character: idle standing pose and warm skin, not the grey mannequin
- mpfb_character_export.py: new --pose idle folds the A/T-bind arms down to a relaxed standing rest pose (baked via pose.armature_apply before export); new make_diffuse synthesizes a warm skin-tone diffuse with a darker shorts-suggestive band, replacing the Cycles v2-skin bake that came out black and was slow at 1024^2. - write_png now encodes from img.pixels via numpy (fast) because img.save() writes black for an in-memory image. - Re-exported idle character, re-imported to /Game/Test/Character (138 bones, warm M_Character_Export/T_Character_Diffuse); removed stale T_Skin_Diffuse. - Untracked the review PNGs again: the Screenshots/ gitignore rule had been dropped and the parallel session had committed the PNGs, against the AGENTS.md 'never commit the PNGs' rule. Restored the ignore rule; only Screenshots/README.md stays tracked. - README/roadmap/memory updated; review-01-character re-pended for approval.
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@@ -48,14 +48,14 @@ def import_texture_and_material():
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# Interchange 5.8 does not create material/texture assets for skeletal
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# FBX imports; finish the baked-material chain explicitly.
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task = unreal.AssetImportTask()
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task.filename = "/tmp/gigline/T_Skin_Diffuse.png"
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task.filename = "/tmp/gigline/T_Character_Diffuse.png"
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task.destination_path = DEST
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task.automated = True
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task.save = True
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task.replace_existing = True
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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tex = unreal.EditorAssetLibrary.load_asset(f"{DEST}/T_Skin_Diffuse")
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tex = unreal.EditorAssetLibrary.load_asset(f"{DEST}/T_Character_Diffuse")
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log(f"texture: {tex.get_class().get_name() if tex else 'MISSING'}")
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mat_path = f"{DEST}/M_Character_Export"
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