`reach character {logo, strip-glb, qa, qa-analyze}` replaces make_logo.py,
glb_strip_utility_nodes.py, analyze_captures.py and the run-garment-qa bash
driver. The QA configs and method doc move beside the domain (qa_configs/,
GARMENT_QA.md), and `qa` takes a config name (`reach character qa hoodie_modern`)
or a path.
Parity, from baselines taken before anything moved:
- the logo PNG is byte-identical
- a synthetic GLB with three real utility nodes strips to identical bytes
(the committed bodies strip 0 nodes, so they proved nothing)
- re-analyzing a cached capture set gives a byte-identical report.json and
summary
run-garment-qa is rewritten, not wrapped (D-263). Its decisions — which config,
which Godot ($GODOT, then ~/bin/godot4, then PATH), and whether xvfb-run is
needed — are capture_plan(), pinned by tooling/test_character.py without
launching Godot. The bash exit codes are kept: 2 for a missing config, 3 for
no Godot.
The T-1271 domain map was wrong about this domain. Six of its ten files import
bpy: convert_outfit, inspect_glb, check_hair_symmetry, check_icosphere,
render_quaternius_test and test_quaternius_raw. They are Blender payloads and
joined the carve-out as blender_* (41 payloads now). The 22 existing payloads'
docstrings still cited tooling/garment-fit/ from before T-1273; fixed.
Archived, with reasons in tooling/archive/README.md:
- setup_clothing_metadata.py wrote coverage data for five garments that no
longer exist in the 24-garment wardrobe
- wipe-bodies.sh ran raw DELETEs on systems.db
segment_reference_distribution.md moved to docs/assets/visual/.
Behaviour changes:
- The QA analyzer exited 0 whatever it found, though its own README says
clip-through "is the real defect and it gates". qa and qa-analyze now exit 1
on clip-through, and the remedy names --min-pixels (Wave 1/2 were accepted
at 150). The cached peasant set has 33 failures at the default 8 px.
- glb strip re-reported the same nodes as stripped on every re-run and
rewrote an unchanged file: it left them as orphans and then found them
again. Only nodes still linked into the graph count now, and a first pass
writes the same bytes as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
title, description, type, status
| title | description | type | status |
|---|---|---|---|
| Visual Asset Pipeline | Visual pipeline index — 3D models, textures, and flat 2D artwork (D-244) | design | active |
Visual Asset Pipeline
Status: Active — catalog structure instantiated (T-1050); first models promoted (T-1204); textures/artwork/effects production still pending.
Per D-244: the in-world view renders 3D objects directly. The only flattened 2D content is textures (PBR maps on 3D surfaces) and flat 2D artwork (paintings, flags, billboards, signage) applied as textures/decals on flat surfaces within the 3D world. There is no per-object sprite layer — game objects are not pre-rendered to sprites.
Categories
| Category | File | Count | Description |
|---|---|---|---|
| Models | models.md | 4 | 3D objects/props (.glb) via Trellis (/glb-gen), promoted per [D-241] |
| Characters | — | — | 3D meshes composited at runtime via CharacterVisualDescriptor — see character-asset-organization.md |
| Textures | textures.md | 0 | PBR surface maps (BaseColor / Normal / Roughness) for 3D models |
| Artwork | artwork.md | 0 | Flat 2D art — paintings, flags, billboards, signage, screen content — applied as textures/decals (via the /sprite-gen 2D-artwork generator) |
| Icons | icons.md | 13 | UI icons, status indicators (2D, UI layer only) — as-built inventory of client/assets/icons/ |
| Effects | effects.md | 0 | Shaders, particles, overlays |
Naming, mask-sidecar, D-235-keyed texture, and multi-tile footprint conventions: conventions.md.
Per-Class Briefs
Each asset class entering production is gated on a one-page brief — ../briefs/ — covering scope, visual reference, naming, generation path, and acceptance (template: ../_templates/asset-brief.md). Briefed this batch (T-1049): station walls, rural walls, doors, floors, furniture/props. Formally deferred (not briefed): lamp posts, TVs, billboards, barns, cars — see ../briefs/deferred.md.
Palette
See palette.md for art direction: camera (D-148 gameplay / D-019 offline-render), the toon-vs-PBR rendering treatment for environment props, the D-235 ObjectTag color/material register, and entity colour relationships (D-033).
Pipeline
- 3D objects / props: concept image (
/image-gen) → Trellis image→3D (/glb-gen) →.glb→ promoted toclient/assets/models/. - Characters: Quaternius source meshes, segmented + rigged, composited at runtime from slots (
CharacterVisualDescriptor); see the character-asset doc. - Textures: PBR maps authored/generated for 3D surfaces.
- 2D artwork (paintings / flags / billboards / signage): the
/sprite-gen2D-artwork generator → flat PNG → applied as a texture/decal on a flat surface in the 3D world.
Decision References
- D-244: 3D objects in-world; 2D limited to textures + flat artwork.
- D-159–D-164: character 3D pipeline. D-241: asset promotion.
- D-019: top-down camera, "the angle". D-033: entity colour = relationship to player. D-045: environmental neutrality.