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v1.2.1 — Human-from-primitives hard limit; three escape paths

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@RobLe3 RobLe3 released this 27 Apr 23:51
· 9 commits to main since this release

User feedback on v1.2.0 broadcaster: 'does not even close resemble a human.' Accurate.

Tried adding facial features (cube nose, sphere ears, line mouth, bar brows) to the v1.2.0 broadcaster head. Result: still doesn't look human. Documented as a hard limit with three concrete escape paths.

The hard limit

Real human faces are subtractive — eye sockets recessed into the head, cheekbones pulled out, lip curvature, jaw shape. None of that can be added as floating primitives stuck onto a sphere; it must be carved into a base mesh.

Three escape paths (out of pure-recipe scope but reachable via Blender MCP)

  1. Import an existing human base mesh — via:

    • mcp__blender__download_polyhaven_asset (CC0 character assets)
    • mcp__blender__download_sketchfab_model (CC-BY models)
    • mcp__blender__generate_hyper3d_model_via_text (text-to-3D AI generation)

    Then chain the orchestrator pipeline: subsurface skin material, character lighting, hero camera, render.

  2. Sculpt mode — gestural; recipe prepares a base mesh, user sculpts manually

  3. Commission a Blender character artist per prompts/04-blender-workflow.md (6-10 hours)

What this contributes methodologically

Three honest scope boundaries are now codified across the plugin:

Version Hard limit Beyond
v0.8.0 Aesthetic design quality Style libraries
v1.2.0 Character production quality Sculpting / artist commission
v1.2.1 Human face from primitives AI 3D / mesh import / sculpt / artist

Each limit comes with a concrete escape path. The skill plugin doesn't fight character work anymore — it redirects honestly to the right tool.

Validation proof

04_broadcaster_with_features_still_not_human.png — even with nose/ears/mouth/brows added, primitives don't carve a human face.