0.2.0 — animation set, third-person body and camera #34

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zwitschi merged 23 commits from anim-body-0.2.0 into main 2026-11-09 12:53:29 +01:00
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@@ -21,12 +21,12 @@ Suggested blender skills: **references** (reference-image-match), **archviz**, *
## 0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9)
### Character setup
### Character setup - active - session-5598ce7e-27e3-4c64-bb49-c04a4a31ee58 (branch `anim-body-0.2.0`)
- [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.
- [A] Create basic idle/walk animation set.
- [ ] Verify animation plays correctly on the imported rig.
### Camera and controls