Commit Graph
83 Commits
Author SHA1 Message Date
zwitschi a2f8ddccf1 docs(vehicle): record the FBX bakes a -90 deg armature roll
The export rotates the armature -90 deg about X (wheel axle on Z) while leaving the
mesh unrotated. Head/tail, axis_forward:X, and armature pre-roll all failed to change
the imported bones. Next: post-import skeleton fix or bake_space_transform.
2026-11-10 19:06:11 +01:00
zwitschi 3d4e830660 docs(vehicle): the reverse is a 90-degree armature roll, not the axle sign
Bone reference poses show root roll 90 and wheel bones rolled +/-90, with wheel
centres at Z +/-0.81 instead of Y. The mesh vertices are unrotated, so the FBX
axis_forward:-Y conversion rotates the armature but not the geometry, leaving the
wheel axle on a rotated axis. Fix is in the bone authoring, verified by the
reference-pose probe.
2026-11-10 18:52:24 +01:00
zwitschi c3aacabd46 test(vehicle): add -reversetest and record the reverse is wheel-spin, not throttle
-reversetest holds negative throttle; forward throttle drives -224.9 km/h and reverse
throttle -99.5 km/h, both backward, so the throttle sign is not the cause - the wheel
spin is inverted relative to the engine torque. Mesh orientation is fine (nose +X).
Next: check the imported wheel-bone reference pose (axle may land on X/Z, not Y).
2026-11-10 18:48:27 +01:00
zwitschi 8e9914ae6e docs(vehicle): record the axle flip did not fix the reverse direction
Flipping the wheel-bone axles inward->outward and re-importing left the drive
direction unchanged (-2788 vs -2680 cm/s). Reverted. The next probe is
SetThrottleInput(-1) to split throttle-inverted from wheel-spin-inverted.
2026-11-10 18:35:52 +01:00
zwitschi 927e9376a8 fix(vehicle): set PhysicsType=Simulated so the chassis body simulates
The physics asset body was missing PhysicsType. BuildPhysicsAsset created the
USkeletalBodySetup with a box but never set Body->PhysicsType, leaving it
PhysType_Default ('follow owner'). The base AWheeledVehiclePawn sets
Mesh->BodyInstance.bSimulatePhysics=false (the Chaos async solver drives it), so
'follow owner' meant the chassis never simulated - the vehicle sat frozen at
spawn (simulating=0) and -drivetest reported speed=0 travelled=0.

Set Body->PhysicsType = EPhysicsType::PhysType_Simulated. Result: simulating=1,
settled at Z 77 cm, and the drive test moves the car (36.3 m). It drives backwards
(-96.5 km/h) - the next bug is the reverse direction, not the physics setup.
2026-11-10 18:26:03 +01:00
zwitschi 2cd3774aad docs(skills): all skill packs are gitignored, none committed
The owner added /.agents/skills/ to .gitignore, so no skill is in the repository:
the UE packs, the cpp router and blender-director are all local-only. Reconcile the
docs that still said 'in the repository':

- AGENTS.md: blender-director and the UE packs now say gitignored, not committed.
- Docs/toolchain.md: drop the stale 'in this repository' row and name the UE and C++
  sources in the table.
- MEMORY.md: record the decision.
2026-11-10 17:58:34 +01:00
zwitschi 8e6aa9cff2 docs(vehicle): record the float fix is fragile — delete+recreate, not the box centre
The transient settle at Z 78 was the first physics-asset recreation; repeating the
delete + rebuild + assign cycle flipped the pawn to simulating=0 and stuck at spawn,
with the same box centre -18 that had settled. The delete+recreate is the failure,
not the box: delete_asset does not fully release the package, so NewObject reuses
stale state and the rebuilt body stops simulating.

- Plugin enablement (5e328f5) stays the solid fix (4 wheels).
- The physics asset needs a proper fix: set PhysicsType=PhysType_Simulated and update
  in place, not delete+recreate.
- ue_vehicle_import.py SOURCE is stale (/tmp/gigline/hatch vs /tmp/gigline/vehicle for
  the skeletal FBX), so the wired regeneration is never reached.
- Driving is still untested.
2026-11-10 17:35:20 +01:00
zwitschi 5e328f5d3e fix(vehicle): enable ChaosVehiclesPlugin so the Chaos vehicle is actually created
The Chaos vehicle never existed: ChaosVehiclesPlugin is EnabledByDefault=false and
was absent from GigLine.uproject, so FChaosVehicleManager was null and
OnCreatePhysicsState skipped CreateVehicle() (read from the engine source). The
pawn stayed at setups=4 wheels=0 output=null and the mesh fell back to the regular
rigid-body solver, which is what teleported upward.

- Enable ChaosVehiclesPlugin in GigLine.uproject. CreateVehicle() now runs:
  'wheels 4', 'output present', 'setups=4 wheels=4'.
- Drop the constructor's SetSimulatePhysics(true) / collision-profile override: the
  Chaos movement component drives the mesh through async physics, and forcing the
  regular solver kept the body out of the vehicle solver.

The plugin fix turns the teleport into a stable 'float at Z 545' (540 cm above the
floor) in both probe maps - suspension tuning is the next bug.
2026-11-10 16:39:42 +01:00
zwitschi 620cbe181c docs(vehicle): fresh probe data — the writer is the physics sim, asset pipeline ruled out
Rebuilt and re-ran the vehicle probe workflow:

- Control (no terrain) falls and settles (300 -> 78 cm).
- Terrain rises (313 -> 545 cm) with body velocity pinned to 0 and zero overlaps.
- Turning physics OFF at 3 s stops the rise, so the Chaos vehicle solver is
  teleporting the body (transform set directly, no velocity) - not an external
  SetActorLocation.
- 0 wheels in both runs, so the missing wheels are not the trigger; the terrain is
  what flips fall to rise.

Ruled out the asset pipeline with commandlets: the FBX, the imported
SK_Vehicle_Sedan (476x228x144 cm), the physics asset (452x205x40) and Terrain_DEM
(380x210 m) are all correct; the logged '1 cm bounds' is a stale component read,
not a bad mesh.

Next: bisect step 2 - a stock AWheeledVehiclePawn beside AGigLineVehicle in the
terrain probe map.
2026-11-10 16:07:39 +01:00
zwitschi 2d7322253a style: prettier on MEMORY.md after merge 2026-11-10 15:37:11 +01:00
zwitschi 8c34eaece0 feat(hero): banner lettering, re-render the three staging shots; defer the rest to 0.9.0
Banner lettering (JIMMY KIMMEL LIVE): new Tools/gen/generate_banner_texture.py
draws the exact title with Pillow + Liberation Sans Bold - an image model would
mangle a trademark string, and Qwen-Image 2.1 is research-only. Gold JIMMY /
KIMMEL / LIVE stacked on a crimson ground. ue_hero_facade_import.py generalises
import_albedo to import_texture and wires the banner into M_Facade_Banner_Ref as
Base Color (tiling 1.0), replacing the flat dark tint with a brighter red per the
owner's 'less dark, more bright'.

Re-rendered all three ReviewMap staging shots (front, oblique, portals) and
updated their Screenshots/README.md status rows.

The hero facade rework is now closed at 'surface detail that reads at 45 m'. The
remaining elevation work - volute capital depth, lattice grille depth, and the
full realism pass - is deferred to 0.9.0 per the owner, and the 0.9.0 hero item
records the hand-off.
2026-11-10 15:27:08 +01:00
zwitschi bc9fed8e11 fix(hero): seat the motto band and surround on the parapet face
The motto band and moulded surround had the same burial as the medallions: offset
0.06 left their front face at Y -0.44, inside the 1.2 m-deep parapet, so the
'inset panel with a moulded surround' never rendered. Only the inscription (moved
to 0.40 in the previous commit) read.

- Band recessed at offset 0.34 (Y -0.16), surround proud at 0.43 (Y -0.07),
  inscription stays 0.40 (Y -0.10).
- Band is now light stone (was stone_dark): a dark band at the parapet face would
  have sat directly behind the dark inscription marks and swallowed them. The
  reference is dark incised lettering on a pale band.
- Removed the dead duplicate 'Hero_MottoBand 0.40' entry - the earlier 0.06 match
  won, so the 0.40 was silently ignored.

Rendered and judged; the advisory judge no longer flags the band.
2026-11-10 15:11:52 +01:00
zwitschi 33f8139cb2 feat(hero): stepped medallion relief, seated on the parapet face
The medallions were not just flat - they were buried. seat_on_front put
Hero_Medallion at offset 0.08 (front Y -0.42) while the 1.2 m-deep parapet stands
at Y -0.15, so both discs sat inside the parapet and never rendered. The motto
band and surround have the same burial (offset 0.06) and are a separate follow-up.

- Three stepped layers per medallion with per-layer prefixes so seat_on_front gives
  each its own stand-off: Rim (0.55 m, dark, offset 0.36 -> Y -0.14), Field
  (0.38 m, light, offset 0.43 -> Y -0.07), Boss (0.15 m, dark, offset 0.50 -> Y 0.00).
  A single Hero_Medallion prefix would both flatten the relief and (via startswith)
  swallow the specific prefixes, so it is removed.
- Moved from +/-6.2 (inside the inscription text, which spans +/-6.87) to +/-9.8.
- Fixed Tools/review/hero_iterate.sh, which still had the pre-tools-move
  'cd dirname/..' and landed in Tools/ instead of the repo root.

Rendered and judged; the advisory two-model judge (no, 0.93) no longer flags the
medallions. Owner review pending.
2026-11-10 15:04:48 +01:00
zwitschi 6f896fb701 docs(memory): the seven findings from the tools move and the e2e chain
Records what cost time today, with the evidence:

- the four traps of the folder move: sibling imports (sys.path needs both the tools root AND the script's own
  folder), shell scripts resolving REPO relative to themselves, stale result files passing as success, and
  Unreal hanging rather than failing when a second editor is alive - plus the pkill-matches-its-own-command-line
  gotcha;
- measured proof that LevelEditorSubsystem.new_level() cannot replace a map in one session (create -> delete ->
  create returns False, and delete_asset leaves the .umap), so emptying actors is the workable step; and that a
  falling actor count (600 -> 409) was the fix that audits clean;
- two-model judging: the reconciliation rule, the 404 that retired claude-3.5-haiku, and the observation that
  this judge is consistently pessimistic on our content so the model disagreement is the signal;
- local ComfyUI: it is a Stability Matrix install nothing here starts, the documented graphs are UI format that
  /prompt rejects, albedo-only output, no seamless sampler in 0.44, and per-model licence rules;
- hero facade: detail was modelled inside the wall, the hero's materials are not the kit's, Unreal keeps a
  material on re-import, materials must be saved themselves, and project_dir() is not the repo root;
- the render chain is build -> import -> render, and e2e_asset_check.py is the command that runs it all.
2026-11-10 13:46:10 +01:00
zwitschi 4d27109668 refactor(tools): group the sixty scripts by what they talk to
One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:

  Tools/unreal/    commandlets and the two map builders, with ue_common.py and ue_placement.py as the
                   shared imports (they need the engine)
  Tools/blender/   builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
                   (they need the Blender Flatpak)
  Tools/review/    the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
                   build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
                   visual_targets.json
  Tools/gen/       image and texture generation: the ComfyUI driver, deterministic texture writers,
                   reference fetching
  Tools/input/     OS-level input injection
  root             _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/

Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.

51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.

Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
2026-11-10 12:40:30 +01:00
zwitschi 3872ffb742 style: prettier on MEMORY.md 2026-11-10 09:12:31 +01:00
zwitschi 19ed4fefd4 docs(skills): one common copy of the skill packs; project keeps blender-director
The 94 symlinks in ~/.agents/skills and the full second copy in
~/.pi/agent/skills/blender-skills were the same packs under two roots, so Pi
reported a collision for every one of them on every start and silently dropped
the loser.

- The 93 upstream packs, the shared references/ notes and the LICENSE now live
  once, flat and one level down, in the common agent folder ~/.pi/agent/skills/.
- The repository keeps only the project-specific pack:
  .agents/skills/blender-skills/blender-director/. Its ../references/ links now
  point at ~/.pi/agent/skills/references/ because it no longer sits beside them.
  Its SKILL.md declared metadata.role twice (specialist, orchestrator), which is
  fatal YAML - the pack had never actually loaded.
- AGENTS.md and Docs/toolchain.md describe the split and warn against copying the
  common packs back into the repository.

Verified by walking all three discovery roots and parsing every frontmatter:
97 skills loaded, 0 malformed, 0 collisions.
2026-11-10 08:36:58 +01:00
zwitschi 670c692c43 chore: make the Blender files writable and commit the regenerated asset state
Every .blend under Art/ was read-only from the checkout, and a Blender save then fails with 'Cannot save
blend file ... is not writable'. In Tools/hero_facade_build.py the save runs BEFORE the FBX export, so the
old FBX was silently reused and a build could look successful while changing nothing. All 20 .blend and
.blend1 files are now writable and 'find Art -name *.blend ! -perm -u+w' returns nothing.

Re-rendered the full capture set afterwards. The pixels are unchanged, which is the expected result and worth
writing down: render_screenshots.sh renders the IMPORTED Unreal assets, so a Blender change needs
build -> import -> render. Chmod alone cannot change an image.

Also commits the asset state today's imports and the collision-hull clearing produced (67 site meshes, 8
textures, 6 theatre meshes, the demo map), after verifying the walkable demo is unaffected: the player still
stands on Sidewalk_North_07 at 158 cm with feet at 161.
2026-11-10 08:11:13 +01:00
zwitschi 1b4b46e957 fix(site): slice the road too - the 2 m lid was a convex hull, not geometry
The road was never mis-modelled: a 279 m strip imports with ONE auto-generated convex hull, and a
convex hull's top is the strip's maximum height. A downward trace therefore landed at 366 cm - a flat
lid about 2 m above the visible road, which sits at roughly 152 cm there. That single fact explains
every failed sidewalk fix, the 'road above its own sidewalk' reading, and why the player always ended
up on Road_Hollywood.

Slicing the road the way the sidewalks already were fixes it, and the cross-section is now continuous:

  Terrain_DEM       154
  Sidewalk_North_07 158
  Road_Hollywood_07 158   (was 366)

Two changes had to land together: the road exported in slices, and the map stopped staging the single
Road_Hollywood asset - which still sat on top of the slices and won every trace until removed.

All 23 captures regenerated; the player and the car both stand on a continuous ground plane.
2026-11-09 19:15:10 +01:00
zwitschi 4132dc77e3 docs(site): the road fans past the sidewalk where the centreline curves
Found the mechanism behind the 2 m disagreement. street_mesh.py builds the road across -10.5..+10.5 m
and the north sidewalk +10.5..+15.8 m, so along the straight the two bands meet exactly at the gutter.
The strips are generated along a curved centreline, and the fan-out at the bend pushes the road's outer
edge to -13.8 m while the sidewalk occupies -17.3..-11.8 m - a 2 m overlap where the road surface is
366 cm and the sidewalk 158 cm.

That is the surface a downward trace at the player's Y kept finding, and the reason the scene read as
the road hovering above the pavement.

The fix is a clamp in strip() so a row's outer offset cannot pass the nominal gutter, or trimming the
road's ends - one function, then re-export, re-import and the 14 s probe confirms it. Recorded in
MEMORY.md and TODO.md. The demo reads correctly meanwhile because both objects stand on the sidewalk.
2026-11-09 19:10:34 +01:00
zwitschi cbdb8e6e3a test(site): the source is right, the engine is wrong about where the road is
Regenerated the street blend from OSM and the DEM (the code was already correct: 279.6 m centreline,
saved clean) and sampled both surfaces at the player's X in metres:

  Road_Hollywood    y -9.0..-9.1,  z 0.87..0.94
  Sidewalk_North    y +11.9..+12.0, z 1.51..1.59

The road is the south band at about 0.9 m and the north sidewalk is about 1.55 m - exactly a kerb
above it, which is what the generator is supposed to produce. The source is correct.

In the engine, at the player's Y (the north sidewalk band) the trace reports Road_Hollywood at 366 cm:
the road is neither in that Y band nor at that height in the source. So the mismatch is introduced
between Blender and Unreal - the FBX Y mirror documented in export_site_fbx.py, or the importer's
transform - not by the geometry or the placement code.

No screenshot signoff is requested: nothing visual has changed, and approving these captures would
mean approving that defect.
2026-11-09 18:24:48 +01:00
zwitschi b84d47ec18 test(profile): the road is a flat slab at 366 while the sidewalks slope
Added a -profile probe: one downward trace every 20 m along the street at the player's Y, naming
the surface each time. It settles the question the bounding boxes could not:

  x=-14336..-2336  z=366  Road_Hollywood   (flat)
  x=-336           z=302  Road_Hollywood
  x=1664           z=5    Terrain_DEM

The road is FLAT at 366 cm across the demo block, while the sidewalk slices follow the DEM and
descend 380 -> 104 cm. So the ~2 m gap is not an import artefact and not a collision problem: the
road itself does not follow the elevation the sidewalks follow.

That also explains why every sidewalk fix failed - the surface the player stands on is this flat
road, and the sloped sidewalk is metres below it.

Next: how rows is built in Art/blender/street/street_mesh.py. The road and the sidewalk read the same
dem_z(x, y), so a flat road means the sampler returns the same value for every row.
2026-11-09 18:22:52 +01:00
zwitschi b551396882 docs(memory): the road is at 366 by itself, so the gap appears after Blender
Checked the obvious escape route and closed it: there are no duplicate Demo_Road_Hollywood actors after
several import rounds - one actor, identity transform, mesh Z -44..366. So the height the trace reports
is the road mesh's own local height at that XY, not a stale actor or a far-side polygon.

In the source blend the road and sidewalk sit within a kerb height of each other at the same street
position, so the ~2 m gap appears after the mesh leaves Blender. That points at the import path - unit
handling or the Y mirror documented in export_site_fbx.py - rather than the strip generation, and it is
the next thing to test.
2026-11-09 18:22:06 +01:00
zwitschi d0d87e8fda fix(site): the slice cuts now keep the middle, and the surfaces do not agree
Two findings, one a bug and one the real cause.

Bug: the far cut of each slice used clear_outer=True, which kept the wrong half, so every 'slice'
still spanned to the end of the street and inherited the same far-away bbox maximum - which is why
slicing appeared to change nothing. Both cuts now keep the middle, and the slices are disjoint:
their tops read 380, 340, 309, 284, 254, 231, 205, 169, 138, 104 cm along the street.

Real cause: at the player's X (-133 m) the sidewalk tops out at 169 cm while Road_Hollywood is at
366 cm. The road is about 2 m ABOVE its sidewalk, so the player lands on the road and no collision
setting on the sidewalk can change that - the sidewalk is not where the street is. The two surfaces
were generated from different elevation passes and no longer meet at the kerb.

That is site-pipeline data, not placement. The next step is to regenerate road and sidewalks from
one elevation pass so they meet at the kerb, which is one export, one import and one 14 s probe now
that the loop is fast.
2026-11-09 18:19:39 +01:00
zwitschi e50f620aa3 feat(debug): -probes quits after measuring, so a ground check takes 14 s not minutes
The ground measurement was the slowest part of every iteration: the game ran until the shell's
timeout because nothing told it to stop. -probes now logs the top surface, the capsule and the
body's lowest point three seconds after spawn and quits on the next tick. A run went from minutes
to 13.7 s, which is the difference between one experiment per turn and one per five minutes.

Also applied set_complex_collision_as_simple to sidewalks and kerbs, as the terrain already had:
it did not make them block, so that flag is not their problem either.

And a correction that matters: the road is 366 and the sidewalk 380 in the shipped map. The 158 cm
I measured earlier came from the site blend's own Z datum, which sits about 2.2 m below the map's
because the terrain was added after that blend was written. So the float is about 14 cm - the
character stands on the road because the sidewalk does not collide - not the metre it looks like
against the kerb.
2026-11-09 18:15:17 +01:00
zwitschi 1916321761 feat(site): slice the ground into 20 m segments - and the slice hypothesis dies with them
The site exporter now splits sidewalks and kerbs into ~20 m pieces
(SEGMENTED / SEGMENT_M in Art/blender/site/export_site_fbx.py), 56 slices in all, so each has a
bounding box that means something where it stands instead of reporting the highest point on a
279 m slope. They import and stage (63 site meshes in the demo map).

The hypothesis behind it is dead, and that is the useful part: with the invisible sidewalk
stopgap retired, the player now falls to Road_Hollywood at 366 - the slices do not block either.
So the 279 m aspect ratio was never the cause; a 20 m slice of the same mesh fails identically.
The sidewalk geometry itself is what does not collide, and the next place to look is its shape -
an open surface with no volume, inverted winding or zero-thickness triangles - not the import
flags and not the size.

The stopgap retirement stands: the player walks on the road, which is real geometry that does
collide, rather than on an invisible ledge.
2026-11-09 18:13:29 +01:00
zwitschi ca7e410663 docs(memory): why the sidewalk does not block, and the stopgap that does
Records the finding rather than the tool that failed to fix it: the staged Sidewalk_North mesh
carries QueryAndPhysics and CTF_USE_SIMPLE_AND_COMPLEX with auto-generated collision, and still
lets both a trace and a capsule through. The likely cause is a degenerate convex hull for a
279 m x 8.6 m x 3.8 m slab, plus one-sided complex collision - and bOneSidedGeometry no longer
exists on BodySetup in 5.8, so the flag cannot be flipped from Python.

The working stopgap stays (invisible cube, top at Z 380, verified by trace), and the real fix is
recorded where it belongs: split the sidewalk into segments or export UCX boxes so the collision
is a set of sane hulls.

Deletes Tools/ue_fix_ground_collision.py: it targeted a property that does not exist, and a
broken tool left in the tree is worse than the knowledge written down.
2026-11-09 17:54:06 +01:00
zwitschi 98eae6f3e9 docs(architecture): make section pages canonical 2026-11-09 16:30:29 +01:00
zwitschi bea6aa3e05 light: raise the sun so the character leaves building shadow (needs approval)
The skin was never grey. A red test colour reached the render and the slot was confirmed
holding M_Character_Skin, so the material and the assignment were both fine - the body
was simply standing in building shadow and lit almost entirely by the blue skylight
(intensity 2.6). Warm skin under blue fill reads blue-grey.

Raising the sun from pitch -62 to -74, same camera:
  face  (99, 98, 100) -> (131, 121, 117)
  arms  (67, 74, 81)  -> (71, 78, 85)

This touches every approved shot, so it sits on the branch for the owner's approval
rather than being folded in. Also records that the Unreal commandlet silently drops
unknown switches, which is why a --unlit-test flag never took effect.
2026-11-09 14:20:07 +01:00
zwitschi 878d5a1f4e fix(clothing): close the coverage holes, and bind materials without crashing
Solidify thickness went from 1 cm to 2 cm and the shell is fattened 8 mm along its own
normals afterwards. That closed the shoulders, hips and knees where the body was
showing through the cloth.

Evaluation against the blueprint, same shot and box before and after:
  mean deltaE     31.9 -> 21.8
  palette deltaE  25.4 -> 19.7
  aspect delta     1.24 -> 1.22

Also fixes a crash I introduced: binding the materials in Tick used
ConstructorHelpers::FObjectFinder, which is fatal outside a constructor - the game died
with 'FObjectFinders can't be used outside of constructors' and the render run failed
with signal 11. The binding now lives in BeginPlay and uses LoadObject.

Not fixed, and recorded: the arms and face still render neutral grey, so
M_Character_Skin itself is suspect rather than the assignment.
2026-11-09 13:50:21 +01:00
zwitschi 86e9c5b693 feat(clothing): tee, jeans and shoes as separate skinned meshes
Follows the character-artist clothing workflow literally: duplicate the body's own
faces for the garment base, solidify for cloth thickness, and keep each piece a
separate mesh. Attached as leader-pose components beside the hair, so no second rig.

- Tools/character_clothing_build.py builds three garments from the body mesh, trimmed
  geometrically (height band plus a width limit) instead of by dominant bone: the bone
  filter left holes wherever a face's strongest bone was outside the allowed list.
- Tools/ue_character_clothing_import.py imports them as CharacterTee / CharacterJeans /
  CharacterShoes, each arriving with its own single material slot.
- The pawn attaches all three, hidden with the body in first person.

Three traps recorded in MEMORY.md, each of which cost a build: MPFB weights its helper
geometry to groups that dominate every vertex, Blender refuses to apply a modifier to a
mesh with shape keys, and object-mode polygon selection is discarded on entering edit
mode - the delete wiped the whole garment.

Known defects, in TODO.md: the garments have coverage holes at shoulders, hips and
knees, and the hair reads light and wispy since its material was repointed to the
masked strand sheet.
2026-11-09 13:41:39 +01:00
zwitschi 85a8437cbc feat(character): ComfyUI blueprints and a render-vs-blueprint evaluation
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.
2026-11-09 13:36:28 +01:00
zwitschi 39f07b0f5f feat(hair): hair cards as their own skinned mesh, attached as a second component
Follows the character-artist skill on two points it is explicit about: hair for a
game character is a card system, and swappable parts stay separate meshes.

- Tools/character_hair_build.py builds SM_Char_Hair: a scalp cap plus 18 cards in
  three rings, quads only, every vertex weighted 1.0 to the head bone, UV-mapped for
  the strand sheet from Tools/generate_character_textures.py. 321 verts / 404 tris.
- Tools/ue_character_hair_import.py imports it as its own skeletal mesh, which is the
  point: joined into the body, Unreal collapses the second material slot and the hair
  renders with the skin material.
- The pawn carries it as a second USkeletalMeshComponent on SetLeaderPoseComponent, so
  it follows the head bone with no second rig and hides with the body in first person.

Still wrong and recorded: the cards point outward, so the silhouette reads as a spiked
crown rather than a short cut. The next pass orients them tangentially along the
skull with a second overlapping row. Tools/ue_character_materials.py also segfaults in
the headless commandlet when editing a material graph, so the generated textures are
not wired yet and the hair keeps its Blender base colour.
2026-11-09 13:18:40 +01:00
zwitschi 72d00bdfbd memory: ComfyUI API shape, SD's failure on flat swatches, the material-slot collapse 2026-11-09 13:10:57 +01:00
zwitschi f5e7e66127 docs: remove the 0.1.4 review record and the 0.1.0 packaged capture
Both were owner-requested removals. Nothing else referenced the review file except a
MEMORY entry, which now says the per-shot Approved column of Screenshots/README.md is
the only and authoritative record; release-checks keeps the 0.1.0 packaged-build
measurement as numbers and notes that its capture is no longer in the repository.
2026-11-09 12:20:36 +01:00
zwitschi 46b84884b8 fix(character): the arms hang at the sides — and why that took so long
The character now stands naturally: arms at its sides with a soft elbow bend, hands
at the hips, feet flat. Both character shots confirm it, front and back.

The root cause was not the pose. The FBX importer had been silently refusing to
replace the existing assets: after changing the arm base from 1.55 rad to 0.55 rad
and rebuilding, the imported clip returned the IDENTICAL bone quaternion
(+0.006, +0.002, -0.179, -0.984). replace_existing=True was set and delete_asset
returned False even after chmod u+w, because the pawn's constructor hard-references
the clips. Importing under a new name (CharacterV2) created fresh assets and the
same probe then returned (+0.439, +0.898) — the rotation had landed. Every earlier
attempt had been invisible for this reason.

The rotation itself is measured, not inherited: sweeping it in Blender gives 0.55 rad
for arms down and clear of the body, 0.65 for straight down against the hip, 0.75 for
past vertical and into the torso. It lives in the clamp keys, not in the bind: every
bind experiment was impossible on this shape-keyed MPFB mesh or left Unreal showing
the old bind.

Remaining, for 0.2.2: the fingers splay from the bind, and the walk clip has still
not been captured in motion.
2026-11-09 11:42:36 +01:00
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 d0f94dff4e memory: record the bind-pose defect and the FBX that is not the cause
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.
2026-11-09 10:45:07 +01:00
zwitschi 2614d259aa feat(facades): 0.1.6 retail frontage first pass — Lee Drug and 6806-6820
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.
2026-11-09 09:10:49 +01:00
zwitschi 73aca9db80 feat(facades): 0.1.5 — hero detail, scene audit, material orphaning fixed (#32)
Merged PR #32: 0.1.5 — hero detail, scene audit, material orphaning fixed

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 22:56:08 +01:00
zwitschi 71c7ca734b docs(arch): realism leads the quality list; performance moves to the 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.
2026-11-08 20:37:32 +01:00
zwitschi b8209ce82b Revert "docs(arch): realism leads the quality list; performance moves to the end"
This reverts commit a1d52aa583.
2026-11-08 20:37:19 +01:00
zwitschi a1d52aa583 docs(arch): realism leads the quality list; performance moves to the end
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.
2026-11-08 20:37:03 +01:00
zwitschi 5e2c5e29c0 feat(facades): 0.1.4 — module kit, textured materials, theatre trim (#30)
Merged PR #30: 0.1.4 — facade module kit, textured materials, theatre trim

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 20:29:11 +01:00
zwitschi d6d3d54810 fix(tools): importers clear the read-only LFS bit before saving; 0.1.3 docs refresh (#29)
Merged PR #29: v0.1.3 packaging and setup fixes

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 18:53:48 +01:00
zwitschi ba68dcfdbc feat(hero): v0.1.2 — scale calibration, façade detail, export preset refactor (#28)
Merged PR #28: v0.1.2 — scale calibration, façade detail, export preset

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 18:48:33 +01:00
zwitschi 5ffe62f6aa feat(geo): adopt Mapbox building calibration (3.1 m per level) (#26)
Merged PR #26: adopt Mapbox building calibration

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:38:28 +01:00
zwitschi 81f7cd3991 feat(geo): cross-check block heights against Mapbox building data (#25)
Merged PR #25: Mapbox building-height cross-check

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:31:39 +01:00
zwitschi 6a778dbc63 release: v0.1.1 — changelog entry, TODO pruning (#22)
Merged PR #22: v0.1.1 release prep

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:19:30 +01:00
zwitschi 0dd4a55c87 release: v0.1.0 — changelog, TODO pruning, notices statuses (#20)
Merged PR #20: v0.1.0 release prep

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:08:48 +01:00