- mpfb_character_export.py: new --pose idle folds the A/T-bind arms down to a relaxed standing rest pose (baked via pose.armature_apply before export); new make_diffuse synthesizes a warm skin-tone diffuse with a darker shorts-suggestive band, replacing the Cycles v2-skin bake that came out black and was slow at 1024^2. - write_png now encodes from img.pixels via numpy (fast) because img.save() writes black for an in-memory image. - Re-exported idle character, re-imported to /Game/Test/Character (138 bones, warm M_Character_Export/T_Character_Diffuse); removed stale T_Skin_Diffuse. - Untracked the review PNGs again: the Screenshots/ gitignore rule had been dropped and the parallel session had committed the PNGs, against the AGENTS.md 'never commit the PNGs' rule. Restored the ignore rule; only Screenshots/README.md stays tracked. - README/roadmap/memory updated; review-01-character re-pended for approval.
Game
The Unreal project lives at Game/GigLine/GigLine.uproject once created. Nothing here yet.
What gets committed
Config/— engine and project settings, including the quality presets used for release checksSource/— C++ modulesContent/—0.1.0map, materials, meshes; LFS-trackedGigLine.uproject
What does not
Binaries/, Intermediate/, Saved/, DerivedDataCache/ — all generated. .gitignore covers them; do not add exceptions.
Engine
Installed outside the repository. Its path and exact version are recorded in ../Docs/toolchain.md. Nothing in this directory may assume a machine-specific engine path; the documented build procedure is ../Docs/build.md.