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.
This commit is contained in:
zwitschi committed 2026-11-09 10:33:06 +01:00
1 parent 96238bdb6a
commit 05c1488c00
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@@ -308,6 +308,11 @@ try:
# (X -22750) and look NORTH toward the mass. The old camera was at
# X -22800 Y +2600 aiming at its own X, giving an 85%-sky frame.
("demo-north-buildings", unreal.Vector(-22750, 1600, 500), unreal.Vector(-22750, -5200, 350)),
# 0.2.0 third-person body. Stands where the pawn's own boom camera sits —
# 3.4 m behind the spawn point, 1 m above it — and looks at the pawn, so
# the visible body and its idle clip are what the shot is for.
# Demo_PlayerStart is at (-13336, -1150, 600), yaw 90 (facing +Y).
("demo-third-person", unreal.Vector(-13336, -1750, 780), unreal.Vector(-13336, -1150, 560), 58.0),
]
seq = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer")
if seq: