416 binary files (~1.7 GB: .glb/.gltf/.bin/.png) removed from the index,
kept on disk; spikes/ keeps verdict/review markdown + spike code tracked
(61 files). .gitignore extended to cover model/texture/render binaries
under spikes/ going forward. Reproducible from purchased packs in
docs/assets/downloads/ + tracked scripts; zero markdown-embedded images
in spikes/, so no docs break. History rewrite deliberately NOT done —
recorded as out of scope in D-241. Closes fable-ous.md finding S-14.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
8 body types (slim, average, stocky, tall_lean, short_stout, athletic,
heavyset, petite) × male/female. Style-anchored concept images fed
through Trellis and Blender postprocess.
Adds body_showcase scene with grid display, highlight controls (1-8),
and toon shader with cull_disabled for Trellis mesh normals.
Finding: Trellis works well for props but produces rough character
meshes — characters will likely need composite body parts approach.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Proves the full asset pipeline: concept image → Trellis 3D → Blender
post-process → Godot render with toon shader and recolor masks.
Key findings:
- gltf/embedded_image_handling=3 required (extract mode silently fails)
- Luminance-preserving recolor shader keeps texture detail
- Trellis output quality is sufficient for isometric game assets
- Camera uses pivot-based system with screen-aligned WASD pan
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>