fix(assets): address PR #96 review — all 8 items
- Fix stale 21→18 segment count in architecture doc, script docstrings, and disk budget table (critical — both reviewers) - Add average_m/README.md noting role as clothing reference body - Add __main__ guards to diagnostic scripts - Preflight-check all source paths in blender_process_bodies.py - Document solid-white hair masks as v0.2 placeholder for multi-region - Add fallback size comment for head mask generation - Add bald_mask.png (1×1 black) for sidecar convention consistency - Document child non-uniform scale rationale (Y=0.72 vs XZ=0.75) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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# average_m — Canonical Clothing Reference Body
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`average_m` is the **reference body type** for clothing authoring (D-159).
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All clothing items are authored on `average_m` first. The resulting mesh is
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saved as `clothing/<item_id>/reference.glb`. From there, the Surface Deform
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batch pipeline fits it to the remaining 10 body types automatically, producing
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`thin_m.glb`, `thin_f.glb`, `average_f.glb`, etc.
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This means:
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- Every clothing item's `reference.glb` was sculpted/modelled for this body
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- `clothing/<item_id>/average_m.glb` is a direct copy of `reference.glb`
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- Do not modify `average_m` body segments without re-running the clothing fit
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See `docs/architecture/character-asset-organization.md` Section 5 (Surface Deform
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Batch Output) for the full pipeline.
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@@ -5,6 +5,13 @@ a proportional mesh scale to the source body (Teen_Male_FullBody.gltf):
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Scale: (0.75, 0.72, 0.75)
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The Y scale (0.72) differs from XZ (0.75) intentionally: children have different
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proportions from adults. They are not simply uniformly smaller — their limbs are
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shorter relative to torso height (Y) compared to torso width/depth (XZ). The
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non-uniform scale captures this: the child is 75% of teen width/depth but only
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72% of teen height, reflecting the head-to-body ratio and limb length differences
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typical of pre-teen proportions.
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These segments are APPROXIMATE. They produce a visually distinct silhouette
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but are not artist-authored from scratch. Review the proportions and refine
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the base mesh manually if the auto-scale result is not satisfactory.
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