Complete character pipeline spike validating the Quaternius rig as foundation for The Settled Reach's 3D character system. Validated: - 65-bone skeleton + Universal Animation Library as rig foundation - Body segmentation into 15 bone-group regions with 1-ring vertex overlap - Trellis-generated heads via BoneAttachment3D - Skin tone texture generation pipeline (9 variants from source) - Toon shader + inverted hull outline at gameplay zoom - CharacterVisual class as compositor prototype Failed (documented): - Trellis clothing auto-rigging (sculptures, not garments) - Bone scaling for body type variants (catastrophic joint deformation) - Runtime per-segment clothing scaling (same failure as Blender-side) Includes: Blender pipeline scripts (segmentation, auto-rigging, Surface Deform fitting), Godot showcase with interactive controls, automated screenshot cycle, smoke tests, team reviews, and VERDICT.md. D-158 through D-164 locked. Q-060 through Q-062 opened. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
227 lines
7.7 KiB
Markdown
227 lines
7.7 KiB
Markdown
---
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title: "Quaternius Stack Aesthetic Validation Spike"
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description: "Two-track spike: Quaternius character rig through toon shader, and Trellis1-generated clothing on the Quaternius rig. Pipeline tension is the primary output."
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type: spike
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status: ready
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date: 2026-03-18
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agents: "TYRE, ARAMINTA"
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---
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# Situation Brief — Character Pipeline Validation
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**To:** TYRE, ARAMINTA
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**From:** Jeroen
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**Date:** 2026-03-18
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## What we know
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The 3D isometric pivot is live. The asset pipeline is split:
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- **Environment assets** — Trellis1 generative pipeline, working, solved
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- **Characters** — Trellis1 failed (wrong proportions, broken normals,
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outline pass artifacts). Route closed.
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- **Clothing and accessories** — Trellis1 unproven on rigged items.
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This spike investigates whether it can work.
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The Quaternius Universal Base Characters pack has been identified as a
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candidate character rig foundation. It is CC0, Godot-compatible, ships
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with a matching animation library, and has a modular clothing system on
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the same rig.
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## The core question
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Can we build a character system where:
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- The **Quaternius rig** provides the body, skeleton, and animation anchor
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- **Trellis1-generated meshes** provide clothing and accessories attached
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to that rig
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If yes, the in-game clothing catalogue becomes generative — every item
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found across the Reach is a unique output, not a hand-authored or
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pack-sourced mesh. This directly supports the design intent of clothing
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as individual purchasable items with genuine variety.
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If no, we understand exactly where the pipeline breaks and can scope
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the alternative.
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## What is NOT decided yet
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- Whether the Quaternius rig becomes the character foundation
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- Whether Trellis1 clothing is viable on any external rig
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- Whether to acquire Patreon Source tier for any Quaternius pack
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- How the character compositor is implemented
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This spike produces the evidence. Decisions follow the evidence.
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## Aesthetic reference
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The target aesthetic is Invisible Inc — isometric, toon-shaded, readable
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at gameplay zoom, eclectic human detail. ARAMINTA has seen this reference.
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All verdicts are measured against it.
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---
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# Spike Brief — Quaternius Stack Aesthetic Validation
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**Timebox:** 1 session
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**Agents:** TYRE (import, scene setup, rig integration), ARAMINTA (asset
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generation, aesthetic evaluation)
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**Blocks:** Character spike rewrite, all asset acquisition decisions
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## Two parallel tracks
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This spike runs two tracks simultaneously. Both feed the same verdict doc.
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---
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## Track A — Quaternius rig through toon shader
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**Owner:** TYRE (setup), ARAMINTA (evaluation)
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**Packs — standard tier (free) only:**
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| Pack | What we're testing |
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|------|-------------------|
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| Universal Base Characters | Body mesh + rig through toon shader |
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| Universal Animation Library | Idle animation on Quaternius rig |
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| Modular Character Outfits — Fantasy | One pack-sourced clothing piece as baseline |
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Download current versions. The Animation Library rig naming was updated
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January 2026 — confirm it matches the Base Characters before importing.
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**Steps:**
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1. Import one Universal Base Character (Regular proportions, either
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gender — TYRE's choice)
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2. Apply existing toon shader unmodified
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3. Place in current isometric scene at gameplay zoom
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4. Add one idle animation from the Universal Animation Library
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5. Attach one clothing piece from Modular Character Outfits Fantasy
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as a baseline clothing reference
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**Screenshots — Track A:**
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- Gameplay zoom
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- Heavy zoom (character editor scale per D-146)
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- Pulled-back crowd scale
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**Track A acceptance criteria:**
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- [ ] Character reads legibly as a person at gameplay zoom with toon
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shader active
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- [ ] Outline pass behaves correctly on Quaternius mesh density — no
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face eating, no artifacts
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- [ ] Idle animation plays without deformation artifacts
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- [ ] Pack-sourced clothing piece attaches without visible clipping
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at gameplay zoom
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---
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## Track B — Trellis1 clothing on Quaternius rig
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**Owner:** ARAMINTA (generation and attachment), TYRE (rig integration
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support as needed)
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**The question:** Can ARAMINTA generate a clothing or accessory mesh
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via Trellis1 and attach it to the Quaternius rig cleanly enough to be
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usable in-game?
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**Steps:**
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1. Using the Quaternius rig as reference, generate one clothing item
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via Trellis1 — ARAMINTA's choice of item and prompt approach
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2. Attempt to attach the generated mesh to the Quaternius rig
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3. Apply toon shader
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4. Evaluate: does it deform correctly with the idle animation? Does
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it clip? Does it read at gameplay zoom?
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Attempt at least two different item types if time allows — one body
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garment, one accessory. Different mesh complexity will reveal where
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the pipeline holds and where it breaks.
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**Screenshots — Track B:**
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- Generated item attached to rig, toon shader active, gameplay zoom
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- Same, with idle animation playing (or paused mid-motion if that
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shows deformation more clearly)
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- Failure cases are as useful as successes — screenshot those too
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**Track B acceptance criteria:**
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- [ ] At least one generated mesh attaches to the Quaternius rig
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without catastrophic deformation
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- [ ] At least one generated mesh survives the idle animation without
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visible tearing or clipping
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- [ ] ARAMINTA documents exactly where the pipeline succeeded and
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where it broke — partial success is a valid and useful result
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---
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## Track C — Character in environment (brief, after Track A)
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If Track A produces a viable character, place them in a minimal
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existing scene from the Trellis1 environment pipeline.
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**Steps:**
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1. Place Track A character in an existing interior scene
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2. Screenshot at gameplay zoom — character and environment together
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This is a single screenshot, not a full stage. It answers whether the
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character aesthetic is consistent with the environment aesthetic that
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is already working.
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---
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## What NOT to build
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- Multiple body types — one proves the pipeline
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- Full animation set — idle only
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- Full room layout — use an existing scene
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- Any game logic — visual validation only
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## Hard constraints
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- No Adobe products or services
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- Standard tier only for Quaternius packs — do not acquire Source
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tier before the verdict is in
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- Do not modify the toon shader to accommodate the assets — evaluate
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what the current pipeline produces unmodified
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- Do not discard failure results — document them
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---
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## Primary output — Pipeline Tension Report
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This is the main deliverable. ARAMINTA authors it. TYRE contributes
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the technical observations.
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The report answers three questions directly:
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**1. Does the Quaternius rig work as a character foundation?**
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Viable / not viable / viable with conditions. One paragraph.
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**2. Does Trellis1 clothing attach to the Quaternius rig?**
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This is the critical tension. Three possible outcomes:
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- Clean attach — generative clothing pipeline is viable
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- Partial attach — viable with constraints (document what the
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constraints are exactly)
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- Failed attach — generative clothing is not viable on this rig
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(document where it broke and why)
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**3. Are the two pipelines visually consistent?**
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Does a Trellis1 clothing item on a Quaternius body read as coherent
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through the toon shader, or do the two sources fight each other
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aesthetically?
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Secondary outputs:
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- Screenshot set (minimum 8 images across all tracks), filed where
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TYRE sees fit
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- Source tier recommendation: which Quaternius packs justify
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acquisition based on what the standard tier produced
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- Flag to Jeroen if the character compositor brief needs rewriting
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based on findings
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---
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## This spike does NOT produce
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- A locked decision on the character system
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- A commitment to the Quaternius stack
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- A commitment to the Trellis1 clothing approach
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- Any game code
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Jeroen reviews the Pipeline Tension Report before any decisions
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are made.
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