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.
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.