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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@@ -319,6 +319,10 @@ try:
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# the visible body and its idle clip are what the shot is for.
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# Demo_PlayerStart is at (-13336, -1150, 600), yaw 90 (facing +Y).
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("demo-third-person", unreal.Vector(-13336, -1750, 780), unreal.Vector(-13336, -1150, 560), 58.0),
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# Front view of the same pawn: the third-person shot only ever shows its
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# back, so a pose defect there is invisible. The pawn spawns facing +Y
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# (yaw 90), so the camera stands on the road side and looks back north.
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("demo-third-person-front", unreal.Vector(-13336, -520, 700), unreal.Vector(-13336, -1150, 540), 55.0),
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]
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seq = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer")
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if seq:
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@@ -72,6 +72,18 @@
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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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"name": "demo-third-person-front",
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"shot": "Screenshots/demo/review-demo-third-person-front.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": "Front view of the player body from the road: both arms hanging at the sides, hands down by the hips, face and chest visible, hero facade behind the camera"
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}
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]
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}
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