Two tools that turn character work into something measurable.
- Tools/comfyui_character_blueprint.py generates a four-view sheet (front, side, back,
head) plus a contact sheet from one description, with fixed seeds and a JSON record
of prompts and prompt ids. First sheet: 'GigLine walker', lean pedestrian in a navy
tee, jeans and sneakers.
- Tools/character_match.py compares a rendered character against a sheet: figure
aspect, fill and coverage deltas, mean CIE76 colour distance, dominant-palette
distance, and a side-by-side montage. The deltas stay separate on purpose - a single
similarity score between a photoreal sheet and a low-detail body would be a number
with no meaning.
- comfyui_generate.py grew wait_for_image() so both tools share the polling path
instead of duplicating it.
- 13 unit tests for the colour maths, masks and palette; 95 tool tests pass.
First real result, recorded rather than smoothed over: aspect delta 1.24, fill delta
0.12, mean deltaE 31.9, palette deltaE 25.4. The montage shows the reason - the model
is a nude body and the blueprint wears a tee and jeans, so clothing dominates every
metric. Figure segmentation is explicit (--render-box): auto-detection picked backdrop
blobs on every attempt, and a background plate is the proper fix.
Conflicts resolved by union, not by picking a side:
- AGENTS.md keeps the stronger visual-review rule (README updated with every visual
change; a stale section is a defect).
- render_screenshots.sh keeps the absolute engine path from main and adds
-thirdperson from this branch - both were needed and neither alone worked.
- Screenshots/README.md now lists six shots, retail and third-person both embedded;
the known-issues tables merged, with the animation defect and unproven camera
collision added to main's rows.
- visual_targets.json carries both expectations.
- Architecture docs: ADR-8 (realistic buildings) and ADR-9 (third-person body) both
present and in numeric order; ADR-8 was mis-placed before the Quality Requirements
heading in the combined document by an earlier edit, now fixed.
- Binary conflicts resolved to main's content, since the retail trim only exists
there.
Checks: 82 tool tests, prettier clean, six embeds resolve.
Two parametric cycles authored at 30 fps instead of hand-keyed poses, so the loop
closes by construction: GigLine_Idle (60 f, breathing sway, feet planted) and
GigLine_Walk (30 f, one stride, hip 0.45 rad / knee 0.55 / arm 0.32, arms
counter-phased, torso counter-rotation).
The limb axes were measured, not assumed: a probe rotated upperleg01.L by 0.5 rad
on each axis and read foot.L, which moved -0.022 -> +0.362 in Y on X, twisted on Y
and abducted on Z. Using the wrong axis here would have produced a character
scissoring sideways, which no import error would have caught.
The character export preset now bakes animation. Without bake_anim the exporter
writes a static bind pose and Unreal imports a mesh with no AnimSequence and no
error, so the importer asserts a clip exists and prints VERDICT: PASS/FAIL.
Verified in /Game/Test/Character: Idle 1.967 s and Walk 0.967 s, both AnimSequences,
skeleton intact. Playback on a possessed pawn is not yet verified: the demo pawn has
no visible body, so that check belongs with the third-person camera item.
Models the two retail buildings beside the hero from their own photograph rather
than the generic kit: bronze cornice, mural row, lettering band, stepped Deco
parapet and rounded corner tower on 6800 Lee Drug; burgundy fascia, pilasters,
white-framed windows and banded parapet on 6806-6820. Reference analysis written
before any geometry (Art/blender/retail/ref-analysis.md), every unmeasured
proportion carried into the part report as an assumption.
6822 Budget is deferred, not guessed: no photograph of it exists and the 6.0 x 5.5 m
sliver cannot be read out of the neighbour shot.
Pipeline fixes found on the way:
- render_screenshots.sh called ./Engine/... for the capture step while every
commandlet used the absolute path; set -e killed the script at 127 *after* the
maps were rebuilt, so screenshots silently stayed a day old.
- the facade kit applies to every Frontage_*/North_* actor, so it pasted its own
language over the new modelled facades; it now skips them, and the trim stages as
RetailTrim_*.
- pure bay arithmetic moved to Tools/_common.py so it is unit-testable without
Blender (4 new tests, 82 total pass).
Known gaps recorded in Screenshots/README.md, not hidden: the parapet reads as a
blank band, murals and lettering do not resolve at review distance, the tower is a
plain cylinder, and the review camera crops the east end.