Commit Graph
7 Commits
Author SHA1 Message Date
zwitschi 046e2c8b9e docs(review): the Blender-vs-in-game comparison lives in Screenshots/README.md
Merged COMPARISON.md into the review README as a generated section between
<!-- blender-comparison:begin/end --> markers, so there is one place to look and one place
to sign off. Tools/build_comparison_md.py rewrites only that block - the hand-written
sections around it are untouched - and formats the file with prettier afterwards, because a
generated table is never byte-identical to prettier's output and the repo gates on
--check.

Run it after every capture or Blender render; it is the routine that keeps the page current
with new images rather than a one-off export.
2026-11-09 16:10:47 +01:00
zwitschi a17e982561 fix(placement): character and car stand on the ground, not above it
Both floats had different causes and both were measured.

Character: the player start sat at Z 600 while the capsule settles at Z 561 on this
pavement - the QA self-test has been reporting that settle height all along - so the soles
hung 39 cm in the air. The start now uses the measured 561.

Car: the template's lowest geometry is exhaust and underbody, so grounding the model on its
whole bounding box left the tyres 4 cm above the origin. It is grounded on its WHEELS now.
The staged height is 342 rather than the traced road height of 366, because at 367 the
render still showed a gap: the trace and the visible road mesh disagree by about 25 cm at
that spot, and the number is recorded as empirical rather than derived.

Also adds a foot-contact log to the character at BeginPlay (actor Z, ground, capsule half,
mesh bottom, gap) so the next float is a measurement rather than a look.
2026-11-09 15:59:52 +01:00
zwitschi b50afa4bcd feat(vehicle): the car renders, built from the owner's hot hatch template
The invisible-vehicle defect is closed. Shot 9 now shows the car instead of an empty road.

Tools/vehicle_from_template.py converts Art/blender/vehicle/hot hatch.blend into UE-ready
assets, following two skills:

  vehicle-artist - systems split (body 113k tris, trim 10.5k, glass 20.5k, lights 18.6k,
  wheels 47.8k), one UCX_ hull 1.45 x 3.94 x 0.76 m, two decimated LODs at 39.7k and 13.6k.
  unreal-export - scale normalised to a documented 4.05 m hot hatch before export (the
  template measures 7.26 m, factor 0.5579), then verified after import: body bounds
  1.51 x 4.02 x 1.22 m against the 4.05 m target.

Staged as five plain StaticMeshActors, because the earlier probe proved those render while
the same meshes attached to the vehicle pawn do not.

Open and recorded rather than hidden: judge_screenshot returns verdict=no confidence=0.9 -
the silhouette does not read as a hot hatch from this angle and the car floats slightly.
The likely causes are a system misclassification in the template conversion and an
origin-height error of a few centimetres.
2026-11-09 15:52:42 +01:00
zwitschi 5dd53ac30b fix(vehicle): one chassis body, so the car sits on the road
The vehicle floated 3.7 m above the street because the physics asset had a body per bone
and the four wheel bodies intersected the chassis body, pushing the whole thing up. It is
now a single chassis body on the root bone (452 x 205 x 40 cm) - the same shape Unreal's
vehicle template uses, because Chaos simulates the wheels itself and they must not be
separate rigid bodies.

Settle check, same spawn point:
  before: settled at Z 494 cm
  after:  settled at Z 119 cm

Added -drivetest, which holds full throttle for 3 s and reports speed and distance. It
fails, and the failure names its own cause: BeginPlay logs '0 wheel objects after register'
while the component reports 4 wheel setups, so no wheels exist to receive torque. Recorded
in TODO.md with the next step - check the skeleton bone names against the setups, then give
the front and rear pairs their own wheel subclasses instead of the base class.
2026-11-09 15:19:56 +01:00
zwitschi 4f3ed20e49 feat(vehicle): Chaos vehicle spawns and simulates, physics asset generated from script
The physics asset could not be made from Python (PhysicsAssetFactory exposes no mesh
property), so a small editor-only C++ helper calls FPhysicsAssetUtils::CreateFromSkeletalMesh
- the same code path as the editor's Create Physics Asset action. It produces
PA_Vehicle_Sedan with 6 bodies and assigns it to SK_Vehicle_Sedan.

AGigLineVehicle is a Chaos wheeled pawn that configures its four wheels from the modelled
dimensions (radius 33 cm, wheelbase 278, track 156) and is staged in DemoMap. A run logs:
  spawned at (-12950, -900, 120), 4 wheel setups
  settled at Z 494 cm, simulating=1, speed=0 cm/s

That last line is the defect and it is not hidden: the vehicle rests 3.7 m above the road,
so the generated physics bodies do not match the mesh. Recorded in TODO.md with the next
step - inspect the bodies against the mesh, then either fix the creation params or author
two boxes and four wheel spheres explicitly.
2026-11-09 15:14:49 +01:00
zwitschi 2e0421480c feat(vehicle): skeletal vehicle asset for Chaos, and the block that follows
Chaos drives a skeletal mesh, so the static system split was not drivable on its own. The
builder now also rigs the vehicle: a root bone plus one bone per wheel, every wheel skinned
to its own bone, exported with the character preset. SK_Vehicle_Sedan imports with
SK_Vehicle_Sedan_Skeleton (508 triangles).

Blocked, and recorded as blocked rather than worked around: Chaos needs a PhysicsAsset, and
unreal.PhysicsAssetFactory in 5.8 exposes no mesh property - setting skeletal_mesh fails
with 'Failed to find property'. Bodies cannot be generated from the mesh in a commandlet,
so the asset has to be authored once in the editor or built in C++ with FPhysicsAssetUtils.

Also fixed the build order: the skeletal join destroys the per-system objects, so the
report and LODs read them before the join - the first attempt died with 'StructRNA of type
Object has been removed'.
2026-11-09 14:53:35 +01:00
zwitschi 02cadd4964 feat(vehicle): split into systems, add real LODs, import to Unreal
Follows the vehicle-artist object split, which the first build violated: body, glass,
front and rear lights, mirrors and a single wheel mesh are now separate objects and
separate assets in /Game/Hollywood/Vehicle. A single merged mesh across all systems is
what the skill forbids for a game vehicle, and it also meant glass could not be made
transparent or lights emissive independently.

LODs decimate rather than duplicate: LOD1 38 triangles, LOD2 14, against 132 for LOD0.
The first pass copied the shell unchanged and produced 84-triangle 'LODs' that saved
nothing.

Imports verified with bounds: body 4.76 x 1.76 x 1.28 m, wheel 0.22 x 0.66 x 0.66 m,
which match the modelled dimensions.

Open, recorded: LOD group wiring needs StaticMeshEditorSubsystem.import_lod, which is
unavailable in a headless commandlet, so the LOD meshes sit as their own assets for now.
2026-11-09 14:46:02 +01:00