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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@@ -52,6 +52,24 @@ class CharacterPresetTest(unittest.TestCase):
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self.assertEqual(kwargs["mesh_smooth_type"], "FACE")
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class CharacterAnimationTest(unittest.TestCase):
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"""The animation flags are the difference between a clip and a silent bind pose."""
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def test_bakes_animation(self):
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kwargs = preset.preset_kwargs("ue_character_v1")
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self.assertTrue(kwargs["bake_anim"], "without bake_anim Unreal imports no AnimSequence")
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self.assertTrue(kwargs["bake_anim_use_all_actions"])
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self.assertFalse(kwargs["bake_anim_use_nla_strips"])
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def test_does_not_simplify_authored_keys(self):
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kwargs = preset.preset_kwargs("ue_character_v1")
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self.assertEqual(kwargs["bake_anim_simplify_factor"], 0.0)
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def test_static_preset_stays_animation_free(self):
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kwargs = preset.preset_kwargs("ue_metric_v1")
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self.assertNotIn("bake_anim", kwargs)
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class OverrideTest(unittest.TestCase):
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def test_overrides_win(self):
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kwargs = preset.preset_kwargs(mesh_smooth_type="OFF")
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