Blocky Characters 2.0 is CC0 1.0; the pack's
License.txtis included in the download. - CesiumMan and RiggedFigure are CC BY 4.0, © 2017 Cesium. If any derivative is
committed or shipped, the attribution must be added to
CREDITS.md. - MakeHuman core assets are CC0 per
LICENSE.ASSETS.md; the application source is AGPL and is not bundled.