3.8 KiB
ADR-0018: Quaternius Stage 2 — adopt source proportions at runtime
- Status: Proposed
- Date: 2026-11-05
- Supersedes: ADR-0017 decision 2 (Stage 1 keeps the 13-core contract)
Context
ADR-0017 made Quaternius the NPC base and staged the migration: Stage 1 bakes a proportion-warped mesh onto the existing 13-core contract; Stage 2 adopts the 62-joint rig at runtime only if the warp fails.
The Stage 1 proportion warp was executed and measured (docs/npc-model-sourcing.md
§Rest-pose and proportion-warp measurement). The arm-down rest pose bakes cleanly, but the
warp to the contract proportions does not:
| Joint | Quaternius | Contract | Delta |
|---|---|---|---|
| Hips height | 0.869 | 0.62 | −0.249 |
| Shoulder x | 0.148 | 0.27 | +0.122 |
| Arm (shoulder→hand tip) | 0.429 | 0.70 | ×1.63 |
| Leg (hip→ankle) | 0.835 | 0.62 | ×0.74 |
| Torso (hip→head) | 0.745 | 1.20 | ×1.61 |
The vision judge reads the warped mesh as distorted: paddle/claw hands, forearms lost into the torso, stretched shins, "long legs + short torso". The arm either stays short (a shortened arm against the contract hand) or stretches 1.63× (a distorted deltoid + hand). Both are the gate's rejection conditions.
Decision
Stop the Stage 1 rollout. Adopt the Quaternius source proportions as the runtime character scale, rather than warping them to the old contract numbers. Two sub-options are open and must be chosen by the owner:
- Keep the 13-core bone names, change their rest positions to the Quaternius joints.
The contract armature keeps 14 bones, but the rest positions and gear attach points are
re-derived from the Quaternius skeleton (hip ≈0.87, shoulder ≈0.148/1.39, wrist ≈0.99,
knee ≈0.52).
NpcAvatar's bone count and pose composition stay; gear offsets and the contract tests are re-baked. This is the smallest runtime change that keeps the Quaternius silhouette. - Adopt the 62-joint rig at runtime. Ship the Quaternius skeleton (including the optional
30 finger + 2 foot bones) and retarget Idle/Walk onto it.
NpcAvatarbone mapping, gear attach points and the pose composition change together. Largest change, closest to the source.
Whichever is chosen, the mesh is not proportion-warped: it keeps its source LOD (3,199 welded verts / 6,206 tris) and only the arm-down rest pose is baked.
Consequences
Positive
- The Quaternius silhouette, deltoid, hand and leg proportions are preserved — no paddle hands, no shortened arm, no torso/leg distortion.
- The mesh stays at source LOD (far under the 24,000 cap), so no decimation is needed.
Negative
- The runtime contract numbers (hip 0.62, shoulder 0.27, hand 0.78) change; every gear attach
point,
npc_proportionsguide, fit measurement and pose-composition constant must be re-derived and re-tested. - Option 2 additionally rewrites
NpcAvatar's bone mapping and animation retarget, which is a larger, riskier change than the mesh swap. - The 12-variant rollout and the 12×6 baseline are still blocked until the new rest positions and gear fit are owner-approved.
Alternatives
- Ship the warped mesh. Rejected by the gate: the 1.63× arm / 0.74× leg warp visibly distorts and the owner directed keeping the Quaternius as close to source as possible.
- Keep the old contract and accept a short arm. Rejected for the same reason: the hand ends at ≈0.99 instead of 0.78, so handheld gear floats unless attach points move — which is option 1.
- Abandon Quaternius and keep the procedural generator. Rejected in ADR-0017.
Open question
Choose option 1 (13-core names, Quaternius rest positions) or option 2 (62-joint runtime).
Recommendation: option 1 first — it preserves the silhouette, keeps NpcAvatar's bone count
and pose composition, and only re-derives gear offsets and contract tests.