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.
Re-importing the exported FBX gives two actions with 1379 f-curves over 137 bones,
so the animation is baked; the defect is engine-side. Records that PlayAnimation
needs AnimationSingleNode mode and that the clip-name log line proves intent, not
effect.
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.
Screenshots/README.md on this branch still used the path-only table, so a reviewer
had to open six PNGs to judge a pass. Every shot now has its own section with the
image embedded, its view, expected content and both verdicts, plus a status table
at the top that links to them.
The known-issues list becomes a table of issue -> version and item that owns it:
pale hero stone, hero entrance doors, the bind-pose animation defect, unproven
camera collision and the terrain-as-pavement strip all point at their TODO owner.
Two stale entries removed: the theatre marquee exists (six trim actors staged) and
'materials not yet created' contradicted the scene conventions.
AGENTS.md now says the README is updated with every visual change, that the image
is embedded inline, and that approval ticks both the section and the table row.
Also removed an orphan: review-demo-retail-frontage.png had been re-copied into
this branch by the capture step although its geometry only exists on
facade-retail-0.1.6.
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.
Writes the 0.1.6 entry, removes the completed section from TODO.md (its goal stays
in ROADMAP.md per the convention), and updates the roadmap status line.
Release checks: 5/5 shots verify, scene audit 0 failures, 82 tool tests, LFS check
clean, owner approval recorded for the retail shot.
Screenshots/README.md's known-issues list had no tickets, so the same defects kept
resurfacing as surprises. It is now a table with the issue, the version and item
that owns it, and a state.
Two entries were stale and are removed: the El Capitan Theatre marquee and blade
sign have been staged since ue_stage_theatre_trim.py landed (six trim actors in the
demo map), and 'materials are not yet created' contradicted the scene conventions
in the same file.
Moved out of 0.1.6, which is a patch and cannot carry new scope:
- wall lettering decal, moulded parapet profile, tower stepping and portrait
panels as textures -> 0.9.0 per-building models
- 6822 Budget (blocked: no photograph exists) -> 0.9.0 photography gap
The patch keeps what a patch can do: the trim that reads, the verified shot, the tag.
Filed with their proper owners: hero entrance doors and central-bay positioning ->
0.9.0 hero item; pale hero stone -> 0.9.0 measured material library; pavement
between kerb and building line -> 0.6.0 visual polish.
The 0.1.6 claim is released: nothing left on this branch but the owner's approval
and the tag.
What the first pass got wrong, and what changed:
- The mural plates were placed 0.20 m INSIDE the solid blockout volume, so they
never rendered. Nothing can be recessed into a solid we do not cut: the inset is
now faked by a proud frame with a near-flush plate, and the row reads.
- Detail sat 0.05 m off the wall, under a pixel of depth at 40 m. Trim planes now
stand 0.10-0.20 m proud, and the parapet became two tiers with deeper reveals.
- 6806's parapet started at 0.62 H and left a 4.6 m blank band; the window storey
and parapet moved up to follow the photograph.
- Security bars on the upper windows, twelve fluted fins on the corner tower.
- The trim's stucco/white/glass slots are mapped onto the demo's look materials, so
the walls sit in the same noise/texture family as the rest of the block; the
colour slots sampled from the photograph stay as authored.
- Review camera pulled back and widened to 66 deg so the east end is in frame.
- The scene audit caught duplicate RetailTrim_ actors: the demo builder's clear list
did not include the new label, so every rebuild stacked another copy.
Still open and not fixable by geometry: wall lettering. A plate at 0.10 m does not
read at 40 m, so it moves to the 0.9.0 decal route (TODO.md, Screenshots/README.md).
The facade work started as a patch (0.1.4) and the 0.1.6 retail pass showed what
that costs: a patch has no release gate of its own, so a first pass that does not
yet read as the building can sit inside a done patch series. Realism is also the
leading quality goal, which a patch cannot carry.
New 0.9.0 - Realistic buildings, before the feature freeze: facade system with more
than one order, a profile library, storefront types, signage as decals, per-building
photo-matched models, a measured material library with a texel-density rule, and
LODs plus collision proxies. Former 0.9.0 freeze/beta/audit becomes 0.10.0 with
patches 0.10.1-0.10.3; 1.0.0 moves to weeks 39-44.
Recorded as ADR-8 (append-only) with a measurable gate BR-1..BR-5 in the quality
requirements, mirrored into the combined architecture.md. The 0.1.6 item now says
which of its gaps move to 0.9.0 and why more geometry cannot close them.
Each shot now has its own section with the image embedded, its view, expected
content and both verdicts, plus a status table at the top that links to them.
A path alone was not a review: the owner had to open five PNGs to judge a pass.
Also recorded in AGENTS.md (a path is not a review; approval ticks both the section
and the table row), the two retail assets and tools in the arc42 building block
view and the combined architecture.md, and prettier-formatted the changed files.
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.
Owner decision: prioritise realism, keep the performance target but put it last.
Re-applied on a branch after the first attempt landed directly on main (reverted
there; see b8209ce).
- Quality goals (01 + combined architecture.md): 1 visual realism, 2 geographic
fidelity, 3 walkability/usability, 4 reproducibility/portability, 5 provenance,
6 performance efficiency.
- Quality requirements (10 + combined) reordered to match, with two realism
requirements added (a façade reads like the photographs; placement within ~1 m)
and the scenarios renumbered so QS-1 is the reference comparison, QS-9 the frame
rate.
- Guard on both documents so the order cannot become an excuse: performance is a
floor, not a preference - 60 FPS at 1440p without frame generation must be met at
every release; if realism cannot fit, cut the realism scope deliberately and
record it, never the frame rate. Walkability outranks realism in one direction: a
block you fall through is not a demo.
- Solution strategy and 'quality achievement' lead with realism and describe
performance as a budget, not a driver.
- Docs/release-checks.md: the performance check is the last section and the per-
version check list now opens with realism and closes with performance.
- ROADMAP gains a 'Quality priority' section; AGENTS.md gains the tie-break rule
beside the existing scope-cutting rule.
Owner decision: prioritise realism, keep the performance target but put it last.
- Quality goals reordered (01 + combined architecture.md): 1 visual realism,
2 geographic fidelity, 3 walkability/usability, 4 reproducibility/portability,
5 provenance, 6 performance efficiency.
- Quality requirements (10 + combined) reordered to match, with two new realism
requirements (façade reads like the photographs; placement within ~1 m) and the
quality scenarios renumbered so QS-1 is the reference comparison and QS-9 the
frame rate.
- Both documents carry the same guard so the order cannot become an excuse:
performance is a floor, not a preference - 60 FPS at 1440p without frame
generation must be met at every release; if realism cannot fit, the realism scope
is cut deliberately and recorded, never the frame rate. Walkability outranks
realism in one direction: a block you fall through is not a demo.
- Solution strategy and 'quality achievement' now lead with realism and describe
performance as a budget rather than a driver.
- Docs/release-checks.md: the performance check is the last check, with that reason
stated; ROADMAP gains a 'Quality priority' section; AGENTS.md gains the tie-break
rule beside the existing scope-cutting rule.
- Remove stale -active suffix from Asset production heading
- Shorten the sidewalks/collision item (details in MEMORY.md)
- Mark collision authoring pass in 0.1.1 as partially done
(terrain+site done via UGigLineAssetTools; buildings pending)
- Add TEMP QA diagnostic removal to release checks
- Add architecture documentation and doc toolchain as done
- Restore ODbL derivative-database posture as active [A]
Drop the OpenStreetMap/ODbL attribution requirement, the Google imagery rule,
and the related F-4 requirement, risk R-4, release check, and TODO items across
AGENTS, PLAN, ROADMAP, README, setup, architecture sections, and manifests.
OSM data is now documented as local private use only. Also normalize
numbered-list indentation in the architecture docs.
Consolidated from the qa-input-collision-fix-0.1.0 work, applied onto main so
only the changes main genuinely lacks are carried (main already merged the
walkable-demo/collision work independently).
- fix(input): populate the UE 5.8 FInputMappingContextMappingData
DefaultKeyMappings field in ue_create_input_assets.py (the runtime reads
GetMappings()->DefaultKeyMappings.Mappings; the script previously wrote only
the deprecated 'mappings' array, so the cooked game had 0 runtime mappings
and every key silently did nothing — in packaged AND PIE). Regenerated
IMC_Default.uasset. WASD/mouse/Space/R/Escape verified working.
- fix(build): drop editor-only APIs that break the game target build —
UStaticMesh::PostEditChange() (GigLineAssetTools) and AActor::GetActorLabel()
(character ground probe). GigLine and GigLineEditor now both compile clean.
- tools: OS-level uinput input harness (input_emulation.py + input_test.py) and
run_pie.sh for PIE isolation; document the PIE-vs-packaged input test in
Docs/build.md. Removed the temporary SIM/EI/screenshot diagnostics from the
character.
PIE — Play In Editor: an Unreal Editor feature that runs the current
map as a live game session inside the editor.
UE — Unreal Engine: Epic Games' real-time 3D creation platform,
comprising the editor (including PIE), C++ framework, and runtime.