docs(decisions): add character pipeline decisions from Quaternius spike

D-158: Frontal camera angle for editor/mugshot UI
D-159: Character body type enum (4 adult × 2 genders + 1 child)
D-160: Body meshes segmented into 15 bone-group regions
D-161: Head always separate mesh on Head bone
D-162: Clothing pre-baked per body type via Blender Surface Deform
D-163: Trellis generates unique heads via BoneAttachment3D
D-164: Fork Quaternius skeleton, replace all body meshes

Q-060: Surface Deform quality at extreme body types
Q-061: Base clothing mesh count for v0.2
Q-062: Quaternius Source tier body type coverage

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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2026-03-19 13:28:35 +01:00
co-authored by Claude Opus 4.6
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@@ -341,6 +341,20 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Dissent:** None (camera pull-back proposal overruled)
- **Cross-reference:** [D-136](architecture.md#d-136-first-settled-reach-moment--auto-generated-apartment--insert-activation) (first game moment), [D-146](#d-146-character-creation-preview--tile-scale-sprite-with-heavy-zoom) (character creation as separate context)
### D-158: Frontal camera angle is default for character editor / mugshot UI
- **Date:** 2026-03-18
- **Decision:** The character editor and mugshot UI use a frontal camera angle (0° tilt, eye-level) by default. Gameplay camera defaults to dramatic (-30°) or isometric (-45°).
- **Rationale:** Frontal view is the natural angle for inspecting a character's face and outfit in an editor context. Identified during the Quaternius aesthetic spike — the frontal preset immediately felt right for close inspection while the tilted angles serve gameplay readability.
- **Raised by:** Jeroen, during spike validation.
- **Cross-reference:** [D-146](#d-146-character-creation-preview--tile-scale-sprite-with-heavy-zoom) (character creation as separate context), [D-155](#d-155-character-editor-supports-full-360-rotation) (editor rotation)
### D-159: Character body type enum: 4 adult types × 2 genders + 1 child skeleton
- **Date:** 2026-03-18
- **Decision:** The character system supports 4 adult body types × 2 genders (8 base meshes) plus 1 gender-neutral child skeleton (9 total). The adult body types are: **Thin** (ectomorph, narrow), **Average** (regular proportions, canonical/default), **Muscular** (broad shoulders, thick limbs), **Heavy** (wide torso, thick midsection). Children use a distinct skeleton with correct child proportions (larger head-to-body ratio, shorter limbs) — not a scaled-down adult. Child gender differentiation comes from animation, not mesh. Elderly is an animation/posture layer on adult bodies (slight stoop, different gait), not a separate body type.
- **Rationale:** Identified during the Quaternius aesthetic spike — the standard tier only has 3 body types (Superhero/Regular/Tiny) with no heavy/fat variation and clothing locked per body type. A populated life-sim world needs visually distinct people. 4 types gives readable silhouette variety at isometric zoom without exploding the clothing authoring burden (clothing authored on Average, batch-generated for other 3 via Blender Surface Deform). Araminta confirmed 4 is the right count — 2 is too coarse, 5+ becomes unmanageable. Thin vs Average may merge in loose clothing at gameplay zoom; this is acceptable.
- **Raised by:** Jeroen, during spike review. Araminta and Tyre confirmed.
- **Cross-reference:** [D-153](#d-153-player-character-not-visually-distinct-from-npcs) (same models for player and NPCs), [D-158](#d-158-frontal-camera-angle-is-default-for-character-editor--mugshot-ui) (editor camera)
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*31 decisions (22 active, 9 superseded). Last updated: 2026-03-17 (D-153–D-157 added — Sprint 28 Character Visuals workshop: player distinctness, outline, editor rotation, faction colors, game start)*
*33 decisions (24 active, 9 superseded). Last updated: 2026-03-18 (D-159 added — body type enum)*