feat(body): pose the arms down, add a front-angle shot
The character now stands with its arms at its sides instead of in a bind A-pose,
and there is a second camera to prove it: the third-person shot only ever showed
the pawn's back, so a front-facing pose defect was invisible in review.
demo-third-person-front camera on the road, ~6 m in front, looking back north
at the pawn; embedded in Screenshots/README.md as shot 7.
The pose work itself is a chain of measured findings, all recorded in TODO.md:
- clip data is exported relative to the REST pose, so arms-down offsets held only in
the keys arrived as a ±20 degree swing around an A bind;
- a rest-pose bake alone does not move the mesh: the MPFB mesh has shape keys, the
armature modifier cannot be applied while they exist, and the vertices stayed in
the A shape (X span unchanged at 1.051 m). Clearing the shape keys, baking the
deformation into the vertices and re-binding is what made bind and clips agree.
Not settled, and left as an open item rather than a claim: the base pose uses
inverted signs to compensate for the FBX axis mapping, the upper arms clip into the
torso, and the fingers splay. An aim-based pose module was written and then removed
- applied without the vertex bake it produced arms raised in a V, and a half-working
shared module is worse than none. The proper solve is 0.2.2: apply the standing pose
at character creation, then author clips against that bind.
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@@ -106,13 +106,27 @@ Known gaps in this first pass, recorded rather than hidden:
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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 now drives the body.** The arms hang at the sides rather than standing out in a bind A-pose, which is what the first three captures of this shot showed.
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- **The idle clip drives the body and the arms hang at the sides.** Earlier captures of this shot showed a bind A-pose.
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What is still not right, and is tracked:
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Still open, tracked in `TODO.md`:
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- **The arms hang too far forward and the hands splay outward**, so the pose reads as a person standing awkwardly rather than at rest. The base pose is applied to the rest pose with inverted signs (the FBX axis mapping flips it); the elbow and hand orientation still need work, and that belongs to the `0.2.2` skin/animation tuning pass rather than to this rig.
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- **The walk clip has no shot of its own.** It imports and its curves carry a ±18° arm swing and a 0.45 rad hip swing, but nothing has captured it in motion; a walking shot needs a camera that follows a moving pawn.
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- **Camera collision is implemented but unproven:** the spawn point has open space behind it, so no shot exercises the arm shortening.
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- The arms hang close enough to clip into the torso at the shoulder, and the fingers splay slightly. 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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## 7. Third-person front
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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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- **Verified:** ☑ 2026-11-09 · **Approved:** ☐ pending
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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 and the hands sit at hip height. What it still shows wrong: the upper arms sit close enough to the torso to clip at the shoulder, and the fingers point outward-forward rather than hanging relaxed.
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---
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