review: put the character on the floor, split the cubes, commit the shots
The review floor was a 5 cm slab centred 50 cm down, so the character floated 1.8 m above it. The floor is now 90 m x 90 m x 10 cm with its top face at Z 0 and the character measures Z 0..83 cm - feet on the plane. Two cubes only: A on the ground as the contact/scale reference, B held at 2 m so its cast shadow separates from the body for comparison. The scale-cubes camera was still aimed at the old three-cube row and now looks at both from the south. Screenshots are committed per the owner's instruction, and .gitignore no longer excludes them.
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# Screenshots — visual review
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Rendered in-game captures of the current project content, generated by
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[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). **The PNGs in
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this folder are never committed** (`.gitignore` excludes everything here
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except this README) — they exist on disk so a human can review the game's
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appearance after every change that could affect it. The `![...]` embeds below
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resolve locally next to this file.
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[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are
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committed alongside this README so a reviewer sees exactly what the build
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rendered. The `![...]` embeds below resolve next to this file.
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## How to regenerate
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@@ -97,6 +95,24 @@ floor at Z 0 but is 25 m away from the original review scene, so it appears to
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float over the horizon band. That is the review scene's limitation, not the
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asset's; the real map will have the terrain under it.
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## Scene corrections in this pass (2026-11-07)
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Three things were wrong in the staging and are fixed:
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- **The floor was 5 cm thick and centred at Z −50 cm, so the character floated
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about 1.8 m above it.** The floor is now 90 m x 90 m x 10 cm with its top face
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exactly at Z 0, and the character stands on it: measured bounds are Z 0..83 cm
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— feet on the plane, no gap.
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- **Cubes: one on the ground, one floating.** `Cube_ScaleTest_A` sits on the floor
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(base at Z 0) as the ground-contact and scale reference; `Cube_ScaleTest_B`
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hangs at 2 m so its cast shadow separates from the object and can be compared
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against the grounded cube's contact shadow.
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- **The scale-cubes camera was still pointing at the old three-cube row.** It now
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looks at both cubes from the south at (0, −900, 200) cm.
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Known scene limitation, unchanged: the floor is 90 m across and the horizon is a
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black band where no geometry exists. That is the review scene, not the asset.
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## What to look for
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- **Character**: proportions, bind pose, skin material readability.
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