by Paul Lovy
Adult human bodies in Blender, built in layers and measured between every one, for Godot 4.7 and the plugins downstream of a body (rig-anything, follow-through, wardrobe, lookdev). 0.1.0 ships the gate: humancheck measures a body in its rig's rest pose - joint heights from bone names in four rig conventions or MPFB joint groups, head count from the midline profile, the crotch as the height where the legs stop being separate, limb segments, hand and foot length, shoulder and hip width over sections that cross the midline, circumferences as convex hulls the way a tape reads them, separate fingers counted across the hand, face relief, joints centred in their limbs, pose, quads, UVs, manifold and symmetry to the surface - against realistic or stylized (Loomis heroic) presets, then renders a fixed orthographic contact sheet in clay, normals and silhouette from four sides with target and measured landmark lines and face, hand and foot close-ups, and hands both to a critic subagent that writes yes/no questions before looking and compares against the previous version. Since 0.2.0 a brief becomes a body: a character sheet (sex, age, stature, weight or build word, realistic or stylized) is resolved against ANSUR II - 6,068 measured adults as a multivariate normal per sex over 65 variables - by conditioning on what the brief fixes, so every other measurement is the one people like that actually have; skin landmarks become joint centres, a stylized body is shifted toward the heroic canon while keeping its own deviations, and a deform rig with rig-anything's bone names is placed exactly on the landmarks. ANSUR II also replaced the realistic preset, settling that MPFB2's arms are about 5 cm short. Since 0.3.0 the body is real: MPFB2 builds it (all-quad topology with deformation loops, UVs, artist skin weights) and a Levenberg-Marquardt solve over its height, weight and muscle macros and sixteen of its own fine targets fits it to the landmark set as humancheck measures it - joint heights, segment lengths, hand and foot, widths, and waist, hip and chest girth with their breadths and depths, because girth alone let the solver answer every waist with a pregnant belly - with priors that make global levers cheap and local girth targets a last resort, and build-aware exceptions (a heavy man carries weight in his belly; a muscular brief keeps its muscle). The game_engine rig is renamed to rig-anything's bone names, so wardrobe and rig-anything read it unchanged. Five briefs fit in 10-15 s each and pass humancheck on the real mesh with no fails or warnings. Since 0.4.0 it reuses and composes: a library of fitted bodies and judged parts indexed by ANSUR z-scores and critic-written tags; a one-call pipeline that reuses a stored body in 0.7 s, warm-starts a similar one from its stored parameters and Jacobian in 2-5 s, or fits a new one in 3.5-7.5 s (down from 13-30 s, by extent-only sections, cached joint groups, Broyden updates and a stall stop); a separate face stage fitting ANSUR's head measurements (interpupillary, head breadth and length, bizygomatic, menton-sellion, head circumference); face designs from MPFB style targets rendered as one grid and judged by one critic call, kept as parts that move between bodies without stitching, with verdict statistics that shrink targets critics keep rejecting; and eyeballs built in MPFB's hidden eye sockets. Since 0.5.0 hands and feet are fitted and designed: a hands-and-feet stage fits ANSUR hand length and breadth, palm length, wrist girth, foot length and breadth and ankle girth in under a second; hand and foot designs combine MPFB's free targets with size offsets in ANSUR standard deviations that the refit reaches on any body, designs the mesh cannot make are screened out before the critic, and stored parts carry measured size tags because critics misread foot width.
Claude Code3 Skills