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
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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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)
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.ArtStudioStageMethodOptions), incl. whether text→3D (shap_e) makes sense for equipment.Implementation (after spec)
ArtAssetType.Equipment(SpikerSoft.Data/Mongos/ArtStudio/ArtAsset.cs) + Equipment entry inArtAssetStagePlans+ validation/testsart-studio.example-prompts.ts) — trivial follow-ons per #454References
ArtAssetStagePlans,ArtStudioStageMethodOptions(stage/method machinery), #378 W1/W1.5 for the allow-list + failover conventions