20 Commits
Author SHA1 Message Date
zwitschi 12272d6b96 release: v0.2.0 — third-person body, animation, stride capture
Writes the 0.2.0 changelog entry with the measured numbers, removes the completed
section from TODO.md (its goal stays in ROADMAP.md) and updates the roadmap status.

Release checks: 8/8 shots verify with 6, 7 and 8 approved; 1440p at 2.64 ms average
(379 fps); -qaselftest passes walk, reset, pause, transect, wall and facade probes;
82 tool tests pass. Known limitations are listed rather than hidden: splayed fingers,
a swept base rotation and unproven camera collision, all marked for later patches.
2026-11-09 12:30:49 +01:00
zwitschi 56e104f5f3 todo: close the 0.2.0 animation check, leaving only the tag
Both clips play and advance (idle proved by the single-node instance's asset time,
walk by shot 8), the body carries its skin material and the QA self-test passes.
The two cosmetic defects — splayed fingers and a base rotation that was swept rather
than derived — stay open as 0.2.2 items and are named in the check.
2026-11-09 12:30:00 +01:00
zwitschi 8e880ed09d perf: 0.2.0 re-measured at 1440p — 379 fps average, 6.3x the floor
-qaselftest at 2560x1440, TSR on, VSync off, no frame generation: 759 frames,
avg 2.64 ms (379 fps), p50 2.54, p95 3.39, p99 3.76, max 4.05 ms. The body, skin
material and animation add about 2 % over 0.1.5's 2.61 ms.

The same run passed every QA check: walk, reset 0 cm from spawn, pause/unpause,
transect 1456 samples with 0 holes, wall probe 0/35, facade probe 0/9.

Series committed as Docs/perf/0.2.0-walk-frametimes.csv and the result recorded in
the release-checks table next to the 0.1.0 and 0.1.5 numbers.
2026-11-09 12:29:46 +01:00
zwitschi 9ce7011389 docs(input): the V toggle, the harness switches, and the HUD line
Docs/controls.md documented the 0.1.0 bindings only, so the camera toggle added with
0.2.0 was undocumented for the player-facing set and the review switches were
undocumented everywhere. Adds the V row, a changes-since-0.1.0 note that first person
stays the default, and a table for -thirdperson / -walk / -qaselftest with the note
that the walking capture is driven per shot rather than by the switch.

The in-game HUD line gains 'V view' so the packaged build documents it too.
2026-11-09 12:21:11 +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 dbb177da6f feat(walk): the stride is captured — walking shot 8, traversal check closed
Shot 8 shows the body mid-stride in profile: legs apart, arms counter-swinging. The
traversal release check for 0.2.0 is closed with that evidence.

The reason earlier attempts froze on one pose was not the clip. A probe of the
single-node instance showed the clip advancing normally (assetTime 0.19 -> 1.03,
rate 1.0, playing) while the pawn's speed stayed 0 and the clip stayed Idle: the
call that enables walking sat in the shot sequencer's BeginPlay, which runs before
the player pawn exists, so the cast found nothing and silently did nothing. Moved
into the per-frame follow update, the same run logs walk=1 speed=28 clip=GigLine_Walk
and the stride appears.

Also: the walk expectation was missing from visual_targets.json after the earlier
retirement, so --verify was checking 7 shots while 8 were captured. Restored; 8/8
verify.
2026-11-09 12:18:22 +01:00
zwitschi eeeabe56b1 feat(review): deterministic walking capture, and the defect it exposed
The shot actor can now photograph a moving pawn: a per-shot ShotFollow flag re-places
the camera every frame at a fixed offset in the pawn's frame, and the walk is driven
per shot (SetReviewWalk) with the pawn returned to spawn after a follow shot, so the
fixed-camera shots later in the list still find it in place. With that, the capture
stopped depending on where a 4.5 m/s pawn happened to be.

Two further bugs fixed on the way:
- the engine's screenshot folder is cleared before each run. The collect step copies
  every review-*.png it finds in Saved/, so a shot retired from the camera list kept
  reappearing with byte-identical content from an older run - which is how a walk shot
  that was never captured looked like a captured one.
- UpdateBodyAnimation no longer calls SetAnimation every frame. Re-setting the same
  clip restarts it, which freezes the body on frame 0.

What the deterministic capture then exposed: the walk clip is applied but does not
advance - every walking frame shows the same pose (arms forward, legs together). The
stride shot is retired again rather than shipped, and TODO.md names the next step:
log GetCurrentAssetTime across frames and check the imported PlayRate. The harness
stays wired for when the clip plays.

Shots 6 and 7 were re-rendered after these changes and still pass; 7/7 verify.
2026-11-09 12:11:24 +01:00
zwitschi f84093adba feat(walk): a -walk harness flag, and the honest reason the stride shot is not in
Screenshots 6 and 7 are approved, so the remaining 0.2.0 work is the traversal
release check. This adds the piece of harness it needs - `-walk` holds forward input
from the first frame, so the pawn actually crosses the sidewalk while the third-person
rig follows it - and records what that check still lacks.

A stride shot was attempted three times and removed: a fixed review camera cannot
catch a pawn moving at 4.5 m/s. Each attempt framed it at a different distance and
the last two missed it entirely, so shipping it would have been a broken shot with a
green verification. The TODO item now says the blocker is the capture harness (a
camera that tracks the pawn), not the game, and names where the shot goes back in.

The flag stays because it is what the traversal check will drive.
2026-11-09 11:50:07 +01:00
zwitschi 0e0aed02d6 review: tick shot 6 in the status row too 2026-11-09 11:43:29 +01:00
zwitschi 7ea3c1999c review: owner approves the two third-person shots (6 and 7) 2026-11-09 11:43:23 +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 8993fd83c4 feat(body): pose the arms down, add a front-angle shot
The character now stands with its arms at its sides instead of in a bind A-pose,
and there is a second camera to prove it: the third-person shot only ever showed
the pawn's back, so a front-facing pose defect was invisible in review.

  demo-third-person-front  camera on the road, ~6 m in front, looking back north
                           at the pawn; embedded in Screenshots/README.md as shot 7.

The pose work itself is a chain of measured findings, all recorded in TODO.md:

- clip data is exported relative to the REST pose, so arms-down offsets held only in
  the keys arrived as a ±20 degree swing around an A bind;
- a rest-pose bake alone does not move the mesh: the MPFB mesh has shape keys, the
  armature modifier cannot be applied while they exist, and the vertices stayed in
  the A shape (X span unchanged at 1.051 m). Clearing the shape keys, baking the
  deformation into the vertices and re-binding is what made bind and clips agree.

Not settled, and left as an open item rather than a claim: the base pose uses
inverted signs to compensate for the FBX axis mapping, the upper arms clip into the
torso, and the fingers splay. An aim-based pose module was written and then removed
- applied without the vertex bake it produced arms raised in a V, and a half-working
shared module is worse than none. The proper solve is 0.2.2: apply the standing pose
at character creation, then author clips against that bind.
2026-11-09 11:28:29 +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 50e023f15d merge: bring main (v0.1.6) into anim-body-0.2.0
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.
2026-11-09 10:43:00 +01:00
zwitschi e487655e2f Merge pull request #33: 0.1.6 — retail frontage (Lee Drug, 6806–6820)
Patch release v0.1.6: retail frontage modelled from its own photograph, 0.9.0 realistic-buildings milestone planned, screenshots embedded inline.
2026-11-09 10:41:10 +01:00
zwitschi 304c1e9afd docs(review): embed every demo shot inline, record the rule in AGENTS
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.
2026-11-09 10:35:44 +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
zwitschi 96238bdb6a feat(anim): idle and walk clips on the MPFB rig
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.
2026-11-09 10:14:05 +01:00
zwitschi 817313aabd todo: claim 0.2.0 character setup on branch anim-body-0.2.0 2026-11-09 10:11:10 +01:00
74 changed files with 1848 additions and 271 deletions

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@@ -210,7 +210,7 @@ Any change that affects the game's appearance — meshes, materials, lighting, l
1. Run `Tools/render_screenshots.sh` (rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs the game on it, captures the fixed camera list, copies the PNGs into `Screenshots/`). 1. Run `Tools/render_screenshots.sh` (rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs the game on it, captures the fixed camera list, copies the PNGs into `Screenshots/`).
2. Optional pre-check with a vision model: `Tools/judge_screenshot.py --image <shot.png> --expect "<what it should show>"` (or `--shots` to run every shot in the README) flags likely-missing content before a human looks. It reads `OPENROUTER_API_KEY` from `.env` (ignored). Small helper only — it never replaces the human verdict. 2. Optional pre-check with a vision model: `Tools/judge_screenshot.py --image <shot.png> --expect "<what it should show>"` (or `--shots` to run every shot in the README) flags likely-missing content before a human looks. It reads `OPENROUTER_API_KEY` from `.env` (ignored). Small helper only — it never replaces the human verdict.
3. Update `Screenshots/README.md`: the image is **embedded inline** (`![alt](demo/<shot>.png)`) with its view, expected content, verification and approval state, plus one row in the status table at the top. The point is that the review happens in the file; a path alone is not a review. Describe any new shots or scene changes in the same change. 3. Update `Screenshots/README.md` **in the same change as any visual work** — every change that affects appearance, not only new shots: the image is **embedded inline** (`![alt](demo/<shot>.png)`) with its view, expected content, verification and approval state, plus one row in the status table at the top. The review happens in the file; a path alone is not a review, and a shot whose README section is stale is a defect.
4. The PNGs **are committed** so reviewers see exactly what the build rendered (`.gitignore` does not exclude them). Keep them in sync with this README: drop retired shots in the same change. 4. The PNGs **are committed** so reviewers see exactly what the build rendered (`.gitignore` does not exclude them). Keep them in sync with this README: drop retired shots in the same change.
5. Wait for the user's approval before treating a visual change as done; record approval by ticking both the shot's section and its row in the status table in `Screenshots/README.md`. 5. Wait for the user's approval before treating a visual change as done; record approval by ticking both the shot's section and its row in the status table in `Screenshots/README.md`.
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@@ -8,6 +8,44 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
Nothing yet. Nothing yet.
## [0.2.0] — 2026-11-09
Third-person body. The pawn gains a visible, animated body and a third-person camera, so the walk cycle is finally something a player can see rather than a clip in an asset list.
### Added
- **`Tools/character_anim_build.py`**: `GigLine_Idle` (60 frames) and `GigLine_Walk` (30 frames) at 30 fps, authored as parametric cycles so the loop closes by construction. Limb axes were **measured** on the rig — a probe rotated `upperleg01.L` by 0.5 rad on each axis and read `foot.L`, which showed X swings the limb fore/aft while Y twists and Z abducts.
- **Third-person rig** (`ADR-9`): a visible skeletal body, a `USpringArmComponent` with collision testing, and a **V** toggle. One pawn carries both rigs; first person stays the shipped default.
- **Walk capture harness**: a per-shot `ShotFollow` mode that re-places the review camera every frame in the pawn's frame, plus `SetReviewWalk` / `ReturnToStartForReview`, so a stride is captured deterministically and the fixed-camera shots still find the pawn at spawn.
- **Review shots 6, 7 and 8** — third-person back, front and mid-stride — embedded in `Screenshots/README.md`.
### Changed
- Character export preset now **bakes animation** (`bake_anim`, all actions). Without it the exporter wrote a static bind pose and Unreal imported a mesh with no clips and no error.
- `Docs/controls.md` documents the V toggle and the review switches; the in-game HUD line reads `WASD move · Mouse look · Space jump · V view · R reset · Esc pause`.
### Fixed
- **`PlayAnimation` on a hidden component never took effect.** The body is hidden at construction and only unhidden by the toggle, so the first call could land before the component was ready; the code now sets `AnimationSingleNode`, calls `SetAnimation` + `Play`, and re-asserts while the instance is missing.
- **The animation switch restarted the clip every frame**, freezing the body on frame 0.
- **The importer silently refused to replace the existing assets.** Changing the arm rotation and rebuilding returned the identical bone quaternion every time; `replace_existing` and `delete_asset` both failed because the pawn's constructor hard-references the clips. Importing under a new name (`CharacterV2`) finally landed the change — that is what unblocked the pose after a dozen failed rebuilds.
- **The review runner copied stale screenshots** from `Saved/`, so a shot retired from the camera list reappeared with byte-identical content from an older run. The folder is cleared before each capture.
- **Walking was never enabled for the stride shot**: the call sat in the shot sequencer's `BeginPlay`, which runs before the player pawn exists, so the cast silently found nothing and `speed` stayed at 0.
### Verified
- **8 review shots verify**; shots 6, 7 and 8 approved by the owner.
- **1440p, no frame generation, VSync off**: 759 frames, avg **2.64 ms (379 fps)**, p50 2.54, p95 3.39, p99 3.76, max 4.05 ms — about 2 % over `0.1.5` and 6.3× the 60 fps floor. Series: `Docs/perf/0.2.0-walk-frametimes.csv`.
- `-qaselftest`: walk, reset 0 cm from spawn, pause/unpause, transect 1456 samples / 0 holes, wall probe 0/35, façade probe 0/9 — all PASS.
- 82 tool tests pass.
### Known limitations
- **The fingers splay** — the bind's finger spread carries into the pose. Deferred to `0.2.2`.
- **The arms-down rotation was found by sweeping**, not derived: 0.55 rad puts the arms at the sides, 0.65 against the hip, 0.75 into the torso. A derived pose is a `0.2.2` job.
- **Camera collision is implemented but unproven** — the spawn point has open space behind it, so no shot exercises the boom shortening.
- The third-person body has no head or hand IK and no turn-in-place; it is a first playable, not a finished character.
## [0.1.6] — 2026-11-09 ## [0.1.6] — 2026-11-09
Retail frontage. The two retail buildings beside the hero are modelled from their own photograph instead of the generic kit, and the photograph is treated as evidence: an analysis is written before any geometry, and every dimension the image does not resolve is carried into the part report as an assumption. Retail frontage. The two retail buildings beside the hero are modelled from their own photograph instead of the generic kit, and the photograph is treated as evidence: an analysis is written before any geometry, and every dimension the image does not resolve is carried into the part report as an assumption.
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@@ -25,7 +25,9 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits | | `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets | | `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`. Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, bound in `IMC_Default`.
Player-facing bindings: **WASD** move, **mouse** look, **Space** jump, **R** reset, **Escape** pause, **V** swap first/third person. The camera and body work landed with `0.2.0` (see ADR-9): the shipped default view stays first person, and `-thirdperson` starts the pawn in the third-person rig — used by the screenshot run so the review is reproducible.
### Site ### Site
@@ -55,6 +57,9 @@ Python scripts in `Tools/` drive the content pipeline:
| Script group | Purpose | | Script group | Purpose |
| --- | --- | | --- | --- |
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
| `character_anim_build`, `ue_character_anim_import` | Character animation clips (`GigLine_Idle`, `GigLine_Walk`) and their import |
| `export_*`, `hero_facade_build`, `retail_frontage_build`, `theatre_trim_build`, `facade_kit_build` | Blender headless export (FBX); trim builders work in world coordinates | | `export_*`, `hero_facade_build`, `retail_frontage_build`, `theatre_trim_build`, `facade_kit_build` | Blender headless export (FBX); trim builders work in world coordinates |
| `ue_import_*`, `ue_hero_facade_import`, `ue_import_retail_detail` | Unreal headless import + placement | | `ue_import_*`, `ue_hero_facade_import`, `ue_import_retail_detail` | Unreal headless import + placement |
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) | | `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
@@ -63,3 +63,11 @@
- **Decision**: Building realism gets its own minor milestone, `0.9.0 — Realistic buildings`, placed before the feature freeze. Its scope is the façade system (orders, 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. Patches keep fixes and refinements only. Renumbered by this decision: the former `0.9.0` freeze/beta/audit milestone becomes `0.10.0`, its patches `0.10.1`–`0.10.3`, and `1.0.0` moves to weeks 39–44. - **Decision**: Building realism gets its own minor milestone, `0.9.0 — Realistic buildings`, placed before the feature freeze. Its scope is the façade system (orders, 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. Patches keep fixes and refinements only. Renumbered by this decision: the former `0.9.0` freeze/beta/audit milestone becomes `0.10.0`, its patches `0.10.1`–`0.10.3`, and `1.0.0` moves to weeks 39–44.
- **Consequences**: Façade work now has a release gate — every building measured against its own photograph, every building with a collision proxy and a LOD, no placeholder materials — so "modelled" means verified, not merely present. The price is that realism work stops being sliced into patches, and the schedule shifts by one minor cycle. Blockouts without a photograph stay blockouts and are listed as such, rather than being dressed up to fill the milestone. - **Consequences**: Façade work now has a release gate — every building measured against its own photograph, every building with a collision proxy and a LOD, no placeholder materials — so "modelled" means verified, not merely present. The price is that realism work stops being sliced into patches, and the schedule shifts by one minor cycle. Blockouts without a photograph stay blockouts and are listed as such, rather than being dressed up to fill the milestone.
## ADR-9: Third-person body is an attachment of the first-person pawn, not a second pawn
- **Context**: `0.2.0` needs a visible body and a third-person camera, while `0.1.0` shipped a first-person pawn with no body and the owner's decision was first person for that release. Two separate pawn classes would duplicate movement, input and reset logic, which is the code most likely to drift.
- **Decision**: one pawn, both rigs. `AGigLineCharacter` carries a skeletal mesh (hidden in first person), a collision-tested spring-arm camera, and a **V** toggle that swaps the active camera and the body's visibility. The shipped default view stays first person; `-thirdperson` starts the pawn in the third-person rig and is what the screenshot run passes, so the review shot is reproducible without a human pressing a key.
- **Consequences**: movement, reset, pause and the QA self-test stay in one place. The body's animation state is driven from `Tick` by speed rather than from input, so being pushed or falling animates correctly. The cost is that the camera swap is not a separate actor, so a future cinematic camera needs its own path rather than reusing the toggle.
+16 -3
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@@ -169,7 +169,9 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits | | `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets | | `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`. Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, bound in `IMC_Default`.
Player-facing bindings: **WASD** move, **mouse** look, **Space** jump, **R** reset, **Escape** pause, **V** swap first/third person. The camera and body work landed with `0.2.0` (see ADR-9): the shipped default view stays first person, and `-thirdperson` starts the pawn in the third-person rig — used by the screenshot run so the review is reproducible.
### Site ### Site
@@ -199,6 +201,9 @@ Python scripts in `Tools/` drive the content pipeline:
| Script group | Purpose | | Script group | Purpose |
| --- | --- | | --- | --- |
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
| `character_anim_build`, `ue_character_anim_import` | Character animation clips (`GigLine_Idle`, `GigLine_Walk`) and their import |
| `export_*`, `hero_facade_build`, `retail_frontage_build`, `theatre_trim_build`, `facade_kit_build` | Blender headless export (FBX); trim builders work in world coordinates | | `export_*`, `hero_facade_build`, `retail_frontage_build`, `theatre_trim_build`, `facade_kit_build` | Blender headless export (FBX); trim builders work in world coordinates |
| `ue_import_*`, `ue_hero_facade_import`, `ue_import_retail_detail` | Unreal headless import + placement | | `ue_import_*`, `ue_hero_facade_import`, `ue_import_retail_detail` | Unreal headless import + placement |
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) | | `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
@@ -453,8 +458,6 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI. - **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
# Quality Requirements
## ADR-8: Realistic building façades are a minor milestone, not a patch ## ADR-8: Realistic building façades are a minor milestone, not a patch
- **Context**: `0.1.4` carried the first façade pass as a _patch_, while the release policy says patches contain fixes and refinements and never new scope. The `0.1.6` retail pass then showed what that costs: a façade built in a patch has no release gate of its own, so a first pass that does not yet read as the building (`Screenshots/README.md`, 0.1.6 gaps) can sit inside a "done" patch series. Realism is also the project's leading quality goal, which a patch cannot carry. - **Context**: `0.1.4` carried the first façade pass as a _patch_, while the release policy says patches contain fixes and refinements and never new scope. The `0.1.6` retail pass then showed what that costs: a façade built in a patch has no release gate of its own, so a first pass that does not yet read as the building (`Screenshots/README.md`, 0.1.6 gaps) can sit inside a "done" patch series. Realism is also the project's leading quality goal, which a patch cannot carry.
@@ -463,6 +466,16 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
- **Consequences**: Façade work now has a release gate — every building measured against its own photograph, every building with a collision proxy and a LOD, no placeholder materials — so "modelled" means verified, not merely present. The price is that realism work stops being sliced into patches, and the schedule shifts by one minor cycle. Blockouts without a photograph stay blockouts and are listed as such, rather than being dressed up to fill the milestone. - **Consequences**: Façade work now has a release gate — every building measured against its own photograph, every building with a collision proxy and a LOD, no placeholder materials — so "modelled" means verified, not merely present. The price is that realism work stops being sliced into patches, and the schedule shifts by one minor cycle. Blockouts without a photograph stay blockouts and are listed as such, rather than being dressed up to fill the milestone.
## ADR-9: Third-person body is an attachment of the first-person pawn, not a second pawn
- **Context**: `0.2.0` needs a visible body and a third-person camera, while `0.1.0` shipped a first-person pawn with no body and the owner's decision was first person for that release. Two separate pawn classes would duplicate movement, input and reset logic, which is the code most likely to drift.
- **Decision**: one pawn, both rigs. `AGigLineCharacter` carries a skeletal mesh (hidden in first person), a collision-tested spring-arm camera, and a **V** toggle that swaps the active camera and the body's visibility. The shipped default view stays first person; `-thirdperson` starts the pawn in the third-person rig and is what the screenshot run passes, so the review shot is reproducible without a human pressing a key.
- **Consequences**: movement, reset, pause and the QA self-test stay in one place. The body's animation state is driven from `Tick` by speed rather than from input, so being pushed or falling animates correctly. The cost is that the camera swap is not a separate actor, so a future cinematic camera needs its own path rather than reusing the toggle.
# Quality Requirements
## Quality Requirements Overview ## Quality Requirements Overview
Ordered by priority: realism first, performance last. The order decides design trade-offs; it does not license dropping a lower item silently (see the trade-off rule below the table). Ordered by priority: realism first, performance last. The order decides design trade-offs; it does not license dropping a lower item silently (see the trade-off rule below the table).
+18 -1
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@@ -1,4 +1,4 @@
# Controls (`0.1.0` walkable demo) # Controls
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`AGigLineHUD`), and the packaged Linux build ships with these bindings. Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`AGigLineHUD`), and the packaged Linux build ships with these bindings.
@@ -12,6 +12,7 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
| Jump | `Space` | | | Jump | `Space` | |
| Reset to start | `R` | Returns to the grounded spawn point | | Reset to start | `R` | Returns to the grounded spawn point |
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse | | Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
| Swap first / third person | `V` | First person is the default; the body is hidden in that view |
## Notes ## Notes
@@ -19,6 +20,22 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause. - The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`. - Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
## Changes since `0.1.0`
- **`V` swaps first and third person** (`0.2.0`, `IA_ToggleCamera`). The shipped default view is still first person, as the owner decided for `0.1.0`; third person adds a collision-tested spring-arm camera and a visible, animated body. `Escape` still pauses and releases the mouse in either view.
## Review and harness switches
These are command-line switches for the screenshot pipeline and QA runs, not player controls. They exist so a capture is reproducible rather than dependent on a human pressing keys at the right moment.
| Switch | Effect |
| --- | --- |
| `-thirdperson` | Starts the pawn in the third-person rig, so a capture shows the body without anyone pressing `V` |
| `-walk` | Holds forward input from the first frame — what makes the stride shot possible |
| `-qaselftest` | Runs the scripted walk / reset / pause / transect checks and quits |
The walking shot is driven per shot rather than by the switch: the shot actor enables the walk only while a tracking (`ShotFollow`) camera is being captured, and returns the pawn to spawn afterwards, so the fixed-camera shots still find it in place.
## Testing input without a physical keyboard ## Testing input without a physical keyboard
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.: `Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
Binary file not shown.
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@@ -0,0 +1,760 @@
frame,ms
0,2.428
1,2.633
2,2.238
3,3.606
4,2.431
5,2.649
6,4.050
7,2.011
8,2.735
9,3.390
10,2.901
11,2.237
12,2.686
13,2.383
14,2.451
15,3.412
16,2.458
17,2.474
18,2.588
19,2.556
20,2.478
21,3.150
22,2.667
23,2.349
24,2.568
25,2.580
26,2.393
27,2.575
28,3.132
29,2.536
30,2.508
31,2.710
32,2.348
33,2.537
34,2.820
35,3.162
36,2.163
37,2.562
38,2.619
39,2.323
40,2.628
41,3.075
42,2.512
43,2.448
44,2.505
45,2.454
46,2.607
47,3.128
48,2.476
49,2.562
50,2.434
51,3.385
52,2.076
53,3.435
54,2.672
55,2.550
56,1.998
57,2.583
58,2.518
59,2.777
60,3.920
61,2.934
62,2.675
63,2.320
64,2.309
65,2.520
66,3.947
67,2.596
68,2.708
69,2.291
70,2.404
71,2.551
72,3.715
73,2.100
74,2.539
75,2.682
76,2.273
77,2.442
78,3.952
79,2.233
80,2.374
81,2.686
82,2.407
83,2.654
84,3.613
85,2.320
86,2.685
87,2.744
88,2.357
89,2.565
90,3.756
91,2.672
92,2.128
93,2.583
94,2.546
95,2.391
96,2.935
97,3.624
98,1.934
99,2.509
100,2.603
101,2.449
102,2.802
103,3.678
104,2.336
105,2.509
106,2.551
107,2.576
108,2.997
109,3.208
110,2.301
111,2.359
112,2.484
113,2.646
114,2.801
115,3.226
116,2.635
117,2.325
118,2.501
119,2.602
120,2.564
121,3.151
122,3.149
123,2.235
124,2.596
125,2.432
126,2.665
127,2.648
128,3.884
129,2.087
130,2.375
131,2.586
132,2.734
133,2.338
134,3.617
135,2.418
136,2.350
137,2.713
138,2.758
139,2.239
140,3.585
141,2.565
142,2.787
143,2.115
144,2.435
145,2.489
146,3.062
147,2.958
148,2.402
149,2.425
150,2.516
151,2.505
152,2.543
153,3.690
154,2.060
155,2.510
156,2.428
157,2.603
158,2.491
159,3.178
160,2.496
161,2.424
162,2.495
163,2.667
164,2.434
165,3.040
166,2.949
167,2.094
168,2.510
169,2.586
170,2.395
171,3.004
172,3.009
173,2.288
174,2.548
175,2.337
176,2.598
177,2.498
178,3.526
179,2.533
180,2.134
181,2.560
182,2.541
183,2.436
184,2.635
185,3.361
186,2.261
187,2.566
188,2.383
189,2.529
190,2.645
191,3.190
192,2.523
193,2.523
194,2.346
195,2.865
196,2.348
197,2.879
198,3.657
199,1.824
200,2.551
201,2.449
202,2.607
203,3.085
204,3.163
205,2.404
206,2.327
207,2.553
208,2.576
209,2.544
210,3.193
211,2.647
212,2.332
213,2.544
214,2.767
215,2.429
216,3.103
217,2.861
218,2.318
219,2.552
220,2.587
221,2.352
222,3.128
223,2.621
224,2.461
225,2.422
226,2.601
227,2.748
228,2.545
229,3.224
230,2.206
231,2.459
232,2.530
233,2.461
234,2.570
235,3.271
236,2.405
237,2.424
238,2.671
239,2.450
240,2.644
241,2.510
242,3.023
243,2.461
244,2.618
245,2.350
246,2.551
247,2.472
248,3.642
249,2.576
250,2.548
251,3.599
252,1.992
253,2.424
254,3.752
255,2.241
256,2.360
257,2.522
258,2.584
259,2.653
260,2.871
261,2.827
262,2.369
263,2.482
264,2.599
265,2.294
266,2.686
267,3.428
268,2.240
269,2.435
270,2.468
271,2.619
272,2.519
273,3.247
274,2.539
275,2.442
276,2.518
277,2.489
278,2.463
279,2.839
280,2.907
281,2.786
282,2.211
283,2.615
284,2.378
285,2.671
286,3.219
287,2.435
288,2.509
289,2.323
290,2.502
291,2.526
292,3.292
293,2.468
294,2.526
295,2.500
296,2.431
297,2.481
298,2.921
299,3.009
300,2.415
301,2.600
302,2.344
303,2.533
304,2.618
305,3.458
306,2.455
307,2.469
308,2.495
309,2.568
310,2.473
311,3.179
312,2.694
313,2.503
314,2.587
315,2.317
316,2.609
317,2.590
318,3.211
319,2.392
320,2.490
321,2.515
322,2.496
323,2.483
324,3.157
325,2.540
326,2.422
327,2.574
328,2.468
329,2.547
330,2.788
331,3.075
332,2.231
333,2.537
334,2.577
335,2.584
336,2.473
337,3.415
338,2.126
339,2.506
340,2.374
341,2.721
342,2.418
343,3.259
344,2.509
345,2.519
346,2.436
347,2.472
348,2.504
349,2.858
350,3.250
351,2.161
352,2.586
353,2.376
354,2.651
355,2.504
356,3.399
357,2.353
358,2.381
359,2.513
360,2.633
361,2.566
362,3.615
363,2.593
364,2.084
365,2.411
366,2.653
367,2.521
368,2.825
369,2.891
370,2.576
371,2.302
372,2.582
373,2.513
374,2.598
375,3.790
376,2.352
377,2.306
378,2.434
379,2.514
380,2.708
381,2.978
382,2.813
383,2.327
384,2.502
385,2.446
386,2.605
387,3.033
388,3.091
389,2.206
390,2.648
391,2.732
392,2.296
393,3.406
394,2.490
395,2.424
396,2.443
397,2.601
398,2.628
399,2.477
400,3.241
401,2.573
402,2.422
403,2.384
404,2.505
405,2.575
406,2.909
407,2.897
408,2.486
409,2.431
410,2.691
411,2.342
412,2.733
413,3.518
414,2.391
415,2.160
416,2.671
417,2.505
418,2.241
419,3.355
420,2.775
421,2.395
422,2.864
423,2.290
424,2.469
425,2.977
426,2.759
427,2.460
428,2.456
429,2.497
430,2.362
431,2.874
432,2.812
433,2.559
434,2.283
435,2.670
436,2.482
437,2.495
438,3.118
439,3.018
440,2.252
441,3.222
442,2.483
443,2.436
444,3.209
445,3.169
446,2.455
447,2.432
448,2.464
449,2.500
450,2.967
451,2.958
452,2.390
453,2.494
454,2.523
455,2.473
456,2.516
457,3.527
458,2.262
459,2.377
460,2.840
461,2.135
462,2.520
463,3.285
464,2.940
465,2.256
466,2.496
467,2.705
468,2.395
469,3.031
470,3.104
471,2.411
472,2.630
473,2.468
474,2.416
475,2.559
476,2.732
477,2.441
478,2.624
479,2.536
480,2.458
481,2.516
482,2.507
483,2.606
484,2.616
485,2.881
486,2.358
487,2.469
488,2.513
489,3.250
490,2.606
491,2.545
492,2.407
493,2.437
494,2.663
495,3.346
496,2.349
497,2.481
498,2.613
499,2.483
500,2.417
501,2.923
502,3.059
503,2.483
504,2.373
505,2.525
506,2.530
507,2.431
508,2.917
509,2.559
510,2.623
511,3.172
512,2.304
513,2.331
514,3.287
515,2.544
516,2.429
517,2.690
518,2.464
519,2.406
520,2.804
521,2.899
522,2.461
523,2.536
524,2.414
525,2.380
526,2.616
527,3.236
528,2.499
529,2.558
530,2.584
531,2.309
532,2.447
533,3.039
534,3.133
535,2.170
536,2.583
537,2.505
538,2.666
539,2.567
540,3.307
541,2.177
542,2.495
543,2.441
544,2.638
545,2.521
546,3.527
547,2.460
548,2.362
549,2.520
550,2.439
551,2.572
552,3.087
553,2.707
554,2.475
555,2.283
556,2.604
557,2.529
558,3.094
559,3.051
560,2.085
561,2.365
562,2.711
563,2.351
564,2.572
565,2.979
566,2.805
567,2.373
568,2.744
569,2.340
570,2.285
571,2.791
572,3.447
573,2.208
574,2.518
575,2.448
576,3.917
577,1.540
578,2.923
579,2.632
580,2.404
581,2.582
582,2.508
583,2.413
584,3.602
585,2.342
586,2.482
587,2.584
588,3.062
589,2.070
590,2.726
591,2.937
592,2.385
593,2.734
594,2.188
595,2.582
596,2.487
597,3.339
598,2.535
599,2.414
600,2.459
601,2.510
602,2.547
603,3.414
604,2.314
605,2.399
606,2.550
607,2.541
608,2.355
609,2.709
610,3.067
611,2.502
612,2.467
613,2.899
614,2.177
615,2.719
616,3.049
617,2.673
618,2.259
619,2.566
620,2.383
621,2.420
622,3.318
623,2.807
624,2.348
625,2.595
626,2.433
627,2.569
628,2.620
629,2.652
630,3.140
631,2.945
632,2.571
633,2.546
634,2.428
635,3.436
636,2.393
637,2.491
638,2.511
639,2.485
640,2.603
641,3.363
642,2.442
643,2.344
644,2.462
645,2.508
646,2.617
647,2.909
648,2.824
649,2.528
650,2.424
651,2.511
652,2.517
653,2.583
654,3.331
655,2.436
656,2.455
657,2.380
658,2.570
659,2.582
660,2.789
661,2.917
662,2.526
663,2.538
664,2.447
665,2.423
666,2.695
667,3.143
668,2.616
669,2.126
670,2.596
671,2.464
672,3.092
673,2.681
674,2.641
675,2.311
676,2.551
677,2.551
678,2.837
679,2.532
680,3.006
681,2.289
682,2.521
683,2.556
684,2.593
685,2.552
686,3.173
687,2.415
688,2.429
689,2.733
690,2.286
691,2.476
692,3.256
693,2.897
694,2.528
695,2.377
696,2.518
697,2.504
698,3.074
699,2.814
700,2.433
701,2.338
702,2.476
703,2.458
704,3.141
705,2.551
706,2.717
707,2.300
708,2.527
709,2.446
710,2.469
711,2.866
712,2.776
713,2.507
714,2.457
715,2.520
716,2.450
717,2.568
718,3.192
719,2.471
720,2.790
721,2.337
722,2.548
723,2.435
724,3.313
725,2.274
726,2.461
727,2.451
728,2.556
729,2.546
730,2.869
731,3.308
732,2.293
733,2.428
734,2.686
735,2.562
736,2.523
737,3.309
738,2.311
739,2.498
740,2.485
741,2.568
742,2.392
743,3.260
744,2.534
745,2.550
746,2.355
747,2.768
748,2.319
749,3.039
750,2.721
751,2.490
752,2.378
753,2.539
754,2.823
755,2.480
756,3.533
757,2.285
758,2.365
1 frame ms
2 0 2.428
3 1 2.633
4 2 2.238
5 3 3.606
6 4 2.431
7 5 2.649
8 6 4.050
9 7 2.011
10 8 2.735
11 9 3.390
12 10 2.901
13 11 2.237
14 12 2.686
15 13 2.383
16 14 2.451
17 15 3.412
18 16 2.458
19 17 2.474
20 18 2.588
21 19 2.556
22 20 2.478
23 21 3.150
24 22 2.667
25 23 2.349
26 24 2.568
27 25 2.580
28 26 2.393
29 27 2.575
30 28 3.132
31 29 2.536
32 30 2.508
33 31 2.710
34 32 2.348
35 33 2.537
36 34 2.820
37 35 3.162
38 36 2.163
39 37 2.562
40 38 2.619
41 39 2.323
42 40 2.628
43 41 3.075
44 42 2.512
45 43 2.448
46 44 2.505
47 45 2.454
48 46 2.607
49 47 3.128
50 48 2.476
51 49 2.562
52 50 2.434
53 51 3.385
54 52 2.076
55 53 3.435
56 54 2.672
57 55 2.550
58 56 1.998
59 57 2.583
60 58 2.518
61 59 2.777
62 60 3.920
63 61 2.934
64 62 2.675
65 63 2.320
66 64 2.309
67 65 2.520
68 66 3.947
69 67 2.596
70 68 2.708
71 69 2.291
72 70 2.404
73 71 2.551
74 72 3.715
75 73 2.100
76 74 2.539
77 75 2.682
78 76 2.273
79 77 2.442
80 78 3.952
81 79 2.233
82 80 2.374
83 81 2.686
84 82 2.407
85 83 2.654
86 84 3.613
87 85 2.320
88 86 2.685
89 87 2.744
90 88 2.357
91 89 2.565
92 90 3.756
93 91 2.672
94 92 2.128
95 93 2.583
96 94 2.546
97 95 2.391
98 96 2.935
99 97 3.624
100 98 1.934
101 99 2.509
102 100 2.603
103 101 2.449
104 102 2.802
105 103 3.678
106 104 2.336
107 105 2.509
108 106 2.551
109 107 2.576
110 108 2.997
111 109 3.208
112 110 2.301
113 111 2.359
114 112 2.484
115 113 2.646
116 114 2.801
117 115 3.226
118 116 2.635
119 117 2.325
120 118 2.501
121 119 2.602
122 120 2.564
123 121 3.151
124 122 3.149
125 123 2.235
126 124 2.596
127 125 2.432
128 126 2.665
129 127 2.648
130 128 3.884
131 129 2.087
132 130 2.375
133 131 2.586
134 132 2.734
135 133 2.338
136 134 3.617
137 135 2.418
138 136 2.350
139 137 2.713
140 138 2.758
141 139 2.239
142 140 3.585
143 141 2.565
144 142 2.787
145 143 2.115
146 144 2.435
147 145 2.489
148 146 3.062
149 147 2.958
150 148 2.402
151 149 2.425
152 150 2.516
153 151 2.505
154 152 2.543
155 153 3.690
156 154 2.060
157 155 2.510
158 156 2.428
159 157 2.603
160 158 2.491
161 159 3.178
162 160 2.496
163 161 2.424
164 162 2.495
165 163 2.667
166 164 2.434
167 165 3.040
168 166 2.949
169 167 2.094
170 168 2.510
171 169 2.586
172 170 2.395
173 171 3.004
174 172 3.009
175 173 2.288
176 174 2.548
177 175 2.337
178 176 2.598
179 177 2.498
180 178 3.526
181 179 2.533
182 180 2.134
183 181 2.560
184 182 2.541
185 183 2.436
186 184 2.635
187 185 3.361
188 186 2.261
189 187 2.566
190 188 2.383
191 189 2.529
192 190 2.645
193 191 3.190
194 192 2.523
195 193 2.523
196 194 2.346
197 195 2.865
198 196 2.348
199 197 2.879
200 198 3.657
201 199 1.824
202 200 2.551
203 201 2.449
204 202 2.607
205 203 3.085
206 204 3.163
207 205 2.404
208 206 2.327
209 207 2.553
210 208 2.576
211 209 2.544
212 210 3.193
213 211 2.647
214 212 2.332
215 213 2.544
216 214 2.767
217 215 2.429
218 216 3.103
219 217 2.861
220 218 2.318
221 219 2.552
222 220 2.587
223 221 2.352
224 222 3.128
225 223 2.621
226 224 2.461
227 225 2.422
228 226 2.601
229 227 2.748
230 228 2.545
231 229 3.224
232 230 2.206
233 231 2.459
234 232 2.530
235 233 2.461
236 234 2.570
237 235 3.271
238 236 2.405
239 237 2.424
240 238 2.671
241 239 2.450
242 240 2.644
243 241 2.510
244 242 3.023
245 243 2.461
246 244 2.618
247 245 2.350
248 246 2.551
249 247 2.472
250 248 3.642
251 249 2.576
252 250 2.548
253 251 3.599
254 252 1.992
255 253 2.424
256 254 3.752
257 255 2.241
258 256 2.360
259 257 2.522
260 258 2.584
261 259 2.653
262 260 2.871
263 261 2.827
264 262 2.369
265 263 2.482
266 264 2.599
267 265 2.294
268 266 2.686
269 267 3.428
270 268 2.240
271 269 2.435
272 270 2.468
273 271 2.619
274 272 2.519
275 273 3.247
276 274 2.539
277 275 2.442
278 276 2.518
279 277 2.489
280 278 2.463
281 279 2.839
282 280 2.907
283 281 2.786
284 282 2.211
285 283 2.615
286 284 2.378
287 285 2.671
288 286 3.219
289 287 2.435
290 288 2.509
291 289 2.323
292 290 2.502
293 291 2.526
294 292 3.292
295 293 2.468
296 294 2.526
297 295 2.500
298 296 2.431
299 297 2.481
300 298 2.921
301 299 3.009
302 300 2.415
303 301 2.600
304 302 2.344
305 303 2.533
306 304 2.618
307 305 3.458
308 306 2.455
309 307 2.469
310 308 2.495
311 309 2.568
312 310 2.473
313 311 3.179
314 312 2.694
315 313 2.503
316 314 2.587
317 315 2.317
318 316 2.609
319 317 2.590
320 318 3.211
321 319 2.392
322 320 2.490
323 321 2.515
324 322 2.496
325 323 2.483
326 324 3.157
327 325 2.540
328 326 2.422
329 327 2.574
330 328 2.468
331 329 2.547
332 330 2.788
333 331 3.075
334 332 2.231
335 333 2.537
336 334 2.577
337 335 2.584
338 336 2.473
339 337 3.415
340 338 2.126
341 339 2.506
342 340 2.374
343 341 2.721
344 342 2.418
345 343 3.259
346 344 2.509
347 345 2.519
348 346 2.436
349 347 2.472
350 348 2.504
351 349 2.858
352 350 3.250
353 351 2.161
354 352 2.586
355 353 2.376
356 354 2.651
357 355 2.504
358 356 3.399
359 357 2.353
360 358 2.381
361 359 2.513
362 360 2.633
363 361 2.566
364 362 3.615
365 363 2.593
366 364 2.084
367 365 2.411
368 366 2.653
369 367 2.521
370 368 2.825
371 369 2.891
372 370 2.576
373 371 2.302
374 372 2.582
375 373 2.513
376 374 2.598
377 375 3.790
378 376 2.352
379 377 2.306
380 378 2.434
381 379 2.514
382 380 2.708
383 381 2.978
384 382 2.813
385 383 2.327
386 384 2.502
387 385 2.446
388 386 2.605
389 387 3.033
390 388 3.091
391 389 2.206
392 390 2.648
393 391 2.732
394 392 2.296
395 393 3.406
396 394 2.490
397 395 2.424
398 396 2.443
399 397 2.601
400 398 2.628
401 399 2.477
402 400 3.241
403 401 2.573
404 402 2.422
405 403 2.384
406 404 2.505
407 405 2.575
408 406 2.909
409 407 2.897
410 408 2.486
411 409 2.431
412 410 2.691
413 411 2.342
414 412 2.733
415 413 3.518
416 414 2.391
417 415 2.160
418 416 2.671
419 417 2.505
420 418 2.241
421 419 3.355
422 420 2.775
423 421 2.395
424 422 2.864
425 423 2.290
426 424 2.469
427 425 2.977
428 426 2.759
429 427 2.460
430 428 2.456
431 429 2.497
432 430 2.362
433 431 2.874
434 432 2.812
435 433 2.559
436 434 2.283
437 435 2.670
438 436 2.482
439 437 2.495
440 438 3.118
441 439 3.018
442 440 2.252
443 441 3.222
444 442 2.483
445 443 2.436
446 444 3.209
447 445 3.169
448 446 2.455
449 447 2.432
450 448 2.464
451 449 2.500
452 450 2.967
453 451 2.958
454 452 2.390
455 453 2.494
456 454 2.523
457 455 2.473
458 456 2.516
459 457 3.527
460 458 2.262
461 459 2.377
462 460 2.840
463 461 2.135
464 462 2.520
465 463 3.285
466 464 2.940
467 465 2.256
468 466 2.496
469 467 2.705
470 468 2.395
471 469 3.031
472 470 3.104
473 471 2.411
474 472 2.630
475 473 2.468
476 474 2.416
477 475 2.559
478 476 2.732
479 477 2.441
480 478 2.624
481 479 2.536
482 480 2.458
483 481 2.516
484 482 2.507
485 483 2.606
486 484 2.616
487 485 2.881
488 486 2.358
489 487 2.469
490 488 2.513
491 489 3.250
492 490 2.606
493 491 2.545
494 492 2.407
495 493 2.437
496 494 2.663
497 495 3.346
498 496 2.349
499 497 2.481
500 498 2.613
501 499 2.483
502 500 2.417
503 501 2.923
504 502 3.059
505 503 2.483
506 504 2.373
507 505 2.525
508 506 2.530
509 507 2.431
510 508 2.917
511 509 2.559
512 510 2.623
513 511 3.172
514 512 2.304
515 513 2.331
516 514 3.287
517 515 2.544
518 516 2.429
519 517 2.690
520 518 2.464
521 519 2.406
522 520 2.804
523 521 2.899
524 522 2.461
525 523 2.536
526 524 2.414
527 525 2.380
528 526 2.616
529 527 3.236
530 528 2.499
531 529 2.558
532 530 2.584
533 531 2.309
534 532 2.447
535 533 3.039
536 534 3.133
537 535 2.170
538 536 2.583
539 537 2.505
540 538 2.666
541 539 2.567
542 540 3.307
543 541 2.177
544 542 2.495
545 543 2.441
546 544 2.638
547 545 2.521
548 546 3.527
549 547 2.460
550 548 2.362
551 549 2.520
552 550 2.439
553 551 2.572
554 552 3.087
555 553 2.707
556 554 2.475
557 555 2.283
558 556 2.604
559 557 2.529
560 558 3.094
561 559 3.051
562 560 2.085
563 561 2.365
564 562 2.711
565 563 2.351
566 564 2.572
567 565 2.979
568 566 2.805
569 567 2.373
570 568 2.744
571 569 2.340
572 570 2.285
573 571 2.791
574 572 3.447
575 573 2.208
576 574 2.518
577 575 2.448
578 576 3.917
579 577 1.540
580 578 2.923
581 579 2.632
582 580 2.404
583 581 2.582
584 582 2.508
585 583 2.413
586 584 3.602
587 585 2.342
588 586 2.482
589 587 2.584
590 588 3.062
591 589 2.070
592 590 2.726
593 591 2.937
594 592 2.385
595 593 2.734
596 594 2.188
597 595 2.582
598 596 2.487
599 597 3.339
600 598 2.535
601 599 2.414
602 600 2.459
603 601 2.510
604 602 2.547
605 603 3.414
606 604 2.314
607 605 2.399
608 606 2.550
609 607 2.541
610 608 2.355
611 609 2.709
612 610 3.067
613 611 2.502
614 612 2.467
615 613 2.899
616 614 2.177
617 615 2.719
618 616 3.049
619 617 2.673
620 618 2.259
621 619 2.566
622 620 2.383
623 621 2.420
624 622 3.318
625 623 2.807
626 624 2.348
627 625 2.595
628 626 2.433
629 627 2.569
630 628 2.620
631 629 2.652
632 630 3.140
633 631 2.945
634 632 2.571
635 633 2.546
636 634 2.428
637 635 3.436
638 636 2.393
639 637 2.491
640 638 2.511
641 639 2.485
642 640 2.603
643 641 3.363
644 642 2.442
645 643 2.344
646 644 2.462
647 645 2.508
648 646 2.617
649 647 2.909
650 648 2.824
651 649 2.528
652 650 2.424
653 651 2.511
654 652 2.517
655 653 2.583
656 654 3.331
657 655 2.436
658 656 2.455
659 657 2.380
660 658 2.570
661 659 2.582
662 660 2.789
663 661 2.917
664 662 2.526
665 663 2.538
666 664 2.447
667 665 2.423
668 666 2.695
669 667 3.143
670 668 2.616
671 669 2.126
672 670 2.596
673 671 2.464
674 672 3.092
675 673 2.681
676 674 2.641
677 675 2.311
678 676 2.551
679 677 2.551
680 678 2.837
681 679 2.532
682 680 3.006
683 681 2.289
684 682 2.521
685 683 2.556
686 684 2.593
687 685 2.552
688 686 3.173
689 687 2.415
690 688 2.429
691 689 2.733
692 690 2.286
693 691 2.476
694 692 3.256
695 693 2.897
696 694 2.528
697 695 2.377
698 696 2.518
699 697 2.504
700 698 3.074
701 699 2.814
702 700 2.433
703 701 2.338
704 702 2.476
705 703 2.458
706 704 3.141
707 705 2.551
708 706 2.717
709 707 2.300
710 708 2.527
711 709 2.446
712 710 2.469
713 711 2.866
714 712 2.776
715 713 2.507
716 714 2.457
717 715 2.520
718 716 2.450
719 717 2.568
720 718 3.192
721 719 2.471
722 720 2.790
723 721 2.337
724 722 2.548
725 723 2.435
726 724 3.313
727 725 2.274
728 726 2.461
729 727 2.451
730 728 2.556
731 729 2.546
732 730 2.869
733 731 3.308
734 732 2.293
735 733 2.428
736 734 2.686
737 735 2.562
738 736 2.523
739 737 3.309
740 738 2.311
741 739 2.498
742 740 2.485
743 741 2.568
744 742 2.392
745 743 3.260
746 744 2.534
747 745 2.550
748 746 2.355
749 747 2.768
750 748 2.319
751 749 3.039
752 750 2.721
753 751 2.490
754 752 2.378
755 753 2.539
756 754 2.823
757 755 2.480
758 756 3.533
759 757 2.285
760 758 2.365
+3 -2
View File
@@ -42,8 +42,9 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 | | `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 | | `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 | | `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
| `0.2.0` | 60 FPS at 1440p | PASS — 2.64 ms avg (379 fps), p50 2.54, p95 3.39, p99 3.76, max 4.05 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.2.0-walk-frametimes.csv` | 2026-11-09 |
| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 | | `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 2026-11-08 | 2026-11-08 | | `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | measurement recorded 2026-11-08; the capture was removed from the repository 2026-11-09 | 2026-11-08 |
## `0.1.0` — Placement vs references — record (2026-11-08) ## `0.1.0` — Placement vs references — record (2026-11-08)
@@ -175,6 +176,6 @@ Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus how to test input headlessly. - `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus how to test input headlessly.
- `AGigLineHUD` now draws a control legend bottom-right every frame: "WASD move · Mouse look · Space jump · R reset · Esc pause". - `AGigLineHUD` now draws a control legend bottom-right every frame: "WASD move · Mouse look · Space jump · R reset · Esc pause".
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px (a single right-aligned line), attributed text bottom-left. Screenshot: `Docs/perf/0.1.0-packaged-hud-controls.png`. - Measured in the packaged build on 2026-11-08: the bottom-right text bbox was 426×12 px (a single right-aligned line), attributed text bottom-left. The capture has since been removed from the repository, so the numbers stand as the record.
**Verdict: PASS.** **Verdict: PASS.**
-80
View File
@@ -1,80 +0,0 @@
# `0.1.4` façade review — signoff
Four demo-map captures from the `facades-0.1.4` branch, after the module kit, the textured materials and the theatre marquee went in. **All seven items signed off 2026-11-09** (owner review of the local renders).
Reference photographs to compare against: `Art/reference/hollywood/` and `Art/reference/el-capitan-*` (local, not committed). Regenerate the set with `Tools/render_screenshots.sh --verify`; measure it with `python3 Tools/visual_loop.py --compare --iteration 5`.
## Signoff
- [x] **1. Block from the north sidewalk** — hero between its neighbours, sidewalk and road read correctly
- [x] **2. Street level** — colonnade, shopfronts and window rhythm hold up at eye height
- [x] **3. Crossing** — zebra bars, kerb line and the frontage behind
- [x] **4. North buildings** — TCL and Tussaud's framed across the boulevard
- [x] **5. Materials** — stone reads as coursed stone, glazing as glass, not flat colour
- [x] **6. Theatre trim** — marquee and blade sign proportions believable at street level
- [x] **7. Approve** `v0.1.4` (kit + materials + theatre trim); remaining geometry moves to the next version
## 1. Block from the north sidewalk
![Block from the north sidewalk](../../Screenshots/demo/review-demo-spawn-view.png)
Expected: the neoclassical hero façade between its neighbours, both sidewalks and the road in the foreground. _Metric: 0.68 similarity, edges 0.28× reference._
## 2. Street level
![Street level](../../Screenshots/demo/review-demo-street-level.png)
Expected: the hero colonnade with adjacent frontage buildings either side, shopfronts at pavement level, 4.96 m bay rhythm. _Metric: 0.33, edges 0.27×._
## 3. The designated crossing
![Crossing](../../Screenshots/demo/review-demo-crossing.png)
Expected: continental zebra bars on the asphalt at s=130 m, south frontage and colonnade behind. _Metric: 0.42, edges 0.34×._
## 4. North-side buildings
![North buildings](../../Screenshots/demo/review-demo-north-buildings.png)
Expected: TCL Chinese Theatre and Madame Tussaud's across Hollywood Blvd, full height in frame. _Metric: 0.34, edges 0.14×._
---
## Appendix — what was checked, and what was broken
### Verified
- **Behaviour**, packaged build, `-qaselftest`: walk 761 cm in 2 s (Z steady 456), reset 0 cm, pause/unpause, seam transect 1456 samples / **0 holes**, wall probe **0/35**, façade occlusion probe **0/9** — all PASS. Run twice: the harness is time-based and one loaded run reported a false failure (`walk 246 cm`, `pause FAIL`), an immediate re-run passed — re-run before believing a single FAIL.
- **Placement**, probed from the live map against `Geo/verification/2026-11-06-el-capitan-block.md`: 6922 −24276…−17700, 6902 −17749…−14591, **hero −14644…−12028 between them**, theatre −12082…−8210, 6822 / 6806 / 6800 −7854…−1437, TCL −22889…−18442, Tussaud's −27071…−22799. Blockout affine residual **0.0 cm**.
- **Budgets**: hero 148 parts / 3 044 tris · kit 16 meshes × 12 tris · 625 kit actors ≈ 7 500 tris · 8 × 512² textures (196 KB) · 67 tool tests pass.
- **Topology**: every kit piece manifold, no loose geometry.
### Defects found this cycle
Every one of these rendered convincingly; the placement ones were caught by coordinate probes, not by looking.
| Sev | Defect | Root cause |
| --- | --- | --- |
| Blocker | Frontage shifted ≈119 m X / 2.4 m Y, hero outside its gap | Blockout regenerated without `--origin` |
| Blocker | Kit placed ~12 km from its buildings | Used mesh-local bbox; actors carry the offset |
| Blocker | Marquee on the far side of the boulevard | Blender +Y is Unreal −Y |
| Major | Marquee canopy 5 cm above the pavement | Absolute Z; pavement is 4.56 m above datum |
| Major | Window bays invisible, inside the solid wall | Piece modelled entirely at +Y |
| Major | Glazing wasn't glass | Grey `M_Kit_*` from the FBX import, never overridden |
| Major | Hero windows floated 1.44 m in front of the wall | Wrong Y in the builder |
| Major | Parapet medallions were discs on the coping | Built with the Z-axis cylinder helper |
| Major | Hero had no usable collision | Complex-only; traces use simple |
| Minor | "No smoothing group information" on every import | `mesh_smooth_type="OFF"` in six exporters |
| Minor | `save_map()` returned False silently | LFS `.umap` read-only, importer never chmod'd |
| Minor | North-buildings import silently no-op | Missing `import sys` |
| Minor | Kit folder held 24 assets (8 orphan materials) | No stale-asset sweep |
| Minor | Edge-density metric counted PIL's border ring | `FIND_EDGES` leaves a 128 ring |
| Minor | QA wall probe grazed the theatre wall | Scan row 1 cm from the building line |
### Limitations worth knowing
- Kit pieces are boxes; dentil spacing, abacus and plinth dimensions are recorded assumptions, not measurements.
- Textures are generated, not authored — no decals, signage text or weathering.
- The vision pre-check stays advisory: it has rejected shots the owner approved.
- The low edge ratios in the metrics are partly structural — a wide block view against a tight façade crop always scores low. Weigh the images, not the scores.
- Performance has not been re-measured since `0.1.0`; the 625 kit actors are unmeasured (tracked in `TODO.md` under `0.1.5`).
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@@ -1,6 +1,10 @@
#include "GigLineCharacter.h" #include "GigLineCharacter.h"
#include "Animation/AnimSequence.h"
#include "Animation/AnimSingleNodeInstance.h"
#include "Camera/CameraComponent.h" #include "Camera/CameraComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Components/CapsuleComponent.h" #include "Components/CapsuleComponent.h"
#include "EnhancedInputComponent.h" #include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h" #include "EnhancedInputSubsystems.h"
@@ -28,7 +32,7 @@ static TAutoConsoleVariable<int32> CVarGigLineSetupLogs(
AGigLineCharacter::AGigLineCharacter() AGigLineCharacter::AGigLineCharacter()
{ {
PrimaryActorTick.bCanEverTick = false; PrimaryActorTick.bCanEverTick = true;
// 1.75 m tall, 0.42 m wide, human scale in Unreal units (1 m = 100 uu). // 1.75 m tall, 0.42 m wide, human scale in Unreal units (1 m = 100 uu).
GetCapsuleComponent()->InitCapsuleSize(42.0f, 87.5f); GetCapsuleComponent()->InitCapsuleSize(42.0f, 87.5f);
@@ -51,9 +55,59 @@ AGigLineCharacter::AGigLineCharacter()
FirstPersonCamera->SetRelativeLocation(FVector(0.0f, 0.0f, 72.5f)); // eye height 1.60 m FirstPersonCamera->SetRelativeLocation(FVector(0.0f, 0.0f, 72.5f)); // eye height 1.60 m
FirstPersonCamera->bUsePawnControlRotation = true; FirstPersonCamera->bUsePawnControlRotation = true;
// An eye-level mesh is not needed for 0.1.0; the body is a capsule with a camera. // Visible body (0.2.0). The animated import carries its own skeleton, so the
GetMesh()->SetHiddenInGame(true); // clips resolve without a retarget step; it is hidden while the first-person
// camera is active and shown in third person.
static ConstructorHelpers::FObjectFinder<USkeletalMesh> BodyFinder(
TEXT("/Game/Test/Character/CharacterV2.CharacterV2"));
if (BodyFinder.Succeeded())
{
GetMesh()->SetSkeletalMesh(BodyFinder.Object);
}
// The animated import carries no material of its own; without this the body is
// grey clay. The warm skin material was created by the character import.
static ConstructorHelpers::FObjectFinder<UMaterialInterface> SkinFinder(
TEXT("/Game/Test/Character/M_Character_Export.M_Character_Export"));
if (SkinFinder.Succeeded())
{
GetMesh()->SetMaterial(0, SkinFinder.Object);
}
static ConstructorHelpers::FObjectFinder<UAnimSequence> IdleFinder(
TEXT("/Game/Test/Character/CharacterV2Human_rig_GigLine_Idle.CharacterV2Human_rig_GigLine_Idle"));
if (IdleFinder.Succeeded())
{
IdleAnimation = IdleFinder.Object;
}
static ConstructorHelpers::FObjectFinder<UAnimSequence> WalkFinder(
TEXT("/Game/Test/Character/CharacterV2Human_rig_GigLine_Walk.CharacterV2Human_rig_GigLine_Walk"));
if (WalkFinder.Succeeded())
{
WalkAnimation = WalkFinder.Object;
}
GetMesh()->SetRelativeLocation(FVector(0.0f, 0.0f, -87.5f));
GetMesh()->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
GetMesh()->SetCollisionEnabled(ECollisionEnabled::NoCollision); GetMesh()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
GetMesh()->SetHiddenInGame(true);
// Third-person boom. bDoCollisionTest is the camera-collision feature: the arm
// shortens when something is between the pivot and the desired camera position.
ThirdPersonArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("ThirdPersonArm"));
ThirdPersonArm->SetupAttachment(GetCapsuleComponent());
ThirdPersonArm->SetRelativeLocation(FVector(0.0f, 0.0f, 60.0f));
ThirdPersonArm->TargetArmLength = ThirdPersonBoomLength;
ThirdPersonArm->bUsePawnControlRotation = true;
ThirdPersonArm->bDoCollisionTest = true;
ThirdPersonArm->ProbeSize = 12.0f;
ThirdPersonArm->ProbeChannel = ECollisionChannel::ECC_Camera;
ThirdPersonArm->bEnableCameraLag = true;
ThirdPersonArm->CameraLagSpeed = 8.0f;
ThirdPersonArm->SetAutoActivate(false);
ThirdPersonCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("ThirdPersonCamera"));
ThirdPersonCamera->SetupAttachment(ThirdPersonArm, USpringArmComponent::SocketName);
ThirdPersonCamera->bUsePawnControlRotation = false;
ThirdPersonCamera->SetAutoActivate(false);
ThirdPersonCamera->SetFieldOfView(90.0f);
// Hard-reference the Enhanced Input assets with ConstructorHelpers so the // Hard-reference the Enhanced Input assets with ConstructorHelpers so the
// cooker always includes them and they load during CDO construction. Runtime // cooker always includes them and they load during CDO construction. Runtime
@@ -78,6 +132,8 @@ AGigLineCharacter::AGigLineCharacter()
TEXT("/Game/Input/IA_Jump.IA_Jump")); TEXT("/Game/Input/IA_Jump.IA_Jump"));
static ConstructorHelpers::FObjectFinder<UInputAction> ResetF( static ConstructorHelpers::FObjectFinder<UInputAction> ResetF(
TEXT("/Game/Input/IA_Reset.IA_Reset")); TEXT("/Game/Input/IA_Reset.IA_Reset"));
static ConstructorHelpers::FObjectFinder<UInputAction> CamF(
TEXT("/Game/Input/IA_ToggleCamera.IA_ToggleCamera"));
static ConstructorHelpers::FObjectFinder<UInputAction> PauseF( static ConstructorHelpers::FObjectFinder<UInputAction> PauseF(
TEXT("/Game/Input/IA_Pause.IA_Pause")); TEXT("/Game/Input/IA_Pause.IA_Pause"));
@@ -89,6 +145,7 @@ AGigLineCharacter::AGigLineCharacter()
LookAction = LookF.Object; LookAction = LookF.Object;
JumpAction = JumpF.Object; JumpAction = JumpF.Object;
ResetAction = ResetF.Object; ResetAction = ResetF.Object;
ToggleCameraAction = CamF.Object;
PauseAction = PauseF.Object; PauseAction = PauseF.Object;
if (!MappingContext || !MoveAction || !MoveBackAction || !StrafeAction || !StrafeLeftAction if (!MappingContext || !MoveAction || !MoveBackAction || !StrafeAction || !StrafeLeftAction
@@ -138,6 +195,23 @@ void AGigLineCharacter::BeginPlay()
StartLocation = GetActorLocation(); StartLocation = GetActorLocation();
StartRotation = GetActorRotation(); StartRotation = GetActorRotation();
// `-thirdperson` starts the pawn in the third-person rig. The first-person view
// stays the default (owner decision for 0.1.0), but the screenshot run needs the
// body visible without a human pressing V, so the review is reproducible.
if (CVarGigLineSetupLogs.GetValueOnGameThread())
{
UE_LOG(LogTemp, Log,
TEXT("GigLine: BeginPlay thirdperson=%d body=%s idle=%s walk=%s"),
FParse::Param(FCommandLine::Get(), TEXT("thirdperson")) ? 1 : 0,
GetMesh()->GetSkeletalMeshAsset() ? TEXT("ok") : TEXT("nil"),
IdleAnimation ? TEXT("ok") : TEXT("nil"),
WalkAnimation ? TEXT("ok") : TEXT("nil"));
}
if (FParse::Param(FCommandLine::Get(), TEXT("thirdperson")))
{
ToggleCamera();
}
// The PlayerStart sits above grade so the capsule cannot spawn embedded, so // The PlayerStart sits above grade so the capsule cannot spawn embedded, so
// the BeginPlay position is mid-air. Re-capture once the pawn has landed, // the BeginPlay position is mid-air. Re-capture once the pawn has landed,
// otherwise Reset drops the player 1.4 m back into the air every press. // otherwise Reset drops the player 1.4 m back into the air every press.
@@ -178,6 +252,29 @@ void AGigLineCharacter::BeginPlay()
{ {
StartQASelfTest(); StartQASelfTest();
} }
// `-walk` holds forward input from the first frame. The screenshot run uses it
// with `-thirdperson` so a capture can show the walk clip mid-stride: an idle
// shot cannot prove the animation set, and a still cannot show a stride.
bWalkForever = FParse::Param(FCommandLine::Get(), TEXT("walk"));
}
void AGigLineCharacter::SetReviewWalk(bool bEnable)
{
bWalkForever = bEnable;
}
void AGigLineCharacter::ReturnToStartForReview()
{
ResetToStart();
}
void AGigLineCharacter::WalkForever()
{
if (bWalkForever && GetCharacterMovement() && GetCharacterMovement()->IsMovingOnGround())
{
AddMovementInput(GetActorForwardVector(), 1.0f);
}
} }
void AGigLineCharacter::StartQASelfTest() void AGigLineCharacter::StartQASelfTest()
@@ -557,6 +654,10 @@ void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
{ {
Input->BindAction(PauseAction, ETriggerEvent::Started, this, &AGigLineCharacter::TogglePause); Input->BindAction(PauseAction, ETriggerEvent::Started, this, &AGigLineCharacter::TogglePause);
} }
if (ToggleCameraAction)
{
Input->BindAction(ToggleCameraAction, ETriggerEvent::Started, this, &AGigLineCharacter::ToggleCamera);
}
if (JumpAction) if (JumpAction)
{ {
Input->BindAction(JumpAction, ETriggerEvent::Started, this, &AGigLineCharacter::StartJump); Input->BindAction(JumpAction, ETriggerEvent::Started, this, &AGigLineCharacter::StartJump);
@@ -644,6 +745,87 @@ void AGigLineCharacter::Look(const FInputActionValue& Value)
AddControllerPitchInput(Axis.Y * LookSensitivity * (bInvertLookY ? -1.0f : 1.0f)); AddControllerPitchInput(Axis.Y * LookSensitivity * (bInvertLookY ? -1.0f : 1.0f));
} }
void AGigLineCharacter::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
// Speed-driven animation state: correct whether the player walked, was pushed,
// or fell, and independent of which input produced the movement.
WalkForever();
UpdateBodyAnimation();
}
void AGigLineCharacter::ToggleCamera()
{
// Both rigs exist from construction; the toggle only swaps which one is active
// and whether the body is drawn. Deactivating the other camera matters: with
// two active cameras the view is whichever was registered last.
bThirdPerson = !bThirdPerson;
FirstPersonCamera->SetActive(!bThirdPerson);
ThirdPersonCamera->SetActive(bThirdPerson);
GetMesh()->SetHiddenInGame(!bThirdPerson);
if (bThirdPerson)
{
UpdateBodyAnimation();
}
if (CVarGigLineSetupLogs.GetValueOnGameThread())
{
UE_LOG(LogTemp, Log, TEXT("GigLine: camera %s"), bThirdPerson ? TEXT("third person") : TEXT("first person"));
}
}
void AGigLineCharacter::UpdateBodyAnimation()
{
if (!bThirdPerson || !GetMesh())
{
return;
}
const bool bMoving = GetVelocity().Size2D() > WalkAnimationThreshold;
UAnimSequence* Wanted = bMoving ? WalkAnimation.Get() : IdleAnimation.Get();
if (!Wanted)
{
static bool bWarnedMissingClip = false;
if (!bWarnedMissingClip)
{
bWarnedMissingClip = true;
UE_LOG(LogTemp, Warning,
TEXT("GigLine: body clip missing (idle=%s walk=%s) - body stays in bind pose"),
IdleAnimation ? TEXT("ok") : TEXT("nil"),
WalkAnimation ? TEXT("ok") : TEXT("nil"));
}
return;
}
if (Wanted != PlayingAnimation || GetMesh()->GetSingleNodeInstance() == nullptr)
{
// Only the mode setter is idempotent; calling SetAnimation unconditionally
// restarts the clip every frame, which freezes the body on frame 0 - that is
// why the walking capture showed a still figure with both legs together.
if (GetMesh()->GetAnimationMode() != EAnimationMode::AnimationSingleNode)
{
GetMesh()->SetAnimationMode(EAnimationMode::AnimationSingleNode);
}
if (Wanted != PlayingAnimation)
{
GetMesh()->SetAnimation(Wanted);
PlayingAnimation = Wanted;
GetMesh()->Play(true);
if (CVarGigLineSetupLogs.GetValueOnGameThread())
{
UE_LOG(LogTemp, Log, TEXT("GigLine: body clip %s, mode=%d"),
*Wanted->GetName(), static_cast<int32>(GetMesh()->GetAnimationMode()));
}
}
else
{
// Same clip but the instance was recreated after a mode change: resume it
// once rather than re-setting the animation.
GetMesh()->Play(true);
}
}
}
void AGigLineCharacter::ResetToStart() void AGigLineCharacter::ResetToStart()
{ {
// Reset is a level-restart in miniature: put the body back where it spawned, // Reset is a level-restart in miniature: put the body back where it spawned,
@@ -7,9 +7,11 @@
#include "InputActionValue.h" #include "InputActionValue.h"
#include "GigLineCharacter.generated.h" #include "GigLineCharacter.generated.h"
class UAnimSequence;
class UCameraComponent; class UCameraComponent;
class UInputAction; class UInputAction;
class UInputMappingContext; class UInputMappingContext;
class USpringArmComponent;
/** /**
@@ -29,6 +31,7 @@ public:
virtual void BeginPlay() override; virtual void BeginPlay() override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
virtual void Tick(float DeltaSeconds) override;
protected: protected:
/** Loads the Enhanced Input assets from /Game/Input; called from BeginPlay. */ /** Loads the Enhanced Input assets from /Game/Input; called from BeginPlay. */
@@ -38,6 +41,31 @@ protected:
void ResetToStart(); void ResetToStart();
void TogglePause(); void TogglePause();
public:
/** Review harness: hold or release forward input from the screenshot actor. */
void SetReviewWalk(bool bEnable);
/** Review harness: put the pawn back where it spawned, after a walking capture. */
void ReturnToStartForReview();
protected:
/** Swaps between the first-person and third-person rigs (V). */
void ToggleCamera();
/**
* Plays the idle or walk clip on the visible body.
*
* Called from the movement tick rather than from input: an animation state
* driven by speed is correct whether the player walked, was pushed, or fell.
* Only switches when the clip changes, because PlayAnimation restarts a clip
* and calling it every frame would freeze the cycle at its first key.
*/
void UpdateBodyAnimation();
/** Velocity above which the walk clip plays, in cm/s (0.1 m/s tolerance). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation")
float WalkAnimationThreshold = 10.0f;
/** /**
* TEMP QA: scripted walk / reset / pause verification. * TEMP QA: scripted walk / reset / pause verification.
* *
@@ -109,6 +137,45 @@ protected:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera") UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<UCameraComponent> FirstPersonCamera; TObjectPtr<UCameraComponent> FirstPersonCamera;
/**
* Third-person boom. Collision testing is on, which is what stops the camera
* from ending up inside a wall: the arm shortens until the camera is clear
* instead of clipping through geometry.
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<USpringArmComponent> ThirdPersonArm;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<UCameraComponent> ThirdPersonCamera;
/** Boom length in cm: far enough to see the body, close enough to read the street. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
float ThirdPersonBoomLength = 340.0f;
UPROPERTY()
TObjectPtr<UAnimSequence> IdleAnimation;
UPROPERTY()
TObjectPtr<UAnimSequence> WalkAnimation;
/** True while the third-person rig is the active view. */
UPROPERTY(BlueprintReadOnly, Category = "Camera")
bool bThirdPerson = false;
/** Clip currently playing on the body, so UpdateBodyAnimation can diff it. */
UPROPERTY()
TObjectPtr<UAnimSequence> PlayingAnimation;
/** True while `-walk` holds forward input for the screenshot run. */
bool bWalkForever = false;
/** Applies the `-walk` forward input when the flag is set and the pawn is grounded. */
void WalkForever();
/** Toggle-camera action (V). */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> ToggleCameraAction;
/** Degrees per second per unit of mouse input; defaults to Unreal's usual 45. */ /** Degrees per second per unit of mouse input; defaults to Unreal's usual 45. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
float LookSensitivity = 45.0f; float LookSensitivity = 45.0f;
+1 -1
View File
@@ -34,7 +34,7 @@ public:
* in-game"). Keep in sync with Docs/controls.md. * in-game"). Keep in sync with Docs/controls.md.
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Controls") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Controls")
FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 R reset \u00B7 Esc pause"); FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 V view \u00B7 R reset \u00B7 Esc pause");
/** Licence line, including where the licence can be read. */ /** Licence line, including where the licence can be read. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
@@ -1,5 +1,8 @@
#include "GigLineShotActor.h" #include "GigLineShotActor.h"
#include "GigLineCharacter.h"
#include "Kismet/GameplayStatics.h"
#include "Camera/CameraActor.h" #include "Camera/CameraActor.h"
#include "Camera/CameraComponent.h" #include "Camera/CameraComponent.h"
#include "Engine/World.h" #include "Engine/World.h"
@@ -32,6 +35,12 @@ void AGigLineShotActor::Tick(float DeltaSeconds)
if (bWaitingForSettle) if (bWaitingForSettle)
{ {
// A follow shot tracks the pawn while it settles, otherwise the subject
// walks out of the frame between placement and capture.
if (CurrentShot < ShotFollow.Num() && ShotFollow[CurrentShot])
{
UpdateFollowCamera();
}
SettleCountdown -= DeltaSeconds; SettleCountdown -= DeltaSeconds;
if (SettleCountdown <= 0.f) if (SettleCountdown <= 0.f)
{ {
@@ -53,11 +62,47 @@ void AGigLineShotActor::Tick(float DeltaSeconds)
{ {
bWaitingForScreenshot = false; bWaitingForScreenshot = false;
UE_LOG(LogTemp, Log, TEXT("GigLineShotActor: captured %s"), *FScreenshotRequest::GetFilename()); UE_LOG(LogTemp, Log, TEXT("GigLineShotActor: captured %s"), *FScreenshotRequest::GetFilename());
// Walking shots move the pawn; put it back before the fixed-camera shots run.
if (ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot])
{
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
{
Character->ReturnToStartForReview();
}
}
++CurrentShot; ++CurrentShot;
NextShot(); NextShot();
} }
} }
void AGigLineShotActor::UpdateFollowCamera()
{
if (!CurrentCamera)
{
return;
}
APawn* Pawn = UGameplayStatics::GetPlayerPawn(this, 0);
if (!Pawn)
{
return;
}
// Enable the walk here rather than only in NextShot: the sequencer's BeginPlay
// runs before the player pawn exists, so a one-shot cast there silently found
// nothing and the pawn never walked during its follow shot.
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(Pawn))
{
Character->SetReviewWalk(true);
}
// Offset in the pawn's frame: to its right, slightly above, looking at the
// pelvis. Right-of-pawn gives a profile view, which is where a stride reads.
const FVector Right = Pawn->GetActorRightVector();
const FVector Origin = Pawn->GetActorLocation();
const FVector CameraLocation = Origin + Right * 420.f + FVector(0.f, 0.f, 90.f);
const FVector Target = Origin + FVector(0.f, 0.f, 40.f);
CurrentCamera->SetActorLocation(CameraLocation);
CurrentCamera->SetActorRotation((Target - CameraLocation).Rotation());
}
void AGigLineShotActor::NextShot() void AGigLineShotActor::NextShot()
{ {
if (!PlayerController) if (!PlayerController)
@@ -93,6 +138,20 @@ void AGigLineShotActor::NextShot()
Cam->SetFieldOfView(ShotFieldOfView[CurrentShot]); Cam->SetFieldOfView(ShotFieldOfView[CurrentShot]);
} }
} }
// Follow shots ignore their recorded transform after this point: the camera is
// rebuilt from the pawn every frame until the capture. They also own the walking:
// the pawn only holds forward input while a follow shot is being taken, so the
// fixed-camera shots later in the list still find it at the spawn point.
const bool bFollowThisShot = ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot];
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
{
Character->SetReviewWalk(bFollowThisShot);
}
if (bFollowThisShot)
{
UpdateFollowCamera();
}
PlayerController->SetViewTarget(CurrentCamera); PlayerController->SetViewTarget(CurrentCamera);
SettleCountdown = SettleSeconds; SettleCountdown = SettleSeconds;
@@ -50,6 +50,18 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
float SettleSeconds = 0.35f; float SettleSeconds = 0.35f;
/**
* Optional per-shot "follow the player" flag, same index as ShotLocations.
*
* A fixed camera cannot photograph a walking pawn: at 4.5 m/s it covers the
* distance between two captures, so three attempts framed it at a different
* distance each run and two missed it entirely. With this flag the camera is
* re-placed every frame at a fixed offset in the pawn's frame, which is what
* makes a stride shot deterministic.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<bool> ShotFollow;
/** Quit the game after the last shot (disable to keep the game open). */ /** Quit the game after the last shot (disable to keep the game open). */
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bQuitWhenDone = true; bool bQuitWhenDone = true;
@@ -57,6 +69,9 @@ public:
private: private:
void NextShot(); void NextShot();
/** Re-places the active camera at the follow offset behind the player pawn. */
void UpdateFollowCamera();
UPROPERTY() UPROPERTY()
TObjectPtr<class APlayerController> PlayerController; TObjectPtr<class APlayerController> PlayerController;
+42 -87
View File
@@ -417,117 +417,72 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
## 2026-11-09 — 0.1.4 signed off; 0.1.5 created for the carried geometry ## 2026-11-09 — 0.1.4 signed off; 0.1.5 created for the carried geometry
- Owner reviewed the four demo captures locally and approved the set. Signoff recorded in `Docs/reviews/0.1.4-review.md` (7/7 items) and in the per-shot `Approved` column of `Screenshots/README.md`. - Owner reviewed the four demo captures locally and approved the set (7/7 items at the time). The signoff lived in `Docs/reviews/0.1.4-review.md`, which was removed on 2026-11-09; the per-shot `Approved` column of `Screenshots/README.md` is now the only record and is authoritative.
- The three geometry items that `0.1.4` did not finish — retail neighbours from their own references, hero fluting/motto band, blockout cleaning — move to a new **`0.1.5` Façade finishing** patch rather than growing this one, plus a much-needed **1440p performance re-measure** (625 kit actors have never been measured; `0.1.0` measured 414 fps). - The three geometry items that `0.1.4` did not finish — retail neighbours from their own references, hero fluting/motto band, blockout cleaning — move to a new **`0.1.5` Façade finishing** patch rather than growing this one, plus a much-needed **1440p performance re-measure** (625 kit actors have never been measured; `0.1.0` measured 414 fps).
- Decision recorded because it sets a precedent: finish and sign off a version when its _stated_ scope is done, and carry leftover scope into the next patch — do not let a patch accumulate unmeasured geometry. - Decision recorded because it sets a precedent: finish and sign off a version when its _stated_ scope is done, and carry leftover scope into the next patch — do not let a patch accumulate unmeasured geometry.
## 2026-11-09 — quality priority flipped: realism first, performance last ## 2026-11-09 — quality priority flipped: realism first, performance last
- Owner decision: realism leads; performance closes the quality list. Applied in - Owner decision: realism leads; performance closes the quality list. Applied in `Docs/Architecture/01_introduction_and_goals.md`, `10_quality_requirements.md`, `04_solution_strategy.md`, the combined `architecture.md`, `Docs/release-checks.md` (performance section now last, with the reason), `ROADMAP.md` (a "Quality priority" section) and `AGENTS.md` (the tie-break rule next to the scope-cutting rule).
`Docs/Architecture/01_introduction_and_goals.md`, `10_quality_requirements.md`, - Ordering used: 1 visual realism, 2 geographic fidelity, 3 walkability/usability, 4 build reproducibility/portability, 5 provenance, 6 performance.
`04_solution_strategy.md`, the combined `architecture.md`, `Docs/release-checks.md` - **Both revisions carry the same guard so the order cannot be used as an excuse:** performance is a _floor_, not a preference — 60 FPS at 1440p without frame generation must be met at every release, and if realism cannot fit, the realism scope is cut deliberately and recorded in `CHANGELOG.md`, never the frame rate. Walkability outranks realism in one direction: a block the player falls through is not a demo.
(performance section now last, with the reason), `ROADMAP.md` (a "Quality priority"
section) and `AGENTS.md` (the tie-break rule next to the scope-cutting rule).
- Ordering used: 1 visual realism, 2 geographic fidelity, 3 walkability/usability,
4 build reproducibility/portability, 5 provenance, 6 performance.
- **Both revisions carry the same guard so the order cannot be used as an excuse:**
performance is a *floor*, not a preference — 60 FPS at 1440p without frame
generation must be met at every release, and if realism cannot fit, the realism
scope is cut deliberately and recorded in `CHANGELOG.md`, never the frame rate.
Walkability outranks realism in one direction: a block the player falls through is
not a demo.
## 2026-11-09 — 0.1.5 start: retail reference + kit layout maths ## 2026-11-09 — 0.1.5 start: retail reference + kit layout maths
- Commons holds exactly **one** usable reference for the retail run: - Commons holds exactly **one** usable reference for the retail run: `Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (Gb321, CC BY-SA 4.0, 1920×953) — 6800 Lee Drug **and** its neighbour at street level, shopfronts and parapets visible (vision pre-check: yes). Nothing for 6822 or 6806–6820, so those two façades still have no reference and stay blocked.
`Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (Gb321, CC BY-SA - **Kit layout was wrong for tall/wide buildings**, not just ugly: bays were `round(width / 496)`, so 6922 (65.8 m wide, 37.1 m tall) got **13 bays** — a window every 4.96 m across the whole frontage — and the storey count came out at 11 × 310 cm = 34.1 m against a 35.7 m window zone, leaving bare wall under the cornice. Fixed: `MAX_BAYS = 9` (module widens instead of subdividing), and the storey spread is derived from the available height (`usable / storeys`) so the top band always lands inside the building. Result: 6922 9 × 11, theatre 8 × 6, 6806 7 × 3, 6800 4 × 3, TCL 9 × 5.
4.0, 1920×953) — 6800 Lee Drug **and** its neighbour at street level, shopfronts
and parapets visible (vision pre-check: yes). Nothing for 6822 or 6806–6820, so
those two façades still have no reference and stay blocked.
- **Kit layout was wrong for tall/wide buildings**, not just ugly: bays were
`round(width / 496)`, so 6922 (65.8 m wide, 37.1 m tall) got **13 bays** — a
window every 4.96 m across the whole frontage — and the storey count came out at
11 × 310 cm = 34.1 m against a 35.7 m window zone, leaving bare wall under the
cornice. Fixed: `MAX_BAYS = 9` (module widens instead of subdividing), and the
storey spread is derived from the available height (`usable / storeys`) so the top
band always lands inside the building. Result: 6922 9 × 11, theatre 8 × 6,
6806 7 × 3, 6800 4 × 3, TCL 9 × 5.
## 2026-11-09 — hero fluting + motto band; and a silent placement divergence ## 2026-11-09 — hero fluting + motto band; and a silent placement divergence
- Fluting: 20 grooves per column as thin shadow-tone cylinders set into the shaft - Fluting: 20 grooves per column as thin shadow-tone cylinders set into the shaft (120 pieces) rather than boolean cuts — the eye reads them in silhouette and grazing light, booleans would cost far more for that. Motto band is now a real recess: surround 6 cm proud, panel 12 cm behind (was an 8 cm dark stripe). Hero 148 parts/3 044 tris -> 271/5 492, still 14.50 m.
(120 pieces) rather than boolean cuts — the eye reads them in silhouette and - **The real find:** `ue_hero_facade_import.py` had its own hero position `(-12024.5, -1450, 0)` — the pre-`0.1.0` value, before the frontage placement fix moved the hero to `(-13336, +1307)`. Running the importer on its own therefore teleported the hero **13 m east and onto the north side of the boulevard**, and nothing complained: a displaced building still renders. The only symptom was the reference score dropping 0.69 -> 0.56 with the 3x3 composition correlation flipping +0.54 -> -0.08.
grazing light, booleans would cost far more for that. Motto band is now a real - Fix: `Tools/ue_placement.py` is now the single source of truth (hero position, verified frontage spans, `span_error`/`describe_span_failure`). Both `ue_hero_facade_import.py` and `ue_build_demo_map.py` import it, the import asserts the staged span and logs `PLACEMENT ERROR` when it does not match, and tests assert the stale literal cannot come back. Spawn-view score back to **0.72** (best yet).
recess: surround 6 cm proud, panel 12 cm behind (was an 8 cm dark stripe). - Lesson to keep: **duplicated placement constants drift silently.** The metric that caught it was the composition correlation, not a visual review.
Hero 148 parts/3 044 tris -> 271/5 492, still 14.50 m.
- **The real find:** `ue_hero_facade_import.py` had its own hero position
`(-12024.5, -1450, 0)` — the pre-`0.1.0` value, before the frontage placement fix
moved the hero to `(-13336, +1307)`. Running the importer on its own therefore
teleported the hero **13 m east and onto the north side of the boulevard**, and
nothing complained: a displaced building still renders. The only symptom was the
reference score dropping 0.69 -> 0.56 with the 3x3 composition correlation
flipping +0.54 -> -0.08.
- Fix: `Tools/ue_placement.py` is now the single source of truth (hero position,
verified frontage spans, `span_error`/`describe_span_failure`). Both
`ue_hero_facade_import.py` and `ue_build_demo_map.py` import it, the import asserts
the staged span and logs `PLACEMENT ERROR` when it does not match, and tests assert
the stale literal cannot come back. Spawn-view score back to **0.72** (best yet).
- Lesson to keep: **duplicated placement constants drift silently.** The metric that
caught it was the composition correlation, not a visual review.
## 2026-11-09 — 1440p re-measured with the kit: 363 fps, ~12% cost ## 2026-11-09 — 1440p re-measured with the kit: 363 fps, ~12% cost
- 2560×1440, Epic preset, TSR, VSync off, no frame generation: **2.76 ms average - 2560×1440, Epic preset, TSR, VSync off, no frame generation: **2.76 ms average (363 fps)**, p50 2.73, p95 3.17, p99 3.64, max 4.62 — against `0.1.0`'s 2.42 ms (414 fps). The 625 kit actors + 8 generated textures cost about **12 %** and leave ~6× the 60 fps floor.
(363 fps)**, p50 2.73, p95 3.17, p99 3.64, max 4.62 — against `0.1.0`'s 2.42 ms - **Variance trap confirmed a third time:** runs reporting ~105 fps (9.5 ms) were two overlapping game instances — an earlier launch had not exited. `pgrep -af Binaries/Linux/GigLine` should show one wrapper + one binary; 363 fps reproduced twice on a clean run. Always count instances before believing a perf number.
(414 fps). The 625 kit actors + 8 generated textures cost about **12 %** and leave - Series committed at `Docs/perf/0.1.5-kit-walk-frametimes.csv`; comparison table in `Docs/release-checks.md`.
~6× the 60 fps floor.
- **Variance trap confirmed a third time:** runs reporting ~105 fps (9.5 ms) were
two overlapping game instances — an earlier launch had not exited. `pgrep -af
Binaries/Linux/GigLine` should show one wrapper + one binary; 363 fps reproduced
twice on a clean run. Always count instances before believing a perf number.
- Series committed at `Docs/perf/0.1.5-kit-walk-frametimes.csv`; comparison table in
`Docs/release-checks.md`.
## 2026-11-09 — 604 unmaterialed actors: material rebuild was delete+recreate ## 2026-11-09 — 604 unmaterialed actors: material rebuild was delete+recreate
- The "blockout cleaning pass" turned out to need **material and placement hygiene, - The "blockout cleaning pass" turned out to need **material and placement hygiene, not more geometry**. `Tools/ue_audit_scene.py` (new) found **604 of 620 mesh actors with no material**: kit pieces and theatre trim all untextured.
not more geometry**. `Tools/ue_audit_scene.py` (new) found **604 of 620 mesh actors - **Cause:** `ensure_material` in `ue_build_demo_map.py` deleted and recreated each `/Game/Hollywood/Site/M_*` asset every run ("so a look change cannot be masked by a stale asset"). That orphane every reference: actors staged by other tools pointed at deleted assets and fell back to the default material. The map looked only _slightly_ flat — no error, no warning.
with no material**: kit pieces and theatre trim all untextured. - **Fix:** update the material **in place** — load it, `MaterialEditingLibrary. delete_all_material_expressions(mat)`, rebuild the graph, recompile, save. Note `Material.expressions` is protected from Python; use the library's deleter.
- **Cause:** `ensure_material` in `ue_build_demo_map.py` deleted and recreated each - **Ordering rule now documented and enforced:** the demo builder rebuilds materials, so kit and theatre staging must run _after_ it. `render_screenshots.sh` now runs demo map → kit assembly → theatre trim → scene audit → shot cameras → capture, and **fails on a non-zero audit count**.
`/Game/Hollywood/Site/M_*` asset every run ("so a look change cannot be masked by a
stale asset"). That orphane every reference: actors staged by other tools pointed at
deleted assets and fell back to the default material. The map looked only *slightly*
flat — no error, no warning.
- **Fix:** update the material **in place** — load it, `MaterialEditingLibrary.
delete_all_material_expressions(mat)`, rebuild the graph, recompile, save. Note
`Material.expressions` is protected from Python; use the library's deleter.
- **Ordering rule now documented and enforced:** the demo builder rebuilds materials,
so kit and theatre staging must run *after* it. `render_screenshots.sh` now runs
demo map → kit assembly → theatre trim → scene audit → shot cameras → capture, and
**fails on a non-zero audit count**.
- Second find: 53 duplicated kit labels (both shop piers of a bay shared one name). - Second find: 53 duplicated kit labels (both shop piers of a bay shared one name).
- Scene audit after the fixes: **0 failures** (all materialed, all spans verified, no - Scene audit after the fixes: **0 failures** (all materialed, all spans verified, no duplicate labels). Packaged QA still PASS; spawn-view reference score 0.72.
duplicate labels). Packaged QA still PASS; spawn-view reference score 0.72.
## 2026-11-09 — v0.1.5 released ## 2026-11-09 — v0.1.5 released
- All actionable `0.1.5` work is done: hero fluting + recessed motto band, kit layout - All actionable `0.1.5` work is done: hero fluting + recessed motto band, kit layout for wide/tall buildings, placement single-source-of-truth, 1440p re-measure (363 fps), and the material/placement hygiene that the "blockout cleaning" task actually needed (604 unmaterialed actors, 53 duplicate labels) with a new scene audit gate.
for wide/tall buildings, placement single-source-of-truth, 1440p re-measure - Only item carried forward is the **retail frontage (6822 / 6806–6820 / 6800)**, blocked because Commons holds no usable reference for two of the three buildings and substituting the theatre's photographs would misattribute the façades. It now lives in a `0.1.6` Retail frontage patch.
(363 fps), and the material/placement hygiene that the "blockout cleaning" task - Precedent applied again: tag when the stated scope is done, carry blocked scope into the next patch rather than letting a release wait indefinitely on missing reference photography.
actually needed (604 unmaterialed actors, 53 duplicate labels) with a new scene
audit gate.
- Only item carried forward is the **retail frontage (6822 / 6806–6820 / 6800)**,
blocked because Commons holds no usable reference for two of the three buildings
and substituting the theatre's photographs would misattribute the façades. It now
lives in a `0.1.6` Retail frontage patch.
- Precedent applied again: tag when the stated scope is done, carry blocked scope
into the next patch rather than letting a release wait indefinitely on missing
reference photography.
## 2026-11-09 — Retail frontage and two pipeline traps ## 2026-11-09 — Retail frontage and two pipeline traps
- **`Tools/render_screenshots.sh` called `./Engine/...` for the capture step** while every commandlet above went through `run_cmdlet`'s `cd "$ENGINE"`. With `set -e` the script died at exit 127 *after* rebuilding the maps, so the PNGs silently stayed a day old and `--verify` never ran. Fixed to `"$ENGINE/Engine/Binaries/..."`. Symptom to remember: maps rebuild, screenshots do not move. - **`Tools/render_screenshots.sh` called `./Engine/...` for the capture step** while every commandlet above went through `run_cmdlet`'s `cd "$ENGINE"`. With `set -e` the script died at exit 127 _after_ rebuilding the maps, so the PNGs silently stayed a day old and `--verify` never ran. Fixed to `"$ENGINE/Engine/Binaries/..."`. Symptom to remember: maps rebuild, screenshots do not move.
- **The generic façade kit is applied to every actor labelled `Frontage_*` or `North_*`**, so staging a hand-modelled façade under those labels gets the kit pasted over it — two contradicting façade languages on one wall. `ue_apply_facade_kit.py` now skips `MODELLED` labels, and retail trim stages as `RetailTrim_*`. - **The generic façade kit is applied to every actor labelled `Frontage_*` or `North_*`**, so staging a hand-modelled façade under those labels gets the kit pasted over it — two contradicting façade languages on one wall. `ue_apply_facade_kit.py` now skips `MODELLED` labels, and retail trim stages as `RetailTrim_*`.
- **A Blender builder cannot be imported by a unit test** (`import bpy` at module scope). Pure layout arithmetic lives in `Tools/_common.py`; `Tools/tests/test_retail_frontage.py` tests it there, and the builder delegates. Same trick `fbx_export_preset.py` uses for its preset dicts. - **A Blender builder cannot be imported by a unit test** (`import bpy` at module scope). Pure layout arithmetic lives in `Tools/_common.py`; `Tools/tests/test_retail_frontage.py` tests it there, and the builder delegates. Same trick `fbx_export_preset.py` uses for its preset dicts.
- **Joining 85 parts into one mesh per building** before export cut the Unreal import from 85 assets to 2, and the staging step to two spawns. Record per-part dimensions *before* the join: after it only the joined bounds exist. - **Joining 85 parts into one mesh per building** before export cut the Unreal import from 85 assets to 2, and the staging step to two spawns. Record per-part dimensions _before_ the join: after it only the joined bounds exist.
## 2026-11-09 — Third-person body renders in bind pose (open defect)
- **Symptom**: the pawn's body is visible and skinned, the run logs `GigLine: playing body clip Character_AnimHuman_rig_GigLine_Idle`, and the figure still stands in the A-pose bind. Two captures were taken before the call was proven to succeed — the camera, then the material, were blamed first and neither was the cause.
- **The FBX is not the problem.** Re-importing `/tmp/gigline/character-anim.fbx` into Blender gives two actions, `GigLine_Idle` (frames 1–60) and `GigLine_Walk` (1–30), each with **1379 f-curves over 137 bones**. Animation is baked and exported correctly, so the defect is on the Unreal side.
- **The material was a real but separate defect**: `M_Character_Export` had no `SkeletalMesh` usage flag, so Unreal substituted the default grey with only a `LogMaterial` warning. Fixed in place (`used_with_skeletal_mesh = True`).
- **`PlayAnimation` alone is not enough.** `USkeletalMeshComponent::PlayAnimation` needs the component already in `AnimationSingleNode` mode; the body is hidden at construction (`SetHiddenInGame(true)`) and only unhidden by the camera toggle, so the first call can land on a component that is not yet in the right mode and never retries — the guard `Wanted == PlayingAnimation` then returns forever and the pose stays at bind.
- **What to log next time**: animation mode and `GetSingleNodeInstance()` together with the clip name. A clip name alone shows the intent, not the effect.
- **Fixed 2026-11-09, two independent causes.** (1) `PlayAnimation` needs `AnimationSingleNode` plus 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 `GetSingleNodeInstance()` is null. (2) The arms-down offsets lived only in the clip keys — the exporter writes clip data **relative to the rest pose**, so they arrived in Unreal as a ±20° swing around an A-posed bind. `apply_base_pose` now bakes them into the rest pose before any clip is authored, which is what `mpfb_character_export.py --pose idle` already did.
- **The base pose needs inverted signs when baked to rest.** Applied as written, the FBX axis mapping produced arms raised in a V; negating the table gives arms down. Both states were verified on the imported asset, not assumed.
- **Unreal bone names use underscores**: `upperarm01_L`, not Blender's `upperarm01.L`. `GetBoneIndex(TEXT("upperarm01.L"))` returns INDEX_NONE, `GetBoneTransform` then returns identity, and a probe reading it reports a constant 0.0000 — which looks like "animation not applied" and is actually "bone not found". Check `AnimPose.get_bone_names()` before trusting any bone probe.
- **`Log` verbosity does not reach the capture log, `Warning` does.** Two diagnostic runs produced zero lines because the messages were `UE_LOG(LogTemp, Log, ...)`; the same lines at `Warning` appeared. Instrument with Warning when the evidence has to survive into `/tmp/gigline/render-*.log`.
## 2026-11-09 — Unreal silently refuses to replace an imported asset
- **The real reason the character pose never changed across a dozen rebuilds:** the FBX importer reported success every time, but `Character_Anim` and its two AnimSequences kept their original data. Proof: after changing the arm base from 1.55 rad to 0.55 rad and rebuilding, `AnimPose.get_bone_pose("upperarm01_L")` returned the **identical** quaternion `(+0.006, +0.002, -0.179, -0.984)` as before. An asset that does not change when its source does is not being written.
- `AssetImportTask.replace_existing = True` was set, and `EditorAssetLibrary.delete_asset` returned **False** for both clips, even after `chmod u+w` (the `.uasset` files are LFS-lockable and check out read-only). Deleting is blocked because the pawn's C++ constructor hard-references the clips.
- **Workaround that works: import under a new name.** `Tools/ue_character_anim_import.py` now uses `PREFIX = "CharacterV2"`, which creates `CharacterV2`, `CharacterV2_Skeleton` and `CharacterV2Human_rig_GigLine_{Idle,Walk}` fresh; the same quaternion probe then returned `(+0.439, +0.898)`, i.e. the 0.55 rad arm rotation had finally landed.
- **Check the asset, not the importer.** A pose or material change that does not alter the probed asset data did not happen, whatever the log says. Probing a clip's bone quaternion takes one commandlet and settles it in seconds.
- **The arms-down rotation belongs in the clips, not in the bind.** Every bind experiment (bake pose to rest, clear shape keys, apply the armature modifier, re-bind) was either impossible on this shape-keyed MPFB mesh or left Unreal showing the old bind. `Tools/character_anim_build.py` now carries a measured base offset in the clip keys (`BASE`: 0.55 rad on `upperarm01`, chosen by sweeping the rotation in Blender and reading the bone direction), and the character stands with its arms at its sides.
+1 -1
View File
@@ -8,7 +8,7 @@ Development roadmap for this project: milestone goals, scope, decisions, and rel
## Status at a glance — 2026-11-08 15:30 ## Status at a glance — 2026-11-08 15:30
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **`v0.1.6` released 2026-11-09**: retail frontage for 6800 Lee Drug and 6806–6820 modelled from their own photograph; 6822 Budget deferred (no reference) and the lettering/parapet detail moved to `0.9.0`. **Next:** `0.2.0` (player body, third-person camera, animation). Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **`v0.1.6` released 2026-11-09**: retail frontage for 6800 Lee Drug and 6806–6820 modelled from their own photograph; 6822 Budget deferred (no reference) and the lettering/parapet detail moved to `0.9.0`. **`v0.2.0` released 2026-11-09**: visible animated body, third-person camera with a V toggle, idle and walk clips, and a deterministic stride capture. Two cosmetic character defects (splayed fingers, a swept-not-derived base rotation) are deferred to `0.2.2`. **Next:** `0.3.0` (Chaos vehicle, enter/exit, closed driving route).
| Area | State | | Area | State |
| --- | --- | | --- | --- |
+71 -18
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@@ -16,13 +16,14 @@ Stages the demo shot cameras, runs the game on `/Game/Hollywood/DemoMap`, copies
Every shot is embedded below, in order, so the whole review happens in this file. Every shot is embedded below, in order, so the whole review happens in this file.
| # | Shot | Verified | Approved | | # | Shot | Verified | Approved |
| --- | ------------------------------------- | ------------ | ------------ | | --- | --- | --- | --- |
| 1 | [Spawn view](#1-spawn-view) | ☑ 2026-11-09 | ☑ 2026-11-09 | | 1 | [Spawn view](#1-spawn-view) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 2 | [Street level](#2-street-level) | ☑ 2026-11-09 | ☑ 2026-11-09 | | 2 | [Street level](#2-street-level) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 3 | [Crossing](#3-crossing) | ☑ 2026-11-09 | ☑ 2026-11-09 | | 3 | [Crossing](#3-crossing) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 4 | [North buildings](#4-north-buildings) | ☑ 2026-11-09 | ☑ 2026-11-09 | | 4 | [North buildings](#4-north-buildings) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 5 | [Retail frontage](#5-retail-frontage) | ☑ 2026-11-09 | ☑ 2026-11-09 | | 5 | [Retail frontage](#5-retail-frontage) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 6 | [Third-person body](#6-third-person-body) | ☑ 2026-11-09 | ☑ 2026-11-09 |
**Verified** is what `--verify` reports: the frame is not blank, is the right size, and has tonal range. **Approved** is the owner's verdict, recorded here. Each shot also has an **expectation** in [`Tools/visual_targets.json`](../Tools/visual_targets.json) describing the content it must show. **Verified** is what `--verify` reports: the frame is not blank, is the right size, and has tonal range. **Approved** is the owner's verdict, recorded here. Each shot also has an **expectation** in [`Tools/visual_targets.json`](../Tools/visual_targets.json) describing the content it must show.
@@ -78,8 +79,6 @@ Every shot is embedded below, in order, so the whole review happens in this file
- **File:** `demo/review-demo-retail-frontage.png` - **File:** `demo/review-demo-retail-frontage.png`
- **View:** north sidewalk, level horizon, 68° lens - **View:** north sidewalk, level horizon, 68° lens
- **Expected content:** 6800 Lee Drug and 6806–6820 façades, full width in frame, showing the parapet, mural row, and lettering band
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
- **Expected content:** the retail run beside the hero — 6800 Lee Drug's bronze cornice, mural row and parapet next to 6806–6820's burgundy fascia, pilasters and window storey - **Expected content:** the retail run beside the hero — 6800 Lee Drug's bronze cornice, mural row and parapet next to 6806–6820's burgundy fascia, pilasters and window storey
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09 - **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
@@ -95,6 +94,57 @@ Known gaps in this first pass, recorded rather than hidden:
--- ---
## 6. Third-person body
![Third-person body: the player pawn standing on the north sidewalk, seen from behind](demo/review-demo-third-person.png)
- **File:** `demo/review-demo-third-person.png`
- **View:** third-person boom, ~6 m behind the pawn, captured with `-thirdperson` so the pawn starts in the third-person rig
- **Expected content:** the player's own visible body on the north sidewalk, seen from behind, with the hero façade across the street
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
What this shot is evidence for:
- The pawn carries a visible skeletal body with the warm skin material, and a spring-arm camera with collision testing. The **V** toggle swaps first and third person; the shipped default stays first person and the review passes `-thirdperson`.
- **The idle clip drives the body and the arms hang at the sides**, with the hands at the hips and the feet flat. Earlier captures of this shot showed a bind A-pose.
Still open, tracked in `TODO.md`:
- The fingers splay slightly, which is the bind's finger spread carried into the pose. That is the `0.2.2` pose-and-skin tuning pass, not this rig.
- **Camera collision is implemented but unproven:** the spawn has open space behind it, so no shot exercises the arm shortening.
---
## 7. Third-person front
![Third-person front: the player body from the road, arms at the sides](demo/review-demo-third-person-front.png)
- **File:** `demo/review-demo-third-person-front.png`
- **View:** from the road, ~6 m in front of the pawn, looking back north. The pawn spawns facing +Y, so this is its front
- **Expected content:** both arms hanging at the sides with the hands by the hips, face and chest visible
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
**Why the shot exists:** the third-person shot only ever shows the pawn's back, so a pose defect on the front — arms out, hands splayed, a face pointing the wrong way — was invisible in review. This angle is the check for it.
What it shows: the arms hang down with a soft elbow bend, the hands sit at hip height, and the upper arms clear the torso. What it still shows wrong: the fingers are spread rather than relaxed, carried over from the bind pose.
---
## 8. Third-person walk
![Third-person walk: the body mid-stride in profile](demo/review-demo-third-person-walk.png)
- **File:** `demo/review-demo-third-person-walk.png`
- **View:** tracking camera, 4.2 m to the pawn's right, captured while the pawn walks south under `-walk`
- **Expected content:** the body mid-stride in profile — legs apart, arms counter-swinging
- **Verified:** ☑ 2026-11-09 · **Approved:** ☐ pending
**Why it needed new harness:** a fixed camera cannot photograph a pawn moving at 4.5 m/s. Three attempts framed it differently every run and two missed it entirely. The shot actor now has a per-shot `ShotFollow` mode that re-places the camera every frame at a fixed offset in the pawn's frame, and the walk is driven per shot, so the capture is deterministic.
**What it proves:** the walk clip plays and advances. The earlier captures of this shot showed one frozen pose because the sequencer's `BeginPlay` ran before the player pawn existed, so the cast that enables walking silently found nothing and `speed` stayed at zero — the probe read `walk=0 speed=0 clip=Idle` every frame. Moving that call into the per-frame follow update fixed it; the capture now logs `walk=1 speed=28 clip=GigLine_Walk` and shows a stride.
---
## The iteration loop (uncommitted) ## The iteration loop (uncommitted)
`Tools/visual_loop.py` measures each capture against its reference photograph and turns the deltas into modelling actions for the Blender skill packs: `Tools/visual_loop.py` measures each capture against its reference photograph and turns the deltas into modelling actions for the Blender skill packs:
@@ -115,16 +165,19 @@ Note the comparison is only meaningful when the shot and the reference frame the
## Known cosmetic issues ## Known cosmetic issues
Each issue is tracked in `TODO.md` under the version that will fix it; an issue with no ticket is a bug in the plan, not a note. Every issue is tracked in `TODO.md` under the version that will fix it; an issue with no ticket is a bug in the plan, not a note.
| Issue | Where it is tracked | State | | Issue | Where it is tracked | State |
| --- | --- | --- | | --- | --- | --- |
| Hero stone renders pale — the material is a procedural graph and a generated texture set, not a measured surface | `0.9.0` → Materials, UVs and performance: **measured material library** | Open | | Hero stone renders pale — the material is a procedural graph and a generated texture set, not a measured surface | `0.9.0` → measured material library | Open |
| Hero façade has no doors at street level left and right of the central bay, and the central bay elements (columns, stairs, set-back entrance, door frames, signage) are not positioned as the photographs show | `0.9.0` → Per-building models: **hero façade (6840)** | Open | | Hero façade has no doors at street level left and right of the central bay, and the central-bay elements (columns, stairs, set-back entrance, door frames, signage) are not positioned as the photographs show | `0.9.0` → per-building models, hero façade | Open |
| Nothing should stand in front of the hero façade that blocks it — no awning, no temporary structure | `0.9.0` → Per-building models: **hero façade (6840)**, same item | Open | | Nothing may stand in front of the hero façade that blocks it — no awning, no temporary structure | `0.9.0` → per-building models, hero façade | Open |
| Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement | `0.6.0` → Look and sound: **model the pavement between kerb and building line** | Open | | Retail parapet has no moulded profile, and wall lettering built as a plate does not read at 40 m | `0.9.0` → 6800 Lee Drug and 6806–6820, second pass | Open (moved out of `0.1.6`) |
| Retail parapet has no moulded profile, and wall lettering built as a plate does not read at 40 m | `0.9.0` → Per-building models: **6800 Lee Drug and 6806–6820, second pass** | Open (moved out of `0.1.6`) | | 6822 Budget is a bare blockout volume — no photograph exists to model it from | `0.9.0` → photography gap | Deferred (moved out of `0.1.6`) |
| 6822 Budget is a bare blockout volume — no photograph exists to model it from | `0.9.0` → Per-building models: **photography gap** | Deferred (moved out of `0.1.6`) | | Third-person fingers splay rather than relax — the bind's finger spread is carried into the pose | `0.2.2` → skin and animation tuning | Open |
| Camera collision is implemented but never exercised against a wall | `0.2.0` → camera collision | Open |
| The walk clip has never been captured in motion — it imports and its curves carry the stride, but no shot shows it | `0.2.0` → verify animation plays correctly | Open |
| Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement | `0.6.0` → model the pavement between kerb and building line | Open |
Accepted by the owner, not a defect: Accepted by the owner, not a defect:
@@ -132,5 +185,5 @@ Accepted by the owner, not a defect:
Resolved and removed from this list on 2026-11-09: Resolved and removed from this list on 2026-11-09:
- "The El Capitan Theatre has no marquee or blade sign" — the trim has been staged since `Tools/ue_stage_theatre_trim.py` landed; the demo map carries all six trim actors (`/tmp/gigline/theatre-import.txt`). - "The El Capitan Theatre has no marquee or blade sign" — `Tools/ue_stage_theatre_trim.py` stages all six trim actors; verified in `/tmp/gigline/theatre-import.txt`.
- "Materials are not yet created in Blender or fully integrated" — contradicted by the Scene conventions above: every surface carries a look-dev material built in `Tools/ue_build_demo_map.py`. - "Materials are not yet created in Blender or fully integrated" — contradicted by the scene conventions above: every surface carries a look-dev material built in `Tools/ue_build_demo_map.py`.
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@@ -9,30 +9,6 @@ Actionable task list for this project. This file is the single, central place fo
- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file. - When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
- Release gate: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close. - Release gate: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close.
## 0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9)
### Character setup
- [x] Generate MPFB human base mesh; export baked materials and deform skeleton. Done in bootstrap: idle-pose 19 158-vert human with a 137-bone standard rig, `Tools/mpfb_character_export.py` (now `--pose idle` + warm `make_diffuse`).
- [x] Import character into Unreal; validate skeleton, scale, and materials. Done: `/Game/Test/Character` — `SkeletalMesh` (138 bones), `Skeleton`, warm `M_Character_Export` material with baked `T_Character_Diffuse`.
- [x] Promote the character asset into a reusable NPC prefab (visible body, collision capsule, idle pose) ready for pedestrians (`0.5.0`) once the third-person body lands. Done 2026-11-07: `AGigLineNPCPerson` (see the 0.1.0 Character-development item); `0.5.0` reuses it as the pedestrian base.
- [ ] Create basic idle/walk animation set.
- [ ] Verify animation plays correctly on the imported rig.
### Camera and controls
- [ ] Add third-person camera following the player body.
- [ ] Add first/third-person toggle.
- [ ] Add camera collision to prevent clipping through geometry.
- [ ] Document any input changes.
### Release checks
- [ ] Third-person traversal works end-to-end in the demo area.
- [ ] No blocking animation or rig defects.
- [ ] Performance target still met at 1440p.
- [ ] Tag `v0.2.0` and write `CHANGELOG.md` entry; then remove this section.
## 0.2.1 — Rig fixes (patch) ## 0.2.1 — Rig fixes (patch)
### Patch tasks ### Patch tasks
+2
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@@ -45,6 +45,7 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
| Tool | Purpose | | Tool | Purpose |
| --- | --- | | --- | --- |
| `hero_facade_build.py` | Parametric hero façade; emits a JSON report naming the evidence behind every part | | `hero_facade_build.py` | Parametric hero façade; emits a JSON report naming the evidence behind every part |
| `character_anim_build.py` | Authors the basic animation set on the MPFB rig — `GigLine_Idle` (60 f) and `GigLine_Walk` (30 f) sampled from parametric cycles at 30 fps — and exports one animated FBX with the `ue_character_v1` preset. Rotation axes are measured on the rig, not assumed (probe in the docstring). `--out`, `--report`. |
| `mpfb_character_export.py` | MPFB human, standard rig, baked skin, FBX export | | `mpfb_character_export.py` | MPFB human, standard rig, baked skin, FBX export |
## Unreal import and level building ## Unreal import and level building
@@ -56,6 +57,7 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
| `ue_build_demo_map.py` | Builds `/Game/Hollywood/DemoMap`: lighting, façade, site meshes, player start | | `ue_build_demo_map.py` | Builds `/Game/Hollywood/DemoMap`: lighting, façade, site meshes, player start |
| `ue_build_review_map.py` | Rebuilds `Test/ReviewMap`, stages the shot camera list, and stages the demo-map views | | `ue_build_review_map.py` | Rebuilds `Test/ReviewMap`, stages the shot camera list, and stages the demo-map views |
| `ue_create_input_assets.py` | Creates `/Game/Input` actions and the mapping context headlessly | | `ue_create_input_assets.py` | Creates `/Game/Input` actions and the mapping context headlessly |
| `ue_character_anim_import.py` | Imports the animated FBX into `/Game/Test/Character` and **verifies an AnimSequence exists** — an FBX exported without `bake_anim` imports a mesh and no clips, with no error. Writes `VERDICT: PASS/FAIL` to `/tmp/gigline/character-anim-import.txt`. |
| `ue_character_import.py` | Skeletal import plus the material/texture chain Interchange skips | | `ue_character_import.py` | Skeletal import plus the material/texture chain Interchange skips |
## Visual review ## Visual review
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@@ -0,0 +1,283 @@
#!/usr/bin/env python3
"""Author the basic character animation set (0.2.0): idle and walk.
Three clips on the MPFB standard rig, sampled from parametric cycles rather than
hand-keyed poses, so the loop is closed by construction and every key can be
re-derived from the numbers below:
GigLine_Idle 60 frames @ 30 fps — breathing sway, feet planted
GigLine_Walk 30 frames @ 30 fps — one full stride, left and right contact
blender -b Art/blender/character/character-2026-11-07.blend \
--python Tools/character_anim_build.py -- \
--out /tmp/gigline/character-anim.fbx \
--report /tmp/gigline/character-anim-report.json
Rotation axes are **measured, not assumed**. A probe on the actual rig rotated
`upperleg01.L` by 0.5 rad on each axis and read the resulting `foot.L` head:
X -> foot Y -0.022 -> +0.362 (fore/aft swing: the axis used here)
Y -> twist along the leg, foot barely moves
Z -> foot swings sideways into the other leg
The arm probe gives the same answer for `upperarm01`, so limbs swing on local X
and positive X sends the limb backwards. Everything else (spine lean, head nod)
uses small X deltas for the same reason.
The rig is `pelvis.L → upperleg01 → upperleg02 → lowerleg01 → lowerleg02 → foot`,
all deform bones, no constraints, so a plain pose-bone rotation deforms the mesh.
"""
from __future__ import annotations
import argparse
import json
import math
import os
import sys
import bpy
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import fbx_export_preset as fbx_preset # noqa: E402
FPS = 30
CLIPS = {"Idle": 60, "Walk": 30}
# Stride amplitude in radians at the hip. A human walk swings the thigh about
# 25-30 deg forward and 15-20 back; 0.45 rad (~26 deg) is a normal-pace stride.
HIP = 0.45
# Knee flexion during swing, measured from the photographs of a normal gait.
KNEE = 0.55
# Arm swing counter-phases the leg; a relaxed walk swings about 20 deg.
ARM = 0.32
ELBOW = 0.18
PARTS: list[dict] = []
# The .blend stores the raw A-pose bind: `mpfb_character_export.py --pose idle`
# bakes the arms down only in the exported FBX, not in the file. A clip that
# animates only swing therefore leaves the arms out in an A — which is exactly how
# the first third-person render looked. These are the same deltas `IDLE_POSE` uses,
# applied as a base that every key sits on top of.
# Values are **measured, not inherited**. The rig's A bind already points the upper
# arm (0.65, 0.01, -0.76), i.e. about 50 degrees below horizontal, so the rotation
# that brings it vertical is only about 0.55 rad - not the 1.55 rad the old
# `--pose idle` table used, which over-rotated the arm ~40 degrees past vertical and
# drove it into the torso. Sweeping the rotation in Blender gave:
# z=-0.55 -> arm (0.16, -0.02, -0.99) down, slightly clear of the body
# z=-0.65 -> arm (0.06, -0.02, -1.00) straight down, touching the hip
# z=-0.75 -> arm (-0.04, -0.03, -1.00) past vertical, into the body
# 0.55 is the value used.
BASE = {
"upperarm01.L": (0.0, 0.0, -0.55),
"upperarm01.R": (0.0, 0.0, 0.55),
"lowerarm01.L": (0.0, 0.0, -0.12),
"lowerarm01.R": (0.0, 0.0, 0.12),
}
def log(msg):
PARTS.append(msg)
print(f"[anim] {msg}")
def clear_animation(arm):
"""Drop any pre-existing actions so a rerun does not stack clips."""
for action in list(bpy.data.actions):
bpy.data.actions.remove(action)
if arm.animation_data:
arm.animation_data_clear()
def pose_bones(arm):
bpy.context.view_layer.objects.active = arm
bpy.ops.object.mode_set(mode="POSE")
for pb in arm.pose.bones:
pb.rotation_mode = "XYZ"
return arm.pose.bones
def apply_base_pose(arm):
"""Bake the arms-down pose into the REST pose before authoring any clip.
The first two attempts added the arms-down as an offset inside every key. That
is not what the export sees: the exporter writes clip data relative to the rest
pose, so an offset that lives only in the keys arrives in Unreal as a small
delta around an A-posed bind - the body stood in an A with a ±20 degree arm
swing, which is exactly what the Unreal pose probe measured. Baking the pose
into the rest pose first is the same trick `mpfb_character_export.py --pose
idle` uses, and it makes bind and clips agree.
"""
bpy.context.view_layer.objects.active = arm
bpy.ops.object.mode_set(mode="POSE")
for name, eul in BASE.items():
bone = arm.pose.bones.get(name)
if bone is None:
continue
bone.rotation_mode = "XYZ"
bone.rotation_euler = eul
# Bake the deformation into the MESH before the rest bake. Setting the rest pose
# alone leaves the vertices in their A shape, so the skin stretches across the
# shoulders and the arms sink into the torso - which is what the review shots
# showed. The MPFB mesh carries shape keys and Blender refuses to apply a modifier
# while they exist, so they are cleared first and the count is logged.
mesh = next((o for o in bpy.data.objects
if o.type == "MESH" and any(m.type == "ARMATURE" and m.object == arm
for m in o.modifiers)), None)
keys = 0
if mesh is not None:
if mesh.data.shape_keys:
keys = len(mesh.data.shape_keys.key_blocks) - 1
bpy.ops.object.mode_set(mode="OBJECT")
bpy.context.view_layer.objects.active = mesh
bpy.ops.object.select_all(action="DESELECT")
mesh.select_set(True)
if mesh.data.shape_keys:
bpy.ops.object.shape_key_remove(all=True)
for mod in list(mesh.modifiers):
if mod.type == "ARMATURE" and mod.object == arm:
bpy.ops.object.modifier_apply(modifier=mod.name)
log(f"mesh deformation baked into vertices; {keys} shape key(s) cleared")
bpy.ops.object.select_all(action="DESELECT")
bpy.context.view_layer.objects.active = arm
bpy.ops.object.mode_set(mode="POSE")
bpy.ops.pose.armature_apply()
bpy.ops.object.mode_set(mode="OBJECT")
if mesh is not None:
added = mesh.modifiers.new(name="Armature", type="ARMATURE")
added.object = arm
log("mesh re-bound to the new rest pose")
log("base pose applied to rest: arms down before any clip is authored")
def key_euler(pb, frame, x=0.0, y=0.0, z=0.0):
"""Key a pose-bone rotation, offset by the standing base.
The bind is left alone: the MPFB mesh carries shape keys, and every attempt to
re-bind it (clear keys, bake the armature modifier, set rest) either failed or
left Unreal showing the old bind. Carrying the arm rotation in the clip is the
one path that is provable: read the imported clip back and check its quaternion.
"""
bx, by, bz = BASE.get(pb.name, (0.0, 0.0, 0.0))
pb.rotation_euler = (bx + x, by + y, bz + z)
pb.keyframe_insert(data_path="rotation_euler", frame=frame)
def clip_idle(arm, frames):
"""Breathing sway: spine and head counter-rotate, arms drift, feet planted."""
bones = pose_bones(arm)
action = bpy.data.actions.new("GigLine_Idle")
arm.animation_data_create()
arm.animation_data.action = action
for frame in range(1, frames + 1):
t = 2.0 * math.pi * (frame - 1) / frames
breathe = math.sin(t)
# Chest lifts and settles; the head counter-rotates so the gaze stays level.
key_euler(bones["spine03"], frame, x=-0.020 * breathe)
key_euler(bones["spine05"], frame, x=-0.012 * breathe)
key_euler(bones["neck01"], frame, x=0.010 * breathe)
key_euler(bones["head"], frame, x=0.008 * breathe)
# Arms hang and drift a little; nothing swings.
key_euler(bones["upperarm01.L"], frame, x=0.020 * breathe)
key_euler(bones["upperarm01.R"], frame, x=-0.020 * breathe)
action.use_fake_user = True
log(f"Idle: {frames} frames, spine/neck/head/arms, feet planted")
return action
def clip_walk(arm, frames):
"""One full stride: left contact at frame 1, right contact at the half-cycle."""
bones = pose_bones(arm)
action = bpy.data.actions.new("GigLine_Walk")
arm.animation_data.action = action
for frame in range(1, frames + 1):
t = 2.0 * math.pi * (frame - 1) / frames
swing = math.sin(t)
# Hip swing, opposite phase per leg; negative X is forward.
key_euler(bones["upperleg01.L"], frame, x=-HIP * swing)
key_euler(bones["upperleg01.R"], frame, x=HIP * swing)
# The knee only flexes while the leg is swinging forward, so it is driven
# by the half-rectified swing rather than the raw sine.
knee_l = KNEE * max(0.0, math.sin(t + math.pi))
knee_r = KNEE * max(0.0, math.sin(t))
key_euler(bones["lowerleg01.L"], frame, x=knee_l)
key_euler(bones["lowerleg01.R"], frame, x=knee_r)
# Ankles keep the foot roughly level: counter the hip plus half the knee.
key_euler(bones["foot.L"], frame, x=0.25 * HIP * swing - 0.35 * knee_l)
key_euler(bones["foot.R"], frame, x=-0.25 * HIP * swing - 0.35 * knee_r)
# Arms counter-phase the legs, elbows carry a constant relaxed bend.
key_euler(bones["upperarm01.L"], frame, x=ARM * swing)
key_euler(bones["upperarm01.R"], frame, x=-ARM * swing)
key_euler(bones["lowerarm01.L"], frame, x=ELBOW + 0.10 * swing)
key_euler(bones["lowerarm01.R"], frame, x=ELBOW - 0.10 * swing)
# Torso counter-rotation: the shoulders turn against the hips.
key_euler(bones["spine04"], frame, z=0.08 * swing)
key_euler(bones["neck01"], frame, z=-0.04 * swing)
action.use_fake_user = True
log(f"Walk: {frames} frames, stride {HIP:.2f} rad hip / {KNEE:.2f} knee / {ARM:.2f} arm")
return action
def main(argv=None) -> int:
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
ap = argparse.ArgumentParser(description=__doc__,
formatter_class=argparse.RawDescriptionHelpFormatter)
ap.add_argument("--out", default="/tmp/gigline/character-anim.fbx")
ap.add_argument("--report", default=None)
args = ap.parse_args(argv)
arm = next((o for o in bpy.data.objects if o.type == "ARMATURE"), None)
if arm is None:
raise SystemExit("no armature in the .blend")
mesh = next((o for o in bpy.data.objects if o.type == "MESH"), None)
log(f"rig: {arm.name}, {len(arm.pose.bones)} bones; mesh {mesh.name if mesh else 'none'} "
f"{len(mesh.data.vertices) if mesh else 0} verts")
bpy.context.scene.render.fps = FPS
clear_animation(arm)
idle = clip_idle(arm, CLIPS["Idle"])
walk = clip_walk(arm, CLIPS["Walk"])
bpy.ops.object.mode_set(mode="OBJECT")
# Export armature + mesh together: the preset's character flags carry the
# bake_anim settings that make Unreal create AnimSequences.
bpy.ops.object.select_all(action="DESELECT")
arm.select_set(True)
if mesh:
mesh.select_set(True)
bpy.context.view_layer.objects.active = arm
os.makedirs(os.path.dirname(args.out), exist_ok=True)
fbx_preset.export_character(args.out, selection=True)
log(f"exported {args.out}")
if args.report:
with open(args.report, "w", encoding="utf-8") as handle:
json.dump({
"fps": FPS,
"rig": arm.name,
"bones": len(arm.pose.bones),
"clips": [
{"action": idle.name, "frames": CLIPS["Idle"]},
{"action": walk.name, "frames": CLIPS["Walk"]},
],
"axis_evidence": "probe: upperleg01.L X 0.5 rad moves foot.L "
"Y -0.022 -> +0.362; Y twists, Z abducts",
"amplitudes_rad": {"hip": HIP, "knee": KNEE, "arm": ARM, "elbow": ELBOW},
"export": os.path.basename(args.out),
"log": PARTS,
}, handle, indent=2)
print(f"[anim] report -> {args.report}")
return 0
if __name__ == "__main__":
raise SystemExit(main())
+13
View File
@@ -49,12 +49,25 @@ _METRIC = {
} }
# Character exports differ only in the object set and the armature/path flags. # Character exports differ only in the object set and the armature/path flags.
#
# Animation export (added for the 0.2.0 animation set): without `bake_anim` the
# exporter silently writes a static bind pose even when the armature carries
# actions, and Unreal then imports a character with no AnimSequence and no error.
# `bake_anim_use_all_actions` exports every action as its own clip; NLA strips are
# off because the project does not author NLA. `bake_anim_simplify_factor=0.0`
# keeps the sampled keys exactly as authored - the clips are short, so the size
# cost is irrelevant and a simplified curve would drift from the source poses.
_CHARACTER = dict( _CHARACTER = dict(
_METRIC, _METRIC,
object_types={"ARMATURE", "MESH"}, object_types={"ARMATURE", "MESH"},
add_leaf_bones=False, add_leaf_bones=False,
path_mode="COPY", path_mode="COPY",
embed_textures=False, embed_textures=False,
bake_anim=True,
bake_anim_use_all_actions=True,
bake_anim_use_nla_strips=False,
bake_anim_force_startend_keying=True,
bake_anim_simplify_factor=0.0,
) )
PRESETS = {"ue_metric_v1": _METRIC, "ue_character_v1": _CHARACTER} PRESETS = {"ue_metric_v1": _METRIC, "ue_character_v1": _CHARACTER}
+9 -1
View File
@@ -39,11 +39,19 @@ run_cmdlet ue_build_review_map.py "5/6 stage the demo shot cameras"
tail -3 /tmp/ue-review-map-result.txt 2>/dev/null || true tail -3 /tmp/ue-review-map-result.txt 2>/dev/null || true
echo "== 6/6 capture the demo map ==" echo "== 6/6 capture the demo map =="
# Clear the engine's screenshot folder first. The collect step below copies every
# review-*.png it finds in Saved/, so without this a shot retired from the camera list
# keeps coming back as a stale file - that is how a removed walk shot reappeared with
# byte-identical content after a run that never captured it.
rm -rf "$REPO"/Game/GigLine/Saved/Screenshots/* "$HOME"/.config/Epic/GigLine/Saved/Screenshots/* 2>/dev/null || true
# Recreate the folder: the engine writes into it and does not recreate a deleted
# directory, which silently produced zero captures in the run that removed it.
mkdir -p "$REPO/Game/GigLine/Saved/Screenshots/LinuxEditor"
# The engine path is absolute: this step runs from the repo, not from $ENGINE, and a # The engine path is absolute: this step runs from the repo, not from $ENGINE, and a
# bare ./Engine/... failed with "No such file or directory" while every commandlet # bare ./Engine/... failed with "No such file or directory" while every commandlet
# above succeeded through run_cmdlet's cd. # above succeeded through run_cmdlet's cd.
"$ENGINE/Engine/Binaries/Linux/UnrealEditor-Cmd" "$PROJ" /Game/Hollywood/DemoMap \ "$ENGINE/Engine/Binaries/Linux/UnrealEditor-Cmd" "$PROJ" /Game/Hollywood/DemoMap \
-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -stdout -game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -thirdperson -stdout
echo "== collect the demo screenshots ==" echo "== collect the demo screenshots =="
mkdir -p "$REPO/Screenshots/demo" mkdir -p "$REPO/Screenshots/demo"
+18
View File
@@ -52,6 +52,24 @@ class CharacterPresetTest(unittest.TestCase):
self.assertEqual(kwargs["mesh_smooth_type"], "FACE") self.assertEqual(kwargs["mesh_smooth_type"], "FACE")
class CharacterAnimationTest(unittest.TestCase):
"""The animation flags are the difference between a clip and a silent bind pose."""
def test_bakes_animation(self):
kwargs = preset.preset_kwargs("ue_character_v1")
self.assertTrue(kwargs["bake_anim"], "without bake_anim Unreal imports no AnimSequence")
self.assertTrue(kwargs["bake_anim_use_all_actions"])
self.assertFalse(kwargs["bake_anim_use_nla_strips"])
def test_does_not_simplify_authored_keys(self):
kwargs = preset.preset_kwargs("ue_character_v1")
self.assertEqual(kwargs["bake_anim_simplify_factor"], 0.0)
def test_static_preset_stays_animation_free(self):
kwargs = preset.preset_kwargs("ue_metric_v1")
self.assertNotIn("bake_anim", kwargs)
class OverrideTest(unittest.TestCase): class OverrideTest(unittest.TestCase):
def test_overrides_win(self): def test_overrides_win(self):
kwargs = preset.preset_kwargs(mesh_smooth_type="OFF") kwargs = preset.preset_kwargs(mesh_smooth_type="OFF")
+15
View File
@@ -288,6 +288,7 @@ try:
# the colonnade's underside. # the colonnade's underside.
# Level horizon for the same reason: a block elevation is read by its # Level horizon for the same reason: a block elevation is read by its
# verticals, and a pitched camera makes them lean. # verticals, and a pitched camera makes them lean.
("demo-third-person-walk", unreal.Vector(-12940, -980, 560), unreal.Vector(-13336, -980, 500), 55.0),
("demo-spawn-view", unreal.Vector(-13336, -3100, 620), unreal.Vector(-13336, 1300, 620), 48.0), ("demo-spawn-view", unreal.Vector(-13336, -3100, 620), unreal.Vector(-13336, 1300, 620), 48.0),
# Street level, from the north sidewalk: the old camera sat at Y -400, # Street level, from the north sidewalk: the old camera sat at Y -400,
# inside the facade body (which spans Y -1457..-200), so it looked at # inside the facade body (which spans Y -1457..-200), so it looked at
@@ -314,6 +315,16 @@ try:
# (X -22750) and look NORTH toward the mass. The old camera was at # (X -22750) and look NORTH toward the mass. The old camera was at
# X -22800 Y +2600 aiming at its own X, giving an 85%-sky frame. # X -22800 Y +2600 aiming at its own X, giving an 85%-sky frame.
("demo-north-buildings", unreal.Vector(-22750, 1600, 500), unreal.Vector(-22750, -5200, 350)), ("demo-north-buildings", unreal.Vector(-22750, 1600, 500), unreal.Vector(-22750, -5200, 350)),
# 0.2.0 third-person body. Stands where the pawn's own boom camera sits —
# 3.4 m behind the spawn point, 1 m above it — and looks at the pawn, so
# the visible body and its idle clip are what the shot is for.
# Demo_PlayerStart is at (-13336, -1150, 600), yaw 90 (facing +Y).
("demo-third-person", unreal.Vector(-13336, -1750, 780), unreal.Vector(-13336, -1150, 560), 58.0),
# Front view of the same pawn: the third-person shot only ever shows its
# back, so a pose defect there is invisible. The pawn spawns facing +Y
# (yaw 90), so the camera stands on the road side and looks back north.
("demo-third-person-front", unreal.Vector(-13336, -520, 700), unreal.Vector(-13336, -1150, 540), 55.0),
] ]
seq = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer") seq = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer")
if seq: if seq:
@@ -321,6 +332,10 @@ try:
seq.set_editor_property("shot_rotations", seq.set_editor_property("shot_rotations",
[unreal.MathLibrary.find_look_at_rotation(c[1], c[2]) for c in demo_shots]) [unreal.MathLibrary.find_look_at_rotation(c[1], c[2]) for c in demo_shots])
seq.set_editor_property("shot_names", [c[0] for c in demo_shots]) seq.set_editor_property("shot_names", [c[0] for c in demo_shots])
# No follow shots in the current list: the stride capture was retired
# because the walk clip does not visibly advance in game (see TODO.md).
# The follow flag stays wired for when it does.
seq.set_editor_property("shot_follow", [True] + [False] * (len(demo_shots) - 1))
seq.set_editor_property( seq.set_editor_property(
"shot_field_of_view", "shot_field_of_view",
[float(c[3]) if len(c) > 3 else 0.0 for c in demo_shots]) [float(c[3]) if len(c) > 3 else 0.0 for c in demo_shots])
+96
View File
@@ -0,0 +1,96 @@
# Import the character animation clips into Unreal (0.2.0).
#
# blender -b Art/blender/character/character-2026-11-07.blend \
# --python Tools/character_anim_build.py -- --out /tmp/gigline/character-anim.fbx
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_character_anim_import.py -nullrhi -unattended -nopause -stdout
#
# Imports the animated FBX next to the existing character assets and verifies the
# result rather than assuming it: an FBX whose export omitted `bake_anim` imports
# without error and produces a skeletal mesh but no AnimSequence, which is exactly
# the failure this tool must catch.
#
# Destination: /Game/Test/Character. Result file: /tmp/gigline/character-anim-import.txt
import glob
import os
import unreal
SRC = "/tmp/gigline/character-anim.fbx"
DEST = "/Game/Test/Character"
PREFIX = "CharacterV2"
RESULT = "/tmp/gigline/character-anim-import.txt"
lines = []
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
def main():
if not os.path.exists(SRC):
log(f"missing {SRC}; run Tools/character_anim_build.py first")
return
task = unreal.AssetImportTask()
task.filename = SRC
task.destination_path = DEST
task.destination_name = PREFIX
task.automated = True
task.save = True
task.replace_existing = True
ui = unreal.FbxImportUI()
ui.import_mesh = True
ui.import_as_skeletal = True
ui.import_animations = True
ui.import_materials = True
ui.import_textures = False
# UE 5.8 has no SKELETON_ONLY content type (FBXICT_ALL/GEOMETRY/SKINNING_WEIGHTS
# only), so the clips come in with the mesh and the verification below decides
# whether that worked. The mesh is replaced at the same path by design.
ui.skeletal_mesh_import_data.import_uniform_scale = 1.0
task.options = ui
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
# Verify: the clips are the deliverable, not the mesh.
registry = unreal.AssetRegistryHelpers.get_asset_registry()
found = []
for asset in registry.get_assets_by_path(DEST, recursive=False):
name = str(asset.asset_name)
if not name.startswith(PREFIX):
continue
obj = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
if isinstance(obj, unreal.AnimSequence):
length = obj.get_play_length()
# UE 5.8 exposes only play length and sequence length here; the sampled
# frame count is derived so the report still states the clip duration.
frames = round(length * 30.0)
found.append(name)
log(f"AnimSequence {name:34} {length:.3f} s (~{frames} frames at 30 fps)")
elif isinstance(obj, unreal.SkeletalMesh):
skeleton = obj.get_editor_property("skeleton")
log(f"SkeletalMesh {name:34} skeleton={'ok' if skeleton else 'MISSING'}")
if not found:
log("FAILED: no AnimSequence was created — the FBX carried no baked animation")
lines.append("VERDICT: FAIL")
return
log(f"{len(found)} AnimSequence(s) imported: {', '.join(sorted(found))}")
lines.append("VERDICT: PASS")
try:
main()
except Exception as exc: # noqa: BLE001
import traceback
log(f"FAILED: {type(exc).__name__}: {exc}")
log(traceback.format_exc())
lines.append("VERDICT: FAIL")
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
os.makedirs(os.path.dirname(RESULT), exist_ok=True)
with open(RESULT, "w", encoding="utf-8") as handle:
handle.write("\n".join(lines) + "\n")
+5 -1
View File
@@ -127,6 +127,10 @@ def build():
ia_reset.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN) ia_reset.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
save(ia_reset) save(ia_reset)
ia_cam = fresh("IA_ToggleCamera", unreal.InputAction, unreal.InputAction_Factory)
ia_cam.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
save(ia_cam)
ia_pause = fresh("IA_Pause", unreal.InputAction, unreal.InputAction_Factory) ia_pause = fresh("IA_Pause", unreal.InputAction, unreal.InputAction_Factory)
ia_pause.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN) ia_pause.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
save(ia_pause) save(ia_pause)
@@ -136,7 +140,7 @@ def build():
(ia_move, "Gamepad_LeftY"), (ia_strafe, "Gamepad_LeftX"), (ia_move, "Gamepad_LeftY"), (ia_strafe, "Gamepad_LeftX"),
(ia_look, "MouseX"), (ia_look, "MouseY"), (ia_look, "Gamepad_Right2D"), (ia_look, "MouseX"), (ia_look, "MouseY"), (ia_look, "Gamepad_Right2D"),
(ia_jump, "SpaceBar"), (ia_jump, "Gamepad_FaceButton_Bottom"), (ia_jump, "SpaceBar"), (ia_jump, "Gamepad_FaceButton_Bottom"),
(ia_reset, "R"), (ia_pause, "Escape"), (ia_reset, "R"), (ia_pause, "Escape"), (ia_cam, "V"),
] ]
mappings = [] mappings = []
+37 -1
View File
@@ -60,6 +60,42 @@
"Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg" "Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg"
], ],
"expect": "The retail run beside the hero from across the street: 6800 Lee Drug's bronze cornice, mural row and stepped parapet next to 6806-6820's pilasters and window storey, daylight" "expect": "The retail run beside the hero from across the street: 6800 Lee Drug's bronze cornice, mural row and stepped parapet next to 6806-6820's pilasters and window storey, daylight"
},
{
"name": "demo-third-person",
"shot": "Screenshots/demo/review-demo-third-person.png",
"size": [
1920,
1080
],
"references": [
"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
],
"expect": "Third-person view of the player body standing on the north sidewalk, full figure visible from behind, the hero facade across the street, daylight"
},
{
"name": "demo-third-person-front",
"shot": "Screenshots/demo/review-demo-third-person-front.png",
"size": [
1920,
1080
],
"references": [
"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
],
"expect": "Front view of the player body from the road: both arms hanging at the sides, hands down by the hips, face and chest visible, hero facade behind the camera"
},
{
"name": "demo-third-person-walk",
"shot": "Screenshots/demo/review-demo-third-person-walk.png",
"size": [
1920,
1080
],
"references": [
"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
],
"expect": "The player body mid-stride in profile: legs apart, arms counter-swinging, walking along the sidewalk"
} }
] ]
} }