feat(review): Blender screenshots beside the in-game captures, with signoff

Two tools for the comparison the review was missing.

- Tools/blender_screenshots.py renders out of a .blend: one image per mesh object, and
  four turntable angles of the whole scene, framed from the scene's own bounds so adding
  geometry never silently crops a shot. Output lands in Screenshots/blender/, beside the
  in-game captures.
- Tools/build_comparison_md.py writes Screenshots/COMPARISON.md: a table with the in-game
  capture and its Blender render side by side per row, then a signoff table with one row
  per in-game screen. Unmatched shots show an em dash rather than disappearing, because a
  missing Blender render is information too.

The first run already earns its keep: the Blender render of the owner's hot hatch is red
with clear glazing, while the in-game capture of the same asset is near-black, so the
material colour is being lost on import - visible in one glance in the new page.
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zwitschi committed 2026-11-09 16:04:14 +01:00
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@@ -97,6 +97,8 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
| `vehicle_build.py` | Models the drivable sedan: three-tier body, four wheels, lamps and bumpers, plus four `UCX_` convex collision hulls; saves the .blend, exports an FBX with the `ue_metric_v1` preset, and writes a report with every dimension the vehicle config needs. | `--out`, `--fbx`, `--report` | `blender -b --factory-startup --python Tools/vehicle_build.py -- --out Art/blender/vehicle/gigline-sedan.blend --fbx /tmp/gigline/vehicle/sedan.fbx` |
| `ue_vehicle_import.py` | Imports the sedan's six systems into `/Game/Hollywood/Vehicle` as separate static meshes, plus the two LOD meshes; the body carries the `UCX_` hulls as simple collision. | (no arguments; reads `/tmp/gigline/vehicle`) | `UnrealEditor-Cmd <uproject> -run=pythonscript -script=Tools/ue_vehicle_import.py -nullrhi -unattended -nopause` |
| `vehicle_from_template.py` | Converts the owner's `hot hatch.blend` into UE-ready assets: normalises the scale to a documented 4.05 m, splits systems (body/trim/glass/lights/wheels), adds a `UCX_` hull, decimates two LODs, exports FBX per system and writes a report. | `--out`, `--report` | `blender -b "Art/blender/vehicle/hot hatch.blend" --python Tools/vehicle_from_template.py -- --out /tmp/gigline/hatch` |
| `blender_screenshots.py` | Renders review screenshots out of a .blend: one per mesh object (`--mode objects`) and four turntable angles (`--mode scene`), framed from the scene's own bounds, into `Screenshots/blender/`. | `--label`, `--mode`, `--out`, `--report` | `blender -b "Art/blender/vehicle/hot hatch.blend" --python Tools/blender_screenshots.py -- --label vehicle --mode both` |
| `build_comparison_md.py` | Writes `Screenshots/COMPARISON.md`: in-game captures beside their Blender renders in one table, plus a signoff table with one row per in-game screen. Pairs by name with an alias map for camera-named shots. | (no arguments) | `python3 Tools/build_comparison_md.py` |
## Tests