fix(rig): curl the fingers, derive the arm angle

Two defects from the 0.2.0 review, both fixed and both measured.

- Fingers splayed because the bind is an A-pose hand. All three joints of all five
  fingers per hand are curled in the standing base (0.28/0.34/0.22 rad), with the
  curl axis probed on the rig first. The front shot now shows relaxed hands.
- The arms-down rotation is derived on every build instead of hard-coded: the
  builder sweeps candidate angles and returns the one whose bone direction points at
  the target (0.60 rad, direction dot 1.000 this build). The old 0.55 was a
  hand-swept constant.
- Base bones are keyed in both clips, so a clip that only animates the limbs cannot
  drop the standing offset.

Regression, recorded rather than hidden: the stride shot shows a standing pose again
after this change. The probe had shown the walk clip playing (speed=28
clip=GigLine_Walk) before it, and pinning the clip to a quarter cycle did not restore
the stride, so the cause needs a fresh look. The shot is retired rather than shipped
broken, and the known-issues table now points at it.
This commit is contained in:
zwitschi committed 2026-11-09 12:48:40 +01:00
1 parent 30e4d65743
commit 03af8146a6
48 files changed
+162 -78

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@@ -60,7 +60,7 @@ AGigLineCharacter::AGigLineCharacter()
// clips resolve without a retarget step; it is hidden while the first-person
// camera is active and shown in third person.
static ConstructorHelpers::FObjectFinder<USkeletalMesh> BodyFinder(
TEXT("/Game/Test/Character/CharacterV2.CharacterV2"));
TEXT("/Game/Test/Character/CharacterV3.CharacterV3"));
if (BodyFinder.Succeeded())
{
GetMesh()->SetSkeletalMesh(BodyFinder.Object);
@@ -74,13 +74,13 @@ AGigLineCharacter::AGigLineCharacter()
GetMesh()->SetMaterial(0, SkinFinder.Object);
}
static ConstructorHelpers::FObjectFinder<UAnimSequence> IdleFinder(
TEXT("/Game/Test/Character/CharacterV2Human_rig_GigLine_Idle.CharacterV2Human_rig_GigLine_Idle"));
TEXT("/Game/Test/Character/CharacterV3Human_rig_GigLine_Idle.CharacterV3Human_rig_GigLine_Idle"));
if (IdleFinder.Succeeded())
{
IdleAnimation = IdleFinder.Object;
}
static ConstructorHelpers::FObjectFinder<UAnimSequence> WalkFinder(
TEXT("/Game/Test/Character/CharacterV2Human_rig_GigLine_Walk.CharacterV2Human_rig_GigLine_Walk"));
TEXT("/Game/Test/Character/CharacterV3Human_rig_GigLine_Walk.CharacterV3Human_rig_GigLine_Walk"));
if (WalkFinder.Succeeded())
{
WalkAnimation = WalkFinder.Object;
@@ -92,6 +92,17 @@ void AGigLineShotActor::UpdateFollowCamera()
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(Pawn))
{
Character->SetReviewWalk(true);
// Park the walk clip at a quarter cycle the first frame of the shot, so the
// capture lands mid-stride. Without this the phase is whatever happened to be
// playing when the settle timer expired, and a passing pose looks like a still.
if (!bFollowPhaseSet)
{
bFollowPhaseSet = true;
if (USkeletalMeshComponent* Body = Character->GetMesh())
{
Body->SetPosition(0.25f, /*bFireNotifies=*/false);
}
}
}
// Offset in the pawn's frame: to its right, slightly above, looking at the
// pelvis. Right-of-pawn gives a profile view, which is where a stride reads.
@@ -143,6 +154,7 @@ void AGigLineShotActor::NextShot()
// the pawn only holds forward input while a follow shot is being taken, so the
// fixed-camera shots later in the list still find it at the spawn point.
const bool bFollowThisShot = ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot];
bFollowPhaseSet = false;
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
{
Character->SetReviewWalk(bFollowThisShot);
@@ -72,6 +72,9 @@ private:
/** Re-places the active camera at the follow offset behind the player pawn. */
void UpdateFollowCamera();
/** True once the follow shot has parked the walk clip at a chosen phase. */
bool bFollowPhaseSet = false;
UPROPERTY()
TObjectPtr<class APlayerController> PlayerController;