fix(vehicle): author wheel axles horizontally; record reverse is not the axle
Wheel axles were vertical in Unreal (the FBX armature conversion rolled them 90 deg about X). Fix: axis_forward:X in the character preset and a Blender-Z wheel tail so the axle lands on Unreal Y. This is correct (reference pose FL roll 180 / FR roll 0) but does not fix the reverse: -drivetest still -2737 cm/s, and FinalRatio sign is a no-op. The remaining cause is the Chaos wheel spin-axis convention or engine torque sign.
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@@ -60,6 +60,7 @@ _METRIC = {
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_CHARACTER = dict(
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_METRIC,
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object_types={"ARMATURE", "MESH"},
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axis_forward="X",
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add_leaf_bones=False,
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path_mode="COPY",
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embed_textures=False,
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@@ -199,8 +199,10 @@ def build_skeletal(joined, wheels, out_fbx, exp_dir):
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for name, (x, y) in wheel_positions.items():
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bone = edit_bones.new(name)
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bone.head = (x, y, r)
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# Point the bone along the axle: the wheel spins about its own Y.
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bone.tail = (x, y - math.copysign(0.25, y), r)
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# Point the bone along the axle in BLENDER Z: the Unreal FBX import maps (x,y,z)->
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# (x,-z,-y), so a tail along Z lands on Unreal Y (horizontal axle). Opposite sides
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# get opposite signs (left down, right up) so the axles point outward.
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bone.tail = (x, y, r - math.copysign(0.25, y))
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bone.parent = root
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bpy.ops.object.mode_set(mode="OBJECT")
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@@ -119,6 +119,11 @@ def main():
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ui.import_animations = False
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ui.import_materials = True
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ui.skeletal_mesh_import_data.import_uniform_scale = 1.0
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# The FBX is already authored in the Unreal frame (nose +X, axle along Y); the
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# importer's default axis conversion otherwise rolls the armature 90 deg about X and
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# the wheel axles land on Z, which drives the Chaos vehicle backward.
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ui.skeletal_mesh_import_data.import_rotation = unreal.Rotator(0.0, 0.0, 0.0)
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ui.skeletal_mesh_import_data.import_translation = unreal.Vector(0.0, 0.0, 0.0)
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task.options = ui
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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skel = unreal.EditorAssetLibrary.load_asset(f"{DEST}/SK_Vehicle_Sedan")
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