4.5 KiB
NPC roster visual review — 0.9.9
Status: awaiting the owner verdict on row 4. This is the review point for the Quaternius roster (ADR-0017, ADR-0018). Four sheets: the twelve roles, two studio views, the animation poses and the crowd distance.
Where the roster stands
The first pass was signed off with follow-ups; all of its findings traced to build defects and are fixed:
- Worker bodies (
npc_guard,npc_vest,npc_firefighter,npc_crowd_d) had holes in the torso and an open crown because the build deleted the vest and hat materials — on the modular Worker the vest is the torso and the hat is the crown. Nothing is deleted any more; both are remapped, and the hoodie's brows, eyes and hair are transplanted onto the Worker head. - Faces had a unibrow, oversized eye quads and no mouth. They now have two brows, two eyes and an authored lip block on every base.
- Hats are gone except the firefighter helmet (owner directive), and the performer's cone with them; carried props ride the hands.
- Hand and back gear were authored for the old body (wrist y 0.78 → 1.017, chest 1.30 → 1.38,
back 1.10 → 1.26). Every hand item now drops into the palm; the clipboard grips its top edge.
Per-item numbers:
blender-assets.md.
1. Full-body roster (12 roles)
2. Front and profile per role
3. Animation poses (idle / sit / walk contact)
Driven by the real _animate() path with the FSM frozen: arms hang, the seated pose puts the
forearms on the thighs with the shins down, walk contact keeps contralateral opposition.
4. Crowd distance (8 m)
5. Gear on the character
Every piece worn by a real avatar through the runtime attach path — the sheet to judge row 4 by.
Signoff checklist
| # | Question | Verdict |
|---|---|---|
| 1 | Do the twelve characters read as distinct people at 8 m? | ☐ yes ☐ no |
| 2 | Is the head size right for the body? | ☐ yes ☐ no |
| 3 | Do the faces hold up at portrait distance — brows, eyes, mouth, hair? | ☐ yes ☐ no |
| 4 | Do the hands and hand-held items (camera, clipboard, board, baton, parcel) read correctly? | ☐ yes ☐ no |
| 5 | Is the firefighter helmet the only head gear, and does it sit correctly? | ☐ yes ☐ no |
| 6 | Are the role outfits believable for a Hollywood-boulevard shift? | ☐ yes ☐ no |
| 7 | Are the seeded tint palettes acceptable? | ☐ yes ☐ no |
| 8 | Do the seated and walking poses hold up? | ☐ yes ☐ no |
Signoff: ☐ approved as shipped ☐ approved with follow-ups ☐ rejected
Still open
- Eyes have no whites — single-colour quads on every base.
- Arms still graze the torso on the
workerbase (accepted as tolerable for now). - Roster variety is three meshes for twelve roles — the modular part library is the fix.
- The wand and phone orientation read poorly in the gear sheet; both may need re-authoring.
Measured facts
| Metric | Value |
|---|---|
| Characters | 12, all on the Quaternius 62-joint rig |
| Triangles / glTF vertices | 6,218 … 6,436 / 13,012 … 13,459 |
| Budget | 24,000 tris / 24,000 verts each |
| Tint slots | skin, cloth, pants, hair, accessory + fixed detail |
| Texel density | 73–74 px/m on 256² maps |
| Height | 1.82–1.88 m |
| 24-NPC frame budget | 175,264 tris, 0.87 ms (budget 50 ms) |
| Gates | audit 12/12, inspect clean, fit OK, Godot 278/278, Python 167/167 |
Reproducing
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/p --pose=idle
godot --path . --script res://src/test/capture_npc_gear.gd -- --out=res://tmp/npc-gear
History
This page replaced the 0.9.4 procedural-library baseline (eight hand-built characters, 13-core
proportion audit). Its comparison sheets stay in blender_previews/ as records. Per-character
sources: npc-model-sourcing.md; the face options that led to the full
swap: screens/npc-face-gate/.




