feat(camera): third-person rig, V toggle, visible body
One pawn, both rigs (ADR-9): a skeletal body hidden in first person, a collision-tested spring arm, and a toggle that swaps the active camera and the body's visibility. Shipped default stays first person; -thirdperson starts the pawn in the third-person rig so the review shot is reproducible, and the screenshot run passes it. Three defects found and two fixed: - The skin material had no SkeletalMesh usage flag, so Unreal silently substituted the default grey. That is why the body rendered as clay. - render_screenshots.sh still called ./Engine/... on this branch (the fix lives on the facade branch and never reached main); applied here so the shots generate. - OPEN: the idle clip is bound and PlayAnimation is called - the run logs the clip name - but the body still renders in bind pose, arms out. Recorded with that evidence in TODO.md rather than called done. Shot 5 (demo-third-person) added and documented; camera collision is implemented but unproven, since the spawn has open space behind it.
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@@ -308,6 +308,11 @@ try:
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# (X -22750) and look NORTH toward the mass. The old camera was at
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# X -22800 Y +2600 aiming at its own X, giving an 85%-sky frame.
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("demo-north-buildings", unreal.Vector(-22750, 1600, 500), unreal.Vector(-22750, -5200, 350)),
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# 0.2.0 third-person body. Stands where the pawn's own boom camera sits —
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# 3.4 m behind the spawn point, 1 m above it — and looks at the pawn, so
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# the visible body and its idle clip are what the shot is for.
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# Demo_PlayerStart is at (-13336, -1150, 600), yaw 90 (facing +Y).
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("demo-third-person", unreal.Vector(-13336, -1750, 780), unreal.Vector(-13336, -1150, 560), 58.0),
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]
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seq = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer")
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if seq:
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