Files
security-game/docs/blender-assets.md
T
zwitschi d513e0b82c Stage the Blender character/gear/prop library
Commit the finished generator output from the parallel Blender pass:
8 skinned NPC variants, 18 gear pieces, and 20 props under
assets/models/blender/, editable sources (gdignored), manifest, review sheets,
and the integration notes in docs/blender-assets.md.

- audit: all 46 assets clean (characters 3,788-4,640 tris, under 6000/4000)
- tests: Python manifest/audit contract and Godot import/bone/slot/ground checks
- docs: README library section, architecture/plan references, TODO Phase 3.5
  status, MEMORY integration rules
- .gitignore: per-asset preview PNGs, extracted GLB textures, blend1 backups

Nothing in the game loads the library yet; integration follows." && git log --oneline -1
2026-11-01 14:33:30 +01:00

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# Blender asset library
Status: built and audited (2026-11-01). Nothing in the game loads these assets yet.
They are staged for the Phase 3.5 integration in
[`plan-graphics-v0.6.md`](plan-graphics-v0.6.md).
Generator: [`tools/blender_assets.py`](../tools/blender_assets.py). Manifest (the
source of truth for integration):
[`assets/models/blender/manifest.json`](../assets/models/blender/manifest.json).
## Art direction
The references were the AI mockups in `docs/screens/designs/` and the current
captures in `docs/screenshots/`.
- **People** (`targeting_npc`, `joke_shop_queue`, `studio_arrival`,
`crowd_panic`, `responder_arrival`): ordinary adults in sweaters, jackets,
long coats, hoodies and beanies; a security guard in a dark uniform with a cap
and belt; a firefighter in a dark turnout coat with yellow reflective bands,
a helmet and an SCBA tank. The current skinned `npc_base` is a set of boxes
and cylinders with a flat face, so silhouette was the main gap.
- **Props** (`prop_gallery`, `venue_overview`, `late_night_avenue`,
`joke_shop_queue`): the gallery mockup has an octagonal tapered bollard, a
slatted bench with thin metal legs, an octagonal green litter bin with a slot
and recessed panels, a stone planter with a lumpy shrub, a blue news box with
a window and a slanted top, and a hydrant with caps and nozzles. The venue
shots add ornate street lamps, palm trees, round stone pots with topiary, a
chalkboard A-frame sign, a wall lantern, a bulb-lit marquee, glazed double
doors, stair handrails and a dark sedan. Today's in-game props are primitive
boxes, and the trees are cones.
## Running it
```bash
# Build every asset (or --only a,b,c). Writes GLBs, .blend sources, manifest.
flatpak run org.blender.Blender --background \
--python "$PWD/tools/blender_assets.py" -- build
# Cycles previews (CPU, ~3 s each) -> docs/blender_previews/<name>.png (gitignored)
flatpak run org.blender.Blender --background \
--python "$PWD/tools/blender_assets.py" -- render
python3 tools/blender_assets.py sheet # -> docs/blender_previews/sheet_<category>.jpg
python3 tools/blender_assets.py audit # stdlib only; exit 1 on any issue
python3 tools/blender_assets.py list
godot --headless --path . --import # after any rebuild
```
The flatpak cannot read `/tmp` and its cwd is `/app/blender`, so the script
derives every path from its own location. A full build takes about 5 s; a full
render about 2.5 min.
## Layout
| Kind | Path | Count |
| --- | --- | --- |
| Characters (skinned) | `assets/models/blender/npc/<name>.glb` | 8 |
| Gear (static) | `assets/models/blender/npc_gear/<name>.glb` | 18 |
| Props (static) | `assets/models/blender/props/<name>.glb` | 20 |
| Editable sources | `assets/models/blender_src/<name>.blend` (`.gdignore`d) | 46 |
| Review sheets | `docs/blender_previews/sheet_{npc,npc_gear,props}.jpg` | 3 |
## Conventions
- Blender is Z-up. The glTF exporter converts to Godot Y-up.
- **Front = Blender −Y = Godot +Z**, the face direction that
`NpcAvatar.yaw_towards()` assumes.
- Grounded assets have their origin on the floor (`min y ≈ 0`). The two
exceptions are `wall_lantern` (origin on the wall plate, at mount height) and
`marquee` (origin at the wall where the canopy meets it, at canopy height).
- Units are metres, at the same scale as the current world (1.82 m characters).
## Characters
All eight use the `npc_base` contract, so each one can replace
`npc_base.glb` without code changes:
- mesh node `npc_base` under an armature that imports as `Skeleton3D`
- bones `Head`, `HipL/R`, `KneeL/R`, `ShoulderL/R`, `ElbowL/R`, `HandL/R`
(plus `Hips`, `Spine`, `Neck`) at the **same rest positions as `npc_base`**.
`test_character_joints_line_up_with_npc_base` checks this within 1 cm, so the
animation proxies in `_build_skinned_body()` stay valid.
- material slots `skin`, `cloth`, `pants`, `accessory`, `hair` carry the same
neutral `assets/textures/npc/<slot>_{albedo,normal}.png` maps, so
`Materials.npc_slot()` tints them the same way it tints `npc_base`.
- budget ≤ 6000 triangles and ≤ 4000 vertices (glTF vertex count, after seam
splits). The current range is 3,788–4,640 triangles and 3,200–3,960
vertices.
Construction: the torso and limbs are one continuous Skin-modifier mesh,
subdivided twice, decimated to 36 % with X symmetry, and cut at the waist, cuffs,
sleeves and neck so the material borders are clean edge loops. The head,
face (nose, ears, eyes, brows, mouth), hair, hands, shoes and clothing layers are
separate parts. Weights come from distance to the bone segments, limited by body
region. Parts that should stay rigid (head, hands, shoes) get a single bone.
| Character | `layer_for()` / look | Suggested roles | Preview gear |
| --- | --- | --- | --- |
| `npc_casual` | `none`: sweater/tee, short sleeves | tourist, confused visitor, intoxicated, guest | backpack, camera |
| `npc_jacket` | `jacket`: collar + placket | authorized staff, protester, guest | lanyard, clipboard |
| `npc_coat` | `coat`: knee-length coat, long hair | influencer, trespasser, violent threat | sunglasses, shoulder bag, phone |
| `npc_vest` | `vest`: hi-vis vest, reflective bands | delivery | cap, clipboard |
| `npc_dress` | `dress`: slim build, bun, tights | performer | shoulder bag |
| `npc_hoodie` | `hood` accessory: hood up, beard, pocket | trespasser, mental crisis, violent threat | cup |
| `npc_firefighter` | responder: broad build, banded turnout coat, boots | responder | helmet, SCBA tank, flashlight |
| `npc_guard` | uniform: belt, buckle, badge, shoulder patches, radio | player guard / venue security | cap, wand |
**Fixed-colour materials.** Detail materials outside the five slots (`hivis`,
`reflective`, `leather`, `steel`, `patch`, `plastic_black`, `rubber`) carry a 4×4
colour texture. The current `_apply_outfit_materials()` sets
`albedo_color = WHITE` on any slot it does not recognise, and these keep their
colour through that. When integrating, tint only the five contract slots.
**Runtime tint notes.** `_build_skinned_body()` currently paints `cloth`
hi-vis yellow for the `vest` layer. On `npc_vest` the vest is already the fixed
`hivis` material and `cloth` is the undershirt, so skip that override for this
model. For `npc_firefighter` and `npc_guard`, tint `cloth`/`pants` dark (turnout /
uniform navy) and not with the role's `TYPE_COLORS`.
## Gear attach points
Gear is authored in attach-point space, so the origin of each GLB is its
attach point:
| Attach | Godot parent / position | Gear |
| --- | --- | --- |
| `head` | `Rig/Head` marker (0, 1.62, 0) | cap, beanie, hood, sunglasses, firefighter_helmet |
| `back` | `Rig` at (0, 1.10, 0), spine centre; items sit behind the body (Blender +Y = Godot −Z) | backpack, shoulder_bag, scba_tank |
| `chest` | `Rig` at (0, 1.30, 0), sternum | lanyard |
| `hand` | Hand proxy (±0.27, 0.78, 0.02); grip 5 cm below the origin | phone, cup, clipboard, umbrella, camera, protest_sign, flashlight, wand, radio |
The character previews in `sheet_npc.jpg` are built by importing the gear at
exactly these points, which gives a quick visual check of the convention.
## Props
| Prop | Replaces / role | Notes |
| --- | --- | --- |
| `bollard`, `bench`, `trash_bin`, `planter_box`, `newspaper_box`, `fire_hydrant` | `assets/models/generated/<name>.glb` | same footprint and height as the generated set, so colliders and `PROP_PLACEMENTS` still fit |
| `street_lamp` | the box lamps in `_build_street_furniture()` | 5 m; the arm points to −X with the bulb at (−0.85, 4.8, 0). Rotate 180° for the other side of the street. Emissive `bulb` |
| `street_tree` | the cone trees | 3.6 m, with a tree grate |
| `traffic_cone` | the `cone` prop accessory | 0.69 m |
| `palm_tree` | new (boulevard) | 7 m, 14 fronds |
| `round_planter` | new (mockup pots) | stone pot with topiary |
| `a_frame_sign` | new (comedy club queue) | chalkboard |
| `wall_lantern` | new (club door) | wall-mounted; emissive `bulb` |
| `crowd_barrier`, `stanchion` | new (queue / crowd control) | 2.2 m bike-rack barricade; chrome post with velvet rope |
| `handrail` | new (steps) | 2 m run that climbs 0.8 m along +X |
| `security_podium` | new (door check-in) | tablet screen is mildly emissive |
| `double_door` | the procedural entrance door | 2.0 × 2.7 m; emissive `lock_led` on the card reader |
| `marquee` | the procedural marquee | 6 m canopy and sign box; emissive `bulb` + `sign_face`. Overlay the text with the existing `Label3D` |
| `sedan` | new (studio arrival) | 4.6 m; emissive `headlight`, red tail lamps |
Props use plain PBR factors (base colour, roughness, metallic, emission) and
have no textures. They are not yet AO-baked; that is still a Phase 4 task.
Emissive materials are always on in the GLB. The integration should tie them to
`WorldBuilder.set_night_mode()`.
## Checks
- `python3 tools/blender_assets.py audit`: container, `POSITION`/`NORMAL`/
`TEXCOORD_0`, UVs in [0, 1], no zero-area triangles (Godot warns about them
during LOD generation), budgets (characters 6000/4000, gear 1500, props 4000
triangles), grounding, and an editable `.blend`. For characters it also
checks skinning, bones, slots, the `npc_base` mesh node and the height.
- `tools/test_blender_assets.py`: catalogue and contract consistency with
`npc_pipeline.py`, plus a clean audit and full manifest coverage when the
library is built.
- `src/test/tests/test_blender_assets.gd`: every asset imports as a scene
with geometry, characters keep their bones and slots, joints match
`npc_base`, the bones accept `NpcAvatar`'s pose composition, and props are
grounded.
## Known limitations
- The characters have no baked AO or ORM texture of their own. They reuse the
tiling slot maps, so the runtime `SurfaceMaterials` recipes still supply
roughness.
- There is a single body topology per build (average, slim, broad) and no
shape keys. Height variety still comes from `outfit_for()["height_scale"]`.
- Skirts and coats follow the hip and knee bones, so a full stride can clip
the legs through the hem.
- Preview colours (`PREVIEW_TINTS`) only stand in for `outfit_for()`. The GLBs
stay neutral.