Files
gig-line/Art
zwitschi 2e0421480c feat(vehicle): skeletal vehicle asset for Chaos, and the block that follows
Chaos drives a skeletal mesh, so the static system split was not drivable on its own. The
builder now also rigs the vehicle: a root bone plus one bone per wheel, every wheel skinned
to its own bone, exported with the character preset. SK_Vehicle_Sedan imports with
SK_Vehicle_Sedan_Skeleton (508 triangles).

Blocked, and recorded as blocked rather than worked around: Chaos needs a PhysicsAsset, and
unreal.PhysicsAssetFactory in 5.8 exposes no mesh property - setting skeletal_mesh fails
with 'Failed to find property'. Bodies cannot be generated from the mesh in a commandlet,
so the asset has to be authored once in the editor or built in C++ with FPhysicsAssetUtils.

Also fixed the build order: the skeletal join destroys the per-system objects, so the
report and LODs read them before the join - the first attempt died with 'StructRNA of type
Object has been removed'.
2026-11-09 14:53:35 +01:00
..

Art

Editable sources and original textures. Exported, game-ready output goes to Game/Content/.

Layout (as content arrives)

Path Contents
Art/blender/ .blend sources, one file per building or asset family
Art/textures/ Original texture sources before baking or compression
Art/reference/ Reference photography, local only, gitignored — never committed. Fetch with Tools/commons_fetch.py; what it is evidence for goes in Docs/reference-notes-hollywood.md

Rules

  • Every .blend saves with a real-world metric scene scale. No exceptions; scale drift is the main source of import defects.
  • Named export presets only. Record the preset name and its settings next to the asset that used it.
  • Textures enter as a documented source (author, licence, source URL) and are listed in ../THIRD_PARTY_NOTICES.md.
  • Reference photography is never committed and never shipped. It is evidence, not content. Licensing is not a gate for local private development, but anything that would derive from a reference in a shipped asset needs a licensing decision before release.
  • .blend files are LFS-tracked and lockable; pull before editing.