- Add a review harness that stages all eight library characters at portrait, conversation and crowd distance on both maps in day and night. - Fix the final-context lanyard badge and firefighter helmet fit with runtime attach offsets; the asset-space gear contract is unchanged. - Record the gate sign-off, refresh the gallery, and move the completed review to DONE.
11 KiB
Blender asset library
Architecture context: the asset contracts and fallback path are summarized in
architecture.md.
Status: built, audited, and integrated (2026-11-01). NpcAvatar selects the
character variants and attaches the gear; WorldBuilder loads the prop library
with colliders and phase-driven emissives.
Generator: tools/blender_assets.py. Manifest (the
source of truth for integration):
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 skinnednpc_baseis 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
# 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 fit # head/clothing fit + bag-body clearance, per character
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 (.gdignored) |
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. - Foliage (
street_tree,planter_box,round_planter) is a cluster of many small flat-shaded clumps plus outer clumps that break the silhouette, not one smooth blob. That is how the realism pass made the street greenery read as leaves; the three assets carry fresh AO maps (street_treeis 2,592 triangles). - Grounded assets have their origin on the floor (
min y ≈ 0). The two exceptions arewall_lantern(origin on the wall plate, at mount height) andmarquee(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_baseunder an armature that imports asSkeleton3D - bones
Head,HipL/R,KneeL/R,ShoulderL/R,ElbowL/R,HandL/R(plusHips,Spine,Neck) at the same rest positions asnpc_base.test_character_joints_line_up_with_npc_basechecks this within 1 cm, so the animation proxies in_build_skinned_body()stay valid. - material slots
skin,cloth,pants,accessory,haircarry the same neutralassets/textures/npc/<slot>_{albedo,normal}.pngmaps, soMaterials.npc_slot()tints them the same way it tintsnpc_base. - budget ≤ 6000 triangles and ≤ 5000 vertices (glTF vertex count, after seam
splits;
CHAR_MAX_VERTSintools/blender_assets.py, raised from 4000 for the 2026-11-01 face/hand pass). The current range is 3,974–5,026 triangles and 3,744–4,807 vertices.
Construction: the torso and limbs are one continuous Skin-modifier mesh, subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs, sleeves and neck so the material borders are clean edge loops. The head is a separate part carrying the face detail: brow ridge, sclera/iris/upper-lid per eye, cheekbones, a nose with a bridge and tip, ears with lobes, and upper and lower lips. Hands have four fingers plus a thumb; sleeves end in a cuff ring. Hair, 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 (implemented). Only the five contract slots are tinted;
fixed detail materials keep their authored colour. On npc_vest the vest is the
fixed hivis material and cloth is the undershirt, so the yellow override is
skipped. npc_firefighter/npc_guard use dark turnout/uniform tints instead of
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.
NpcAvatar.GEAR_OFFSETS applies two final-context nudges after attachment:
the lanyard moves 4 cm forward so its badge clears the jacket, and the
firefighter helmet moves 3 cm up so its brim sits above the eyes. The
fit report remains an asset-space measurement of the untouched GLBs.
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) plus
the committed 256² baked AO maps (<name>_ao.png) wired by WorldBuilder;
emissive materials are tied to WorldBuilder.set_night_mode(). Characters
carry baked AO and the shared neutral material maps described above.
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 6000/5000, gear 1500, props 4000 triangles), grounding, and an editable.blend. For characters it also checks skinning, bones, slots, thenpc_basemesh node and the height.tools/test_blender_assets.py: catalogue and contract consistency withnpc_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 matchnpc_base, the bones acceptNpcAvatar's pose composition, and props are grounded.
Known limitations
- Characters carry a baked
<name>_ao.png(red channel, wired by_apply_outfit_materials()), but no ORM texture of their own. They reuse the tiling slot maps, so the runtimeSurfaceMaterialsrecipes 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 foroutfit_for(). The GLBs stay neutral.