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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@@ -15,7 +15,7 @@ Actionable task list for this project. This file is the single, central place fo
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- [x] Restore the stride capture after the pose rewrite. The walk cycle started on a **sine**, zero at both the start and the middle of the cycle, so the deterministic capture kept landing on the two passing frames where the legs are together. Starting the cycle at maximum stride (cosine) fixed it with no other change; `demo-third-person-walk` is back as shot 8 and shows a genuine stride.
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- [~] Tune skin shading and hair materials on the player character. **Blueprints and evaluation tooling in place 2026-11-09, hair blocked on an engine-side limit:**
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- [A] Tune skin shading and hair materials on the player character. **Blueprints and evaluation tooling in place 2026-11-09, hair blocked on an engine-side limit:**
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- `Tools/comfyui_generate.py` drives the local ComfyUI instance (`127.0.0.1:8188`) for textures, writing a JSON sidecar with the model, prompt, seed and full workflow so anything generated can be regenerated or rejected. Installed models include `juggernautXL_ragnarok.safetensors` and `sd-v1-5-inpainting.ckpt`.
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- **Stable Diffusion is not usable for flat skin swatches.** Three attempts on two models produced an anatomical close-up twice and a leather-scale surface once; SDXL has no reliable notion of "texture without anatomy". Skin detail is therefore generated procedurally instead (`Tools/generate_character_textures.py`: tileable octave noise for pores plus a strand-sheet texture for hair).
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- **Hair is now its own asset** (`Tools/character_hair_build.py` → `SM_Char_Hair` → `/Game/Test/Character/CharacterHair`), which is what the `character-artist` skill asks for: cards are a separate mesh, not geometry joined into the body. It imports with its own material slot and is attached in C++ as a second `USkeletalMeshComponent` on `SetLeaderPoseComponent`, so it follows the head bone without a second animation. 321 verts, 192 quads, 404 tris.
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