One pawn, both rigs (ADR-9): a skeletal body hidden in first person, a
collision-tested spring arm, and a toggle that swaps the active camera and the
body's visibility. Shipped default stays first person; -thirdperson starts the
pawn in the third-person rig so the review shot is reproducible, and the
screenshot run passes it.
Three defects found and two fixed:
- The skin material had no SkeletalMesh usage flag, so Unreal silently substituted
the default grey. That is why the body rendered as clay.
- render_screenshots.sh still called ./Engine/... on this branch (the fix lives on
the facade branch and never reached main); applied here so the shots generate.
- OPEN: the idle clip is bound and PlayAnimation is called - the run logs the clip
name - but the body still renders in bind pose, arms out. Recorded with that
evidence in TODO.md rather than called done.
Shot 5 (demo-third-person) added and documented; camera collision is implemented
but unproven, since the spawn has open space behind it.
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.
- mpfb_character_export.py: new --pose idle folds the A/T-bind arms down to
a relaxed standing rest pose (baked via pose.armature_apply before export);
new make_diffuse synthesizes a warm skin-tone diffuse with a darker
shorts-suggestive band, replacing the Cycles v2-skin bake that came out
black and was slow at 1024^2.
- write_png now encodes from img.pixels via numpy (fast) because img.save()
writes black for an in-memory image.
- Re-exported idle character, re-imported to /Game/Test/Character (138 bones,
warm M_Character_Export/T_Character_Diffuse); removed stale T_Skin_Diffuse.
- Untracked the review PNGs again: the Screenshots/ gitignore rule had been
dropped and the parallel session had committed the PNGs, against the
AGENTS.md 'never commit the PNGs' rule. Restored the ignore rule; only
Screenshots/README.md stays tracked.
- README/roadmap/memory updated; review-01-character re-pended for approval.