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.
This commit is contained in:
zwitschi committed 2026-11-07 12:02:18 +01:00
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# Screenshots — visual review
Rendered in-game captures of the current project content, generated by
[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). **The PNGs in
this folder are never committed** (`.gitignore` excludes everything here
except this README) — they exist on disk so a human can review the game's
appearance after every change that could affect it. The `![...]` embeds below
resolve locally next to this file.
[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are
committed alongside this README so a reviewer sees exactly what the build
rendered. The `![...]` embeds below resolve next to this file.
## How to regenerate
@@ -97,6 +95,24 @@ floor at Z 0 but is 25 m away from the original review scene, so it appears to
float over the horizon band. That is the review scene's limitation, not the
asset's; the real map will have the terrain under it.
## Scene corrections in this pass (2026-11-07)
Three things were wrong in the staging and are fixed:
- **The floor was 5 cm thick and centred at Z −50 cm, so the character floated
about 1.8 m above it.** The floor is now 90 m x 90 m x 10 cm with its top face
exactly at Z 0, and the character stands on it: measured bounds are Z 0..83 cm
— feet on the plane, no gap.
- **Cubes: one on the ground, one floating.** `Cube_ScaleTest_A` sits on the floor
(base at Z 0) as the ground-contact and scale reference; `Cube_ScaleTest_B`
hangs at 2 m so its cast shadow separates from the object and can be compared
against the grounded cube's contact shadow.
- **The scale-cubes camera was still pointing at the old three-cube row.** It now
looks at both cubes from the south at (0, −900, 200) cm.
Known scene limitation, unchanged: the floor is 90 m across and the horizon is a
black band where no geometry exists. That is the review scene, not the asset.
## What to look for
- **Character**: proportions, bind pose, skin material readability.
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