Replace household NPCs with distinct residents and idle animation - #761
Draft
axelpey wants to merge 2 commits into
Draft
Replace household NPCs with distinct residents and idle animation#761axelpey wants to merge 2 commits into
axelpey wants to merge 2 commits into
Conversation
axelpey
force-pushed
the
codex/sim-resident-idle
branch
from
September 5, 2026 05:47
87fac9e to
85b2335
Compare
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Replace the three stationary household scans with the approved stylized residents: Alex with auburn hair and freckles, Blake with curls and a beard, and Casey with silver hair and glasses. Each has distinct facial geometry, skin tone, clothing, and staggered breathing, weight shifts, blinks, and head/gaze motion. Refined heads use more natural adult proportions, continuous sculpted cheek/jaw/nose surfaces, recessed eye sockets, finer eyelids and lips, scalp-conforming hair, and subtle skin/beard shading. The characters remain stylized.
The asset build now generates both the animated GLBs and matching MuJoCo OBJ/palette textures from tracked source. The viewer samples the Idle clip on interpolated simulation time, preserving pause/reset behavior and world placement. Resident IDs, names, voices, heights, challenge placements and orders are unchanged. Loading, placement previews, removal/re-add and scene disposal are covered, including late asset arrivals.
Scope: idle motion is cosmetic in Three.js. MuJoCo RGB/depth use the new characters in their standing pose, and collision bodies remain kinematic. This does not add autonomous walking or roaming.
Validation:
The full ROS/agent workflow and multi-architecture asset-image build were not run locally. Viewer validation is now included in CI.