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

Merged
zwitschi merged 23 commits from anim-body-0.2.0 into main 2026-11-09 12:53:29 +01:00
39 changed files with 67 additions and 43 deletions
Showing only changes of commit f84093adba - Show all commits

No files matched your search

Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -251,6 +251,19 @@ void AGigLineCharacter::BeginPlay()
{
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::WalkForever()
{
if (bWalkForever && GetCharacterMovement() && GetCharacterMovement()->IsMovingOnGround())
{
AddMovementInput(GetActorForwardVector(), 1.0f);
}
}
void AGigLineCharacter::StartQASelfTest()
@@ -726,6 +739,7 @@ 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();
}
@@ -158,6 +158,12 @@ protected:
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;
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+1 -1
View File
@@ -32,7 +32,7 @@ Actionable task list for this project. This file is the single, central place fo
### Release checks
- [ ] Third-person traversal works end-to-end in the demo area.
- [ ] Third-person traversal works end-to-end in the demo area. **Blocked on a capture harness, not on the game:** walking works (`-walk` holds forward input; the pawn crosses the sidewalk while the third-person rig follows), but a fixed review camera cannot catch a pawn moving at 4.5 m/s — three attempts framed it at a different distance each run and the last two missed it entirely. The stride shot was removed rather than shipped broken. Needs a camera that tracks the pawn (attach the shot camera to the pawn, or drive the capture from a recorded path), then re-add `demo-third-person-walk`.
- [ ] 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.
+1
View File
@@ -323,6 +323,7 @@ try:
# 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")
if seq: