[ArtStudio][Epic] Equipment asset type — bespoke attachable-equipment pipeline (stage plan, sockets/grips, art_pipe capabilities) #463

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opened 2026-07-08 22:58:12 +00:00 by spikerj · 0 comments
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Spun out of #454 (Q1 = option b): Equipment becomes a first-class ArtAssetType with a bespoke pipeline, not a Prop-shaped clone. This is a pipeline-design epic — spec before code.

Product intent

Equipment assets are meant to be used by characters: weapons, tools, wearables. The differentiator vs Prop is attachability/wieldability — which is exactly what makes the plan bespoke instead of Prop-shaped.

Design questions to settle (spec phase)

  • Stage plan: which ordered stages does Equipment run (see ArtAssetStagePlans)? Likely concept → modeling → texturing → attachment/socket definition → export → enrichment; rigging in the character sense probably wrong, but grip/socket metadata is the whole point.
  • Attachment model: how are sockets/grips represented (bone? empty/locator? named socket convention) and how do they survive export (GLB extras? separate sidecar)?
  • art_pipe capabilities: what new worker capabilities/actions are needed (e.g. socket placement, scale normalization against a reference character rig)? Manifest + capability→action resolution per #346 conventions.
  • Method defaults: per-stage method allow-list entries for Equipment (ArtStudioStageMethodOptions), incl. whether text→3D (shap_e) makes sense for equipment.
  • GameServer consumption: how does the equip/attach side consume the metadata (this is where the existing GameServer "Equipment" code intersects — verified in #454 as currently unrelated)?

Implementation (after spec)

  • Backend: ArtAssetType.Equipment (SpikerSoft.Data/Mongos/ArtStudio/ArtAsset.cs) + Equipment entry in ArtAssetStagePlans + validation/tests
  • Worker: new/extended art_pipe stage capabilities per spec
  • Frontend: composer asset-type toggle (Character / Prop / Equipment) + 10-prompt kid-safe Equipment corpus (art-studio.example-prompts.ts) — trivial follow-ons per #454
  • Catalog/gallery filtering by the new type

References

  • #454 (parity ticket; Q1 decision recorded there) · epic #446 (Eric's Generate-drawer parity)
  • ArtAssetStagePlans, ArtStudioStageMethodOptions (stage/method machinery), #378 W1/W1.5 for the allow-list + failover conventions
Spun out of #454 (Q1 = option b): Equipment becomes a first-class ArtAssetType with a **bespoke pipeline**, not a Prop-shaped clone. This is a pipeline-design epic — spec before code. ## Product intent Equipment assets are meant to be **used by characters**: weapons, tools, wearables. The differentiator vs Prop is attachability/wieldability — which is exactly what makes the plan bespoke instead of Prop-shaped. ## Design questions to settle (spec phase) - [ ] **Stage plan**: which ordered stages does Equipment run (see `ArtAssetStagePlans`)? Likely concept → modeling → texturing → **attachment/socket definition** → export → enrichment; rigging in the character sense probably wrong, but grip/socket metadata is the whole point. - [ ] **Attachment model**: how are sockets/grips represented (bone? empty/locator? named socket convention) and how do they survive export (GLB extras? separate sidecar)? - [ ] **art_pipe capabilities**: what new worker capabilities/actions are needed (e.g. socket placement, scale normalization against a reference character rig)? Manifest + capability→action resolution per #346 conventions. - [ ] **Method defaults**: per-stage method allow-list entries for Equipment (`ArtStudioStageMethodOptions`), incl. whether text→3D (shap_e) makes sense for equipment. - [ ] **GameServer consumption**: how does the equip/attach side consume the metadata (this is where the existing GameServer "Equipment" code intersects — verified in #454 as currently unrelated)? ## Implementation (after spec) - [ ] Backend: `ArtAssetType.Equipment` (SpikerSoft.Data/Mongos/ArtStudio/ArtAsset.cs) + Equipment entry in `ArtAssetStagePlans` + validation/tests - [ ] Worker: new/extended art_pipe stage capabilities per spec - [ ] Frontend: composer asset-type toggle (Character / Prop / Equipment) + 10-prompt kid-safe Equipment corpus (`art-studio.example-prompts.ts`) — trivial follow-ons per #454 - [ ] Catalog/gallery filtering by the new type ## References - #454 (parity ticket; Q1 decision recorded there) · epic #446 (Eric's Generate-drawer parity) - `ArtAssetStagePlans`, `ArtStudioStageMethodOptions` (stage/method machinery), #378 W1/W1.5 for the allow-list + failover conventions
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