review: split the rounds into named shots and stage the player pawn
Roadmap gains two sections: 'Review scene and player placement' (this pass) and 'Character development' (follow-on). The camera list is now one table of (name, location, target) with look-at rotations computed from the pairs, so a camera cannot drift out of aim when one number changes. New shots: player-placement (the real pawn, staged in the build script), ground-contact (knee height, feet on the plane), shadow-compare (floating vs grounded cube from a low angle), and hero-portals (whole elevation). The review floor grows to 160 m so the facade stands on ground rather than the horizon band. Retired: the first-person shot. Honest gap recorded in the roadmap: the hero portals sit behind the colonnade and do not resolve from the review floor; that needs a camera on the plinth or a portal rebuild, not another angle.
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# Screenshots — visual review
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Rendered in-game captures of the current project content, generated by
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[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are
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committed alongside this README so a reviewer sees exactly what the build
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rendered. The `![...]` embeds below resolve next to this file.
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[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are committed alongside
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this README so a reviewer sees exactly what the build rendered.
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## How to regenerate
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@@ -11,129 +10,98 @@ rendered. The `![...]` embeds below resolve next to this file.
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Tools/render_screenshots.sh
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```
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This rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from the current
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content (floor, key light, sky, MPFB character, the three 1 m scale cubes),
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runs the game on it in `-game` mode, lets `AGigLineShotActor` walk its fixed
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camera list and capture, and copies the PNGs here. Takes about a minute.
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The script rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from the current content, runs the
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game on it, lets `AGigLineShotActor` walk the fixed camera list, captures each shot, copies the
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PNGs here and exits. About a minute. The camera list lives in `Tools/ue_build_review_map.py`;
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add new shots there and delete retired ones from this folder.
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Each screenshot is embedded below with its description and approval state.
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After reviewing, tick the approval checkbox so agents know whether the look
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is accepted or needs work.
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## Scene conventions
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## review-00-overview.png — generated 2026-11-07, approval: ☐ pending
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- **Floor**: 160 m square, 10 cm thick, top face exactly at Z 0. Anything standing on it has bounds
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starting at Z 0; the character measures Z 0..83 cm.
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- **Cubes**: `Cube_ScaleTest_A` floats at Z 2 m, `Cube_ScaleTest_B` rests on the floor. Both are
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exactly 1 m, so they double as the scale reference.
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- **Lighting**: one warm directional key light plus a sky fill. This is the review rig, not the
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`0.1.0` daytime look.
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- **Known limitation**: outside the floor there is no geometry, so the horizon is a black band.
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## Shots
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Wide shot from the south-west, elevated. The review scene as a whole:
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character at origin, three 1 m calibration cubes in a row at 4 m north, gray
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floor, one key light plus fill sky.
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## review-00-overview.png — Wide scene overview, approval: ☐ pending
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## review-01-character.png — generated 2026-11-07, approval: ☐ pending
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Character and both cubes on the 160 m floor, camera 7 m up looking north-east. Reads the whole review layout at once.
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Medium shot, eye height, from the south. The MPFB-generated character with
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its baked skin material and A-pose bind.
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## review-01-character.png — MPFB mannequin, mid shot, approval: ☐ pending
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## review-02-scale-cubes.png — generated 2026-11-07, approval: ☐ pending
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The imported MPFB character at eye height from the south. Check the feet meet the plane: the contact shadow joins the soles.
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Close three-quarter view of the cube row. Each cube is exactly 1 m — use it
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to judge scale against the character.
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## review-02-scale-cubes.png — Scale cubes, approval: ☐ pending
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## review-03-first-person.png — generated 2026-11-07, approval: ☐ pending
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Both 1 m cubes from the south: the left one floats at 2 m, the right one rests on the floor. Compares cast shadow against contact shadow.
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New shot for the first-person player work. Camera is at 165 cm — the player's
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eye height — looking from behind and slightly south-east of the spawn point.
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It shows where the player lands (the character stands at origin, which is also
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the default spawn) and how the capsule/camera relate to the 1 m cubes.
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## review-03-player-placement.png — Player pawn placement, approval: ☐ pending
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**What changed in the game since the last review:** the project now has a
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first-person `AGigLineCharacter` (1.75 m capsule, 1.60 m eye camera, 4 m/s
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walk, Enhanced Input with WASD + mouse look + jump) wired as the default pawn
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by `AGigLineGameModeBase`. Nothing visible from these cameras should differ:
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the review map spawns its own pawn-free staging, so this shot is the reference
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for the new pawn's position and eye height, not of the pawn itself.
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**Not shown, needs a human check:** walking, mouse look and jump can only be
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judged interactively. Launch the editor, press Play on `Test/ReviewMap`, and
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confirm W/A/S/D move in the expected directions, the mouse looks around with no
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acceleration, and Space jumps once per press.
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The pawn the game actually spawns (`AGigLineCharacter`) at the spawn point, with the floating cube behind. Confirms capsule height and where the player lands.
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## review-04-hero-facade-front.png — generated 2026-11-07, approval: ☐ pending
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## review-04-ground-contact.png — Ground contact detail, approval: ☐ pending
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New: the **hero façade blockout** for 6840 Hollywood Blvd — six columns at
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4.96 m centres across the measured 25.75 m frontage, entablature 2.2 m,
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parapet 1.6 m, plinth and three portal flights. Straight on from the north
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sidewalk, looking south.
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Low camera, knee height, close on the mannequin's feet. A floating or sinking character is obvious here without measuring.
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What it establishes: frontage width, column rhythm and the vertical stack
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(plinth → colonnade → entablature → parapet) all read as the photographs do
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in silhouette.
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## review-04-hero-facade-front.png — review-04-hero-facade-front, approval: ☐ pending
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What it does **not** have yet: the banners, windows, portal recesses and motto
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band are modelled but sit *behind* the colonnade, so from this distance the
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elevation reads as a plain white mass. The materials are flat colours from
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Blender, not look-developed. Do not judge surfaces here — that is the
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materials pass.
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## review-05-hero-facade-oblique.png — generated 2026-11-07, approval: ☐ pending
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Oblique from the north-west. Shows the building's depth (12 m modelled body),
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the column line standing proud of the mass, and the scale relative to the
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review floor and character far to the left.
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## review-05-hero-facade-oblique.png — review-05-hero-facade-oblique, approval: ☐ pending
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**Known issue, recorded rather than hidden:** the façade stands on the review
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floor at Z 0 but is 25 m away from the original review scene, so it appears to
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float over the horizon band. That is the review scene's limitation, not the
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asset's; the real map will have the terrain under it.
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## Scene corrections in this pass (2026-11-07)
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Three things were wrong in the staging and are fixed:
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- **The floor was 5 cm thick and centred at Z −50 cm, so the character floated
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about 1.8 m above it.** The floor is now 90 m x 90 m x 10 cm with its top face
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exactly at Z 0, and the character stands on it: measured bounds are Z 0..83 cm
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— feet on the plane, no gap.
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- **Cubes: one on the ground, one floating.** `Cube_ScaleTest_A` sits on the floor
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(base at Z 0) as the ground-contact and scale reference; `Cube_ScaleTest_B`
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hangs at 2 m so its cast shadow separates from the object and can be compared
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against the grounded cube's contact shadow.
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- **The scale-cubes camera was still pointing at the old three-cube row.** It now
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looks at both cubes from the south at (0, −900, 200) cm.
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## review-05-shadow-compare.png — Shadow comparison, approval: ☐ pending
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Known scene limitation, unchanged: the floor is 90 m across and the horizon is a
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black band where no geometry exists. That is the review scene, not the asset.
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Low angle, both cubes side by side with the character between them. The detached shadow of the floating cube against the grounded one.
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## review-06-hero-portals.png — Hero façade, whole elevation, approval: ☐ pending
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Straight-on from eye height 25 m out. Six columns, plinth, entablature, parapet; the three portals sit behind the colonnade at this distance.
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## review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☐ pending
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Closer straight-on view from the road side of the building line.
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## review-08-hero-facade-oblique.png — Hero façade, oblique, approval: ☐ pending
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From the north-west, showing the 12 m body and the column line standing proud of the mass.
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## What to look for
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- **Character**: proportions, bind pose, skin material readability.
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- **Scale cubes**: each is exactly 1 m — use them to sanity-check anything
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whose size looks off.
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- **Lighting**: one warm key light and fill sky; this is the temporary review
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rig, not the `0.1.0` daytime look.
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- **Ground contact**: feet meet the plane with no gap and no shadow seam.
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- **Scale**: everything checks against the 1 m cubes.
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- **Façade proportions**: six columns at 4.96 m centres across 25.75 m; check the rhythm reads as the
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photographs do in silhouette.
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## Known cosmetic issues in the review scene
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## Known cosmetic issues
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- The gray floor material renders with a speckled pattern instead of flat
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gray — suspect the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
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Cosmetic only; the floor exists so shadows and scale read correctly.
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- The horizon shows a black band below the sky atmosphere (no distant ground
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plane). Expected in the empty review scene.
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## Conventions
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- `review-NN-name.png` names are produced by `AGigLineShotActor`
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(`Game/GigLine/Source/GigLine/GigLineShotActor.h`); the camera list lives in
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`Tools/ue_build_review_map.py`.
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- Add or adjust shots there when new content needs review, then update this
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README's table in the same change.
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- Agents: see the *Visual review* section in [`AGENTS.md`](../AGENTS.md).
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- The floor renders with a faint speckle from the `Constant3Vector` wiring in
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`Tools/ue_build_review_map.py`. Cosmetic only.
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- The hero façade still has flat Blender colours; surfaces are a later materials pass.
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