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>
15 lines
369 B
Plaintext
15 lines
369 B
Plaintext
shader_type spatial;
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render_mode unshaded, cull_front;
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uniform vec4 outline_color : source_color = vec4(0.1, 0.1, 0.15, 1.0);
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uniform float outline_width : hint_range(0.0, 0.1) = 0.03;
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void vertex() {
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// Inverted hull outline: push vertices along normals, render back faces only
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VERTEX += NORMAL * outline_width;
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}
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void fragment() {
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ALBEDO = outline_color.rgb;
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}
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