feat(anim): idle and walk clips on the MPFB rig
Two parametric cycles authored at 30 fps instead of hand-keyed poses, so the loop closes by construction: GigLine_Idle (60 f, breathing sway, feet planted) and GigLine_Walk (30 f, one stride, hip 0.45 rad / knee 0.55 / arm 0.32, arms counter-phased, torso counter-rotation). The limb axes were measured, not assumed: a probe rotated upperleg01.L by 0.5 rad on each axis and read foot.L, which moved -0.022 -> +0.362 in Y on X, twisted on Y and abducted on Z. Using the wrong axis here would have produced a character scissoring sideways, which no import error would have caught. The character export preset now bakes animation. Without bake_anim the exporter writes a static bind pose and Unreal imports a mesh with no AnimSequence and no error, so the importer asserts a clip exists and prints VERDICT: PASS/FAIL. Verified in /Game/Test/Character: Idle 1.967 s and Walk 0.967 s, both AnimSequences, skeleton intact. Playback on a possessed pawn is not yet verified: the demo pawn has no visible body, so that check belongs with the third-person camera item.
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@@ -56,6 +56,7 @@ Python scripts in `Tools/` drive the content pipeline:
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| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
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| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
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| `character_anim_build`, `ue_character_anim_import` | Character animation clips (`GigLine_Idle`, `GigLine_Walk`) and their import |
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| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
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| `ue_create_input_assets` | Enhanced Input actions + mapping context |
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| `render_screenshots.sh` | Screenshot capture pipeline |
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@@ -200,6 +200,7 @@ Python scripts in `Tools/` drive the content pipeline:
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| --- | --- |
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| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
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| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
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| `character_anim_build`, `ue_character_anim_import` | Character animation clips (`GigLine_Idle`, `GigLine_Walk`) and their import |
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| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
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| `ue_create_input_assets` | Enhanced Input actions + mapping context |
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| `render_screenshots.sh` | Screenshot capture pipeline |
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