Commit Graph
52 Commits
Author SHA1 Message Date
zwitschi a1f5989cbb fix(anim): the clip now drives the body — two causes, both measured
The body stood in an A-pose while the log said the clip was playing. Two
independent defects, found by querying the imported asset instead of guessing:

1. PlayAnimation needs the component in AnimationSingleNode with a live
   single-node instance. The body is hidden at construction and only unhidden by
   the camera toggle, so the first call could land before the component was ready,
   and the Wanted == PlayingAnimation guard then returned forever. UpdateBodyAnimation
   now sets the mode, calls SetAnimation + Play, and re-asserts while the instance
   is missing.
2. The arms-down offsets lived only in the clip keys. The exporter writes clip data
   relative to the rest pose, so they arrived as a ±20 degree swing around an
   A-posed bind - which is exactly what the pose probe measured. apply_base_pose now
   bakes them into the rest pose before any clip is authored, the same trick
   mpfb_character_export.py --pose idle uses. The table is applied with inverted
   signs: as written, the FBX axis mapping produced arms raised in a V.

Shot 6 confirms it: the arms hang at the sides. Still open and recorded - the idle
pose reads awkwardly (arms forward, hands splayed) and the walk clip has no shot in
motion; both are marked in TODO.md and Screenshots/README.md.

Instrumentation removed; the diagnostics that remain are behind
gigline.SetupLogs.
2026-11-09 10:56:43 +01:00
zwitschi 05c1488c00 feat(camera): third-person rig, V toggle, visible body
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.
2026-11-09 10:33:06 +01:00