feat(vehicle): the car renders, built from the owner's hot hatch template
The invisible-vehicle defect is closed. Shot 9 now shows the car instead of an empty road. Tools/vehicle_from_template.py converts Art/blender/vehicle/hot hatch.blend into UE-ready assets, following two skills: vehicle-artist - systems split (body 113k tris, trim 10.5k, glass 20.5k, lights 18.6k, wheels 47.8k), one UCX_ hull 1.45 x 3.94 x 0.76 m, two decimated LODs at 39.7k and 13.6k. unreal-export - scale normalised to a documented 4.05 m hot hatch before export (the template measures 7.26 m, factor 0.5579), then verified after import: body bounds 1.51 x 4.02 x 1.22 m against the 4.05 m target. Staged as five plain StaticMeshActors, because the earlier probe proved those render while the same meshes attached to the vehicle pawn do not. Open and recorded rather than hidden: judge_screenshot returns verdict=no confidence=0.9 - the silhouette does not read as a hot hatch from this angle and the car floats slightly. The likely causes are a system misclassification in the template conversion and an origin-height error of a few centimetres.
This commit is contained in:
1 parent
021aa56121
commit
b50afa4bcd
67 files changed
+384
-83
No files matched your search
@@ -16,14 +16,13 @@ import os
|
||||
import unreal
|
||||
|
||||
DEST = "/Game/Hollywood/Vehicle"
|
||||
SOURCE = "/tmp/gigline/vehicle"
|
||||
SOURCE = "/tmp/gigline/hatch"
|
||||
SYSTEMS = (
|
||||
("body", "SM_Vehicle_Body"),
|
||||
("trim", "SM_Vehicle_Trim"),
|
||||
("glass", "SM_Vehicle_Glass"),
|
||||
("light_front", "SM_Vehicle_Light_Front"),
|
||||
("light_rear", "SM_Vehicle_Light_Rear"),
|
||||
("mirrors", "SM_Vehicle_Mirrors"),
|
||||
("wheel", "SM_Vehicle_Wheel"),
|
||||
("lights", "SM_Vehicle_Lights"),
|
||||
("wheels", "SM_Vehicle_Wheels"),
|
||||
)
|
||||
RESULT = "/tmp/gigline/vehicle-import.txt"
|
||||
lines = []
|
||||
@@ -103,7 +102,8 @@ def main():
|
||||
log(f"{name}: imported as its own asset ({'ok' if mesh else 'MISSING'}); "
|
||||
"LOD group wiring needs an editor session")
|
||||
|
||||
# Skeletal vehicle for Chaos: a root bone plus one bone per wheel, everything skinned.
|
||||
# Skeletal vehicle for Chaos is not built from this template yet: the hatch is a
|
||||
# static model, and the drivable rig has to be authored around it.
|
||||
skel_path = os.path.join(SOURCE, "vehicle_skeletal.fbx")
|
||||
if os.path.exists(skel_path):
|
||||
task = unreal.AssetImportTask()
|
||||
|
||||
Reference in new issue
Block a user