test(review): ground-level cameras, and a null result that locates the float
Two cameras were added at pavement height - one on the feet, one on the wheels - because the wide shots cannot settle whether anything touches the surface. The feet shot settled it, and not the way I expected. Lowering the player start from 455 to 395 changed NOTHING in the capture: same framing, same float. The capsule falls onto the collider and always rests at Z 456 with its feet at 369, while the rendered pavement is about a metre lower. So the float is not a spawn-height problem, and no amount of tuning player_z will fix it: the sidewalk's collision extends above its visible top, and the player stands on an invisible ledge. The earlier 'top surface under player: Z 366' measurement was not wrong - it was measuring the collider, which is the thing that is in the wrong place. Next: measure the sidewalk mesh's rendered top against its collider and fix the asset, not the spawn. Also pulled the wheel camera back; it had been inside the bodywork.
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@@ -108,6 +108,26 @@
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"Art/blender/vehicle/hatch-reference.png"
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],
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"expect": "A red compact hatchback car parked on a pavement beside a person, with dark windows, four dark wheels and a dark bumper, daytime"
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},
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{
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"name": "demo-feet",
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"shot": "Screenshots/demo/review-demo-feet.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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"expect": "Low view of a person's feet standing on a pavement, seen along the ground, daylight. The object must touch the surface: feet or wheels in contact, with the shadow starting at that contact point, not on the ground far below."
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},
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{
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"name": "demo-wheel",
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"shot": "Screenshots/demo/review-demo-wheel.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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"expect": "Low view of a car's wheels standing on a pavement, seen along the ground, daylight. The object must touch the surface: feet or wheels in contact, with the shadow starting at that contact point, not on the ground far below."
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}
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]
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}
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