160 lines
7.6 KiB
Markdown
160 lines
7.6 KiB
Markdown
# NPC Model Sourcing
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This page records the source evaluation and the active character plan. The
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decision is [ADR-0017](adr/0017-quaternius-npc-base.md), which supersedes the
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generator-first sourcing decision in [ADR-0015](adr/0015-npc-model-variety-sourcing.md).
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## Active direction
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**Quaternius Ultimate Modular Characters (CC0) is the primary NPC mesh and
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animation source.** The project-owned procedural library remains the shipped
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fallback until the Quaternius migration passes the silhouette and gear gates.
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The migration keeps the runtime contract that Godot, gear and tests already
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consume:
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- one `npc_base` skinned mesh under the 13 required core bones (optional extras
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allowed);
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- five tint slots: `skin`, `cloth`, `pants`, `accessory`, `hair`;
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- front on Blender −Y / Godot +Z, feet grounded, height about 1.81 m;
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- 24,000 triangles / 24,000 glTF vertices per character;
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- gear stays at 1,500 triangles and props at 4,000;
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- committed GLBs and maps only; no Quaternius, Blender or network dependency in
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CI, build or runtime.
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### Stage 1 (default)
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1. Import the researched Quaternius GLBs and choose a canonical base.
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2. Map the 62 source joints to the 13-core contract and bake a proportion warp.
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3. Skin the mesh, retarget Idle and Walk, and verify seated/arm-down poses.
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4. Map the five slots, unwrap and bake 256² maps.
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5. Fit the existing gear and render the silhouette gate.
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6. Build the 12 variants, audit, and capture the 12 × 6 baseline.
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The Quaternius 62-joint rig and its 24 animation clips are an **authoring
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source**. They are not loaded at runtime.
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### Stage 2 gate
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The 62-joint T-pose source does not share the project's arm-down rest pose or
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proportions. If the Stage 1 proportion warp cannot preserve the Quaternius
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silhouette and deformation, stop the rollout and write a new ADR for adopting
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the 62-joint rig at runtime. Do not ship a hybrid rig, a second gear offset
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system or a silent `NpcAvatar` change.
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## Research findings
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The researched files are the three converted Quaternius outfits used by the
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Ducz Character Creator: `Casual`, `Casual_Hoodie` and `Worker`. They are kept
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locally in `tmp/npc-research/quaternius/` with the licence and mirror notes.
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| File | SHA-256 | Structure |
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| --- | --- | --- |
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| `Casual.glb` | `bc2d84fba249ebaa0629cb9d133ad37234196e4b8004aa205a6397abed04e05c` | 4 meshes, 62 joints, 24 clips, 7 materials |
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| `Casual_Hoodie.glb` | `f5b722199f7628b24550989af4230f65d5230727df9c326fd2b3e360effe5249` | 4 meshes, 62 joints, 24 clips, 7 materials |
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| `Worker.glb` | `8d0f454336c2effc5c08f63a177af3a82d1a7af025ca9588b40e4c90c4703534` | 4 meshes, 62 joints, 24 clips, 11 materials |
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Source: [Quaternius Ultimate Modular Characters](https://quaternius.com/packs/ultimatemodularcharacters.html)
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and [Ultimate Modular Women](https://quaternius.com/packs/ultimatemodularwomen.html),
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CC0 1.0. Download date: 2026-11-03 (via the Ducz Character Creator browser export).
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The Ducz mirror is a browser builder over the same packs; it adds 21
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outfits and a shared skeleton. The three full GLBs are the initial scope; the
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21-part builder is a fallback for role coverage, not the default.
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The first prototype measured 12,518 imported vertices, 3,199 after welding and
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2,423 vertices / 4,654 triangles after a 0.75 decimate. Idle and Walk read well.
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The source is a T-pose with a 62-joint realistic rig, roughly 0.96 m hip,
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1.68 m arm span and 0.153 m shoulder offset, so a contract bake is required.
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The 24,000 cap leaves room to stay much closer to the source LOD than the
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prototype's 4,654 triangles. Do not decimate to the old 7,000-triangle target
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before the silhouette gate.
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## Quaternius GLB inventory (2026-11-05)
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All three GLBs share one 62-joint rig and the same 24 animation clips; only the meshes and
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materials differ. Each import also adds a 42-vert/80-tri `Icosphere` bone-display helper — ignore it.
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### Meshes (verts / tris)
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| GLB | Body | Feet | Head | Legs | Total |
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| --- | --- | --- | --- | --- | --- |
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| `Casual` | 5,338 / 2,654 | 1,082 / 538 | 5,122 / 2,526 | 1,426 / 706 | 12,968 / 6,424 |
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| `Casual_Hoodie` | 6,132 / 3,048 | 1,024 / 512 | 3,836 / 1,888 | 1,526 / 758 | 12,518 / 6,206 |
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| `Worker` | 6,074 / 3,018 | 928 / 464 | 1,862 / 936 | 1,670 / 822 | 10,534 / 5,240 |
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### Joints (62)
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- Spine: `Root, Hips, Torso, Body, Abdomen, Chest, Neck, Head` (8).
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- Arms: `Shoulder.L/R, UpperArm.L/R, LowerArm.L/R, Wrist.L/R` (8) plus `PT.L/R` (2 pole targets).
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- Fingers: `Thumb×3, Index×4, Middle×4, Ring×4, Pinky×4` × L/R (30).
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- Legs: `UpperLeg.L/R, LowerLeg.L/R, Foot.L/R` (6).
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### Animation clips (24)
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`Idle, Idle_Neutral, Walk, Run, Run_Back, Run_Left, Run_Right, Wave, Interact, Death,
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Gun_Shoot, Idle_Gun, Idle_Gun_Pointing, Idle_Gun_Shoot, Idle_Sword, Run_Shoot, Sword_Slash,
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HitRecieve, HitRecieve_2, Kick_Left, Kick_Right, Punch_Left, Punch_Right, Roll`.
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The retarget scope is Idle and Walk; combat/gun/sword clips are discarded (see §2).
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### Material → slot map
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The five project slots (`skin`, `cloth`, `pants`, `accessory`, `hair`) are assigned by mesh
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region first, then material — the same material name can mean `cloth` on the body and
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`accessory` on the feet.
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| Material | Where | Project slot |
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| --- | --- | --- |
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| `Skin` | all meshes | `skin` |
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| `Hair_Blond`, `Hair_Brown`, `Hair`, `Brown` (head), `Eyebrows`, `Moustache` | Head | `hair` |
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| `Eye` | Head | `accessory` |
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| `Worker_Yellow` | Worker body (vest stripe) + head (helmet) | `cloth` / `accessory` |
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| `White`, `Grey`, `Purple`, `Black` | Body / Feet | `cloth` (body) / `accessory` (feet) |
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| `Orange`, `LightBlue`, `LightBrown`, `Brown`, `Brown2` | Legs | `pants` |
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| `Worker_Vest` | Worker body | `cloth` |
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## Contract mismatch
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The expensive part is the rig and proportions, not the mesh. The source has a
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T-pose and a realistic skeleton; the runtime expects an arm-down 13-core rig,
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fixed gear attach points and the existing pose composition. The Stage 1 bake
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must therefore:
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- rotate the arms down and match the contract wrist positions;
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- warp the hips, knees, shoulders and head without collapsing the deltoid,
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shortening the arms or changing the silhouette;
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- keep one skinned `npc_base` mesh and the five slots;
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- verify gear against the new shoulder, hip and head positions.
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If those constraints distort the model, Stage 2 is the correct next decision,
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not a local workaround.
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## Licence and provenance
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- CC0 preferred. CC-BY is allowed only with attribution in
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[`CREDITS.md`](../CREDITS.md).
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- No service asset whose terms restrict redistribution may be shipped.
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- Keep the source URL, author, licence, download date and SHA-256 in this page
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and in `CREDITS.md`.
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- Research files and generated previews stay in `tmp/` (gitignored). Only final
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audited assets and committed review sheets enter the repository.
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- Quaternius models and animations are CC0; the existing credits entry already
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names Quaternius. Keep it accurate if the shipped source set changes.
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## Closed tracks
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The MakeHuman/MPFB body pipeline is closed for the NPC base. The accepted
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MakeHuman head and the procedural `npc_base` remain tested fallbacks until the
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Quaternius rollout is complete. Their research scripts and renders were removed
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from `tmp/` after the pivot; the measurements and decisions remain in
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[`DONE.md`](../DONE.md), [`MEMORY.md`](../MEMORY.md) and the review docs.
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## Related documents
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- [ADR-0017: Quaternius NPC base](adr/0017-quaternius-npc-base.md)
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- [ADR-0016: 24,000-triangle character budget](adr/0016-npc-character-budget-24k.md)
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- [Blender asset contract](architecture.md#character-and-gear-asset-contract)
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- [`3d-model-review.md`](3d-model-review.md), [`npc-visual-review.md`](npc-visual-review.md)
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- [`asset-tooling.md`](asset-tooling.md)
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