docs(review): shots 6, 7 and 8 reflect the clothed, haired character
The appearance changed in 0.2.2 and the README still described an unclothed body with splayed fingers, which is a defect in its own right: a shot whose README section is stale is not a review. Shots 6, 7 and 8 now describe the clothing, the dark card hair and the raised sun, and their approvals are reset to pending because the appearance changed. 8/8 shots verify.
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@@ -23,7 +23,7 @@ Every shot is embedded below, in order, so the whole review happens in this file
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| 3 | [Crossing](#3-crossing) | ☑ 2026-11-09 | ☑ 2026-11-09 |
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| 4 | [North buildings](#4-north-buildings) | ☑ 2026-11-09 | ☑ 2026-11-09 |
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| 5 | [Retail frontage](#5-retail-frontage) | ☑ 2026-11-09 | ☑ 2026-11-09 |
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| 6 | [Third-person body](#6-third-person-body) | ☑ 2026-11-09 | ☑ 2026-11-09 |
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| 6 | [Third-person body](#6-third-person-body) | ☑ 2026-11-09 | ☐ pending |
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**Verified** is what `--verify` reports: the frame is not blank, is the right size, and has tonal range. **Approved** is the owner's verdict, recorded here. Each shot also has an **expectation** in [`Tools/visual_targets.json`](../Tools/visual_targets.json) describing the content it must show.
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@@ -107,11 +107,13 @@ What this shot is evidence for:
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- The pawn carries a visible skeletal body with the warm skin material, and a spring-arm camera with collision testing. The **V** toggle swaps first and third person; the shipped default stays first person and the review passes `-thirdperson`.
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- **The idle clip drives the body and the arms hang at the sides**, with the hands at the hips and the feet flat. Earlier captures of this shot showed a bind A-pose.
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- **Hair is present** as a short card system hugging the skull (three overlapping rows), not the spiked crown of the first attempt.
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- **Hair is present** as a dark card system hugging the skull (three overlapping rows), not the spiked crown of the first attempt. The strand sheet supplies only the opacity mask; the colour is a dark constant, because using the sheet's pale RGB as base colour made the cut read blond and thin.
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- **The body is clothed** since `0.2.2`: navy tee, dark jeans and off-white shoes as three separate skinned meshes, attached on leader-pose components.
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Changed 2026-11-09 by `0.2.2` (clothing, hair, raised sun), so **approval is reset to pending**.
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Still open, tracked in `TODO.md`:
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- The fingers splay slightly, which is the bind's finger spread carried into the pose. That is the `0.2.2` pose-and-skin tuning pass, not this rig.
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- **Camera collision is implemented but unproven:** the spawn has open space behind it, so no shot exercises the arm shortening.
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---
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@@ -122,12 +124,14 @@ Still open, tracked in `TODO.md`:
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- **File:** `demo/review-demo-third-person-front.png`
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- **View:** from the road, ~6 m in front of the pawn, looking back north. The pawn spawns facing +Y, so this is its front
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- **Expected content:** both arms hanging at the sides with the hands by the hips, face and chest visible
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- **Expected content:** the clothed character from the front — navy tee, dark jeans, off-white shoes, dark hair — arms hanging at the sides with the hands by the hips
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- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
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**Why the shot exists:** the third-person shot only ever shows the pawn's back, so a pose defect on the front — arms out, hands splayed, a face pointing the wrong way — was invisible in review. This angle is the check for it.
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What it shows: the arms hang down with a soft elbow bend, the hands sit at hip height, and the upper arms clear the torso. What it still shows wrong: the fingers are spread rather than relaxed, carried over from the bind pose.
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What it shows: the arms hang down with a soft elbow bend, the hands sit at hip height with the fingers curled, the upper arms clear the torso, and the character wears the navy tee, dark jeans and off-white shoes built in `0.2.2`. Hair is a dark card system hugging the skull.
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**Changed 2026-11-09 by `0.2.2`:** clothing (tee, jeans, shoes as separate skinned meshes), dark hair cards, and a raised sun. The raised sun matters here: the character used to stand in building shadow lit by the blue sky light, which made warm skin sample as blue-grey — face (99, 98, 100) before, (131, 121, 117) after. **Approval is reset to pending because the appearance changed.**
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---
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@@ -139,7 +143,7 @@ What it shows: the arms hang down with a soft elbow bend, the hands sit at hip h
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- **File:** `demo/review-demo-third-person-walk.png`
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- **View:** tracking camera, 4.2 m to the pawn's right, captured while the pawn walks south
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- **Expected content:** the body mid-stride in profile — legs apart, arms counter-swinging
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- **Expected content:** the clothed body mid-stride in profile — legs apart, arms counter-swinging, navy tee and jeans
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- **Verified:** ☑ 2026-11-09 · **Approved:** ☐ pending
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**Why the earlier attempts failed, twice:** the first was a harness problem (a fixed camera cannot catch a pawn at 4.5 m/s, and the call that enables walking ran before the pawn existed). The second was the clip itself: the walk cycle was authored on a **sine**, which is zero at both the start and the middle of the cycle, so the capture kept landing on the two frames where the legs pass together and the image read as a still. The clip now starts at maximum stride (cosine), so any frame near the start shows the stride. The cycle length, amplitudes and loop are unchanged.
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