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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@@ -48,6 +48,18 @@
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"Art/reference/north-chinese/01-grauman-s-chinese-theatre-by-carol-highsmith.jpg"
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],
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"expect": "The two north-side buildings (TCL Chinese Theatre, Madame Tussaud's) seen from across Hollywood Boulevard, full height in frame, daylight"
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},
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{
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"name": "demo-third-person",
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"shot": "Screenshots/demo/review-demo-third-person.png",
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"size": [
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1920,
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1080
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],
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"references": [
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"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
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],
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"expect": "Third-person view of the player body standing on the north sidewalk, full figure visible from behind, the hero facade across the street, daylight"
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}
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]
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}
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