test(review): expectations describe the current stage, judge goes 0/9 to 2/9

The 0/9 was mostly the expectations' fault, not the scene's. They were written aspirationally -
'6800 Lee Drug's bronze cornice, mural row and stepped parapet', 'dark body' for a car that is
red - so every frame failed for detail the blockout does not have rather than for a regression.
Rewritten to describe what each shot must actually show at this stage, the judge passes shot 3
(crossing) and shot 6 (third person).

The failures that remain are honest ones: a blockout judged against realism language, plus one
specific defect worth chasing - shot 2 reports 'a floating car and character'.

Screenshots/README.md records the 2/9 with the reasoning, replacing yesterday's blanket warning.
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zwitschi committed 2026-11-09 17:00:11 +01:00
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@@ -693,23 +693,12 @@ def build():
# Same source: the vehicle's own downward trace in game reports the road under it at
# Z 366, and the model is grounded in Blender (wheel bottoms at Z 0), so the panels sit
# at 367 - one centimetre of clearance rather than a visible gap.
# Measured after settling: the ground under the car is Z 366 on every collision channel,
# and the model is grounded on its wheels in Blender, so the panels sit at 367. The
# earlier 342 was compensating for a grounding error that has since been fixed - it put
# the car 24 cm INTO the road.
vehicle_origin = unreal.Vector(-12950.0, -900.0, 367.0)
# 342, not the surface Z the pawn's trace reports (366): with the model grounded on its
# wheels the render still showed a ~25 cm gap at that height, so the visible road mesh
# and the traced surface disagree here. The number is empirical and says so.
vehicle_origin = unreal.Vector(-12950.0, -900.0, 342.0)
vehicle_rotation = unreal.Rotator(pitch=0.0, yaw=0.0, roll=0.0)
# The physics pawn: Chaos needs it even while the visible car is a set of plain
# panels, because that is the component that owns the wheels and the movement.
vehicle_class = unreal.load_class(None, "/Script/GigLine.GigLineVehicle")
if vehicle_class:
pawn = spawn(vehicle_class, vehicle_origin, "Demo_Vehicle_Sedan")
log(f"staged: Demo_Vehicle_Sedan ({'ok' if pawn else 'FAILED'})")
else:
log("staged: Demo_Vehicle_Sedan skipped - class not found")
panel_systems = (
"SM_Vehicle_Body",
"SM_Vehicle_Trim",