feat(walk): the stride is captured — walking shot 8, traversal check closed
Shot 8 shows the body mid-stride in profile: legs apart, arms counter-swinging. The traversal release check for 0.2.0 is closed with that evidence. The reason earlier attempts froze on one pose was not the clip. A probe of the single-node instance showed the clip advancing normally (assetTime 0.19 -> 1.03, rate 1.0, playing) while the pawn's speed stayed 0 and the clip stayed Idle: the call that enables walking sat in the shot sequencer's BeginPlay, which runs before the player pawn exists, so the cast found nothing and silently did nothing. Moved into the per-frame follow update, the same run logs walk=1 speed=28 clip=GigLine_Walk and the stride appears. Also: the walk expectation was missing from visual_targets.json after the earlier retirement, so --verify was checking 7 shots while 8 were captured. Restored; 8/8 verify.
This commit is contained in:
1 parent
eeeabe56b1
commit
dbb177da6f
41 files changed
+85
-45
No files matched your search
@@ -32,7 +32,7 @@ Actionable task list for this project. This file is the single, central place fo
|
||||
|
||||
### Release checks
|
||||
|
||||
- [ ] Third-person traversal works end-to-end in the demo area. **The harness exists now, the animation does not advance.** The screenshot actor can track the pawn (`ShotFollow`) and drive the walk per shot (`SetReviewWalk`), and the capture is deterministic — but every walking capture shows the body in one static pose (arms forward, legs together), so the walk clip is applied without playing. Next step: check whether the single-node instance is ticking at all (log `GetSingleNodeInstance()->GetCurrentAssetTime()` across frames) and whether `PlayRate` survived the import. Earlier note, superseded: walking works (`-walk` holds forward input; the pawn crosses the sidewalk while the third-person rig follows), but a fixed review camera cannot catch a pawn moving at 4.5 m/s — three attempts framed it at a different distance each run and the last two missed it entirely. The stride shot was removed rather than shipped broken. Needs a camera that tracks the pawn (attach the shot camera to the pawn, or drive the capture from a recorded path), then re-add `demo-third-person-walk`.
|
||||
- [x] Third-person traversal works end-to-end in the demo area. **Walking is captured and verified 2026-11-09**: `demo-third-person-walk` shows the body mid-stride in profile (legs apart, arms counter-swinging), and the run logs `walk=1 speed=28 clip=GigLine_Walk`. Getting there needed two harness fixes, both found by probing rather than guessing: the camera must track the pawn (`ShotFollow`), and the call that enables walking had to move out of the sequencer's `BeginPlay` — it ran before the player pawn existed, so the cast silently found nothing and `speed` stayed 0 while the probe reported `clip=Idle` every frame.
|
||||
- [ ] No blocking animation or rig defects.
|
||||
- [ ] Performance target still met at 1440p.
|
||||
- [ ] Tag `v0.2.0` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
Reference in new issue
Block a user