feat(assets): face-based segmentation pipeline + solidify for hair/clothing
Segmentation: - Face-based exclusive assignment (no overlap, no caps needed) - Hips split from torso (pelvis as own segment) - Torso_upper independent (spine_03 + clavicle, not a variant) - Clavicle moved from arm_upper to torso_upper Hair pipeline: - Solidify modifier (20mm) for scalp hair volume - Normal recalculation before solidify for consistent direction - Eyebrows/facial hair NOT solidified - Fixed mask generation (was outputting black, now white) Clothing pipeline: - Solidify modifier (25mm) for clothing thickness - Peasant shoes added from Fantasy pack Tooling: - convert_outfit.py with solidify support - inspect_glb.py, check_hair_symmetry.py for debugging - Segment reference distribution locked - Q-063 footsteps VFX filed Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -101,4 +101,11 @@ Technical foundation questions: engine, protocols, data structures, performance,
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*14 questions (7 resolved, 1 partially resolved, 6 open). Last updated: 2026-03-19.*
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### Q-063: Footstep VFX system (Godot Asset Library #4122)
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- **Status:** Open
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- **Question:** Integrate the Footsteps asset (https://godotengine.org/asset-library/asset/4122) into the character visual system. Jeroen wants this in the game. Evaluate: how does it hook into the animation system? Does it work with our toon shader pipeline? Should footstep triggers be animation events or raycast-based?
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- **Cross-reference:** D-149 (3D characters rendered live), D-160 (body segments)
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*15 questions (7 resolved, 1 partially resolved, 7 open). Last updated: 2026-03-22.*
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