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.
161 lines
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Markdown
161 lines
10 KiB
Markdown
# Screenshots — demo-map visual review
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Rendered captures of **the demo map only** — what a player sees when the demo runs. Generated by [`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh); the PNGs are committed so a reviewer sees exactly what the build rendered.
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The review staging map (`/Game/Test/ReviewMap`) is not part of this set: it exists to hold the camera list and the hero detail rig, and it is not what ships.
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## How to regenerate
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```bash
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Tools/render_screenshots.sh --verify
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```
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Stages the demo shot cameras, runs the game on `/Game/Hollywood/DemoMap`, copies the PNGs into `Screenshots/demo/` and then runs [`Tools/visual_loop.py`](../Tools/visual_loop.py) `--verify` to check that each shot still shows the content its expectation describes. About a minute.
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## Status at a glance
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Every shot is embedded below, in order, so the whole review happens in this file.
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| # | Shot | Verified | Approved |
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| --- | --- | --- | --- |
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| 1 | [Spawn view](#1-spawn-view) | ☑ 2026-11-09 | ☑ 2026-11-09 |
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| 2 | [Street level](#2-street-level) | ☑ 2026-11-09 | ☑ 2026-11-09 |
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| 3 | [Crossing](#3-crossing) | ☑ 2026-11-09 | ☑ 2026-11-09 |
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| 4 | [North buildings](#4-north-buildings) | ☑ 2026-11-09 | ☑ 2026-11-09 |
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| 5 | [Retail frontage](#5-retail-frontage) | ☑ 2026-11-09 | ☑ 2026-11-09 |
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| 6 | [Third-person body](#6-third-person-body) | ☑ 2026-11-09 | ☐ pending |
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**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.
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---
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## 1. Spawn view
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- **File:** `demo/review-demo-spawn-view.png`
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- **View:** north sidewalk, 14 m back, level horizon
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- **Expected content:** the whole south block — the neoclassical hero façade between its neighbouring buildings, both sidewalks and the road in the foreground
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- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
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---
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## 2. Street level
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- **File:** `demo/review-demo-street-level.png`
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- **View:** eye height, north side
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- **Expected content:** the hero colonnade with the adjacent frontage buildings either side, shopfronts at pavement level
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- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
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---
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## 3. Crossing
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- **File:** `demo/review-demo-crossing.png`
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- **View:** from the north sidewalk along the crosswalk
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- **Expected content:** the designated mid-block crossing (s=130 m, UE X −14956) — zebra bars on the asphalt, south frontage and colonnade behind
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- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
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---
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## 4. North buildings
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- **File:** `demo/review-demo-north-buildings.png`
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- **View:** across the Boulevard from the south side
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- **Expected content:** the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's), full height in frame
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- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
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---
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## 5. Retail frontage
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- **File:** `demo/review-demo-retail-frontage.png`
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- **View:** north sidewalk, level horizon, 68° lens
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- **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
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- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
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Read this one against the reference photograph it was modelled from: `Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (Gb321, CC BY-SA 4.0).
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Known gaps in this first pass, recorded rather than hidden:
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- **The parapet still reads as a blank band.** It is now two tiers with three deeper reveals, and the step is visible, but there is no profile or shadow line to break the wall — a moulded coping and a modelled reveal need the `0.9.0` façade system.
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- **The mural row now reads** (framed plates standing 0.12–0.20 m off the wall), but **the lettering band does not**: it is a plate at 0.10 m and it disappears at 40 m. Wall lettering is a decal/texture problem, scoped in `0.9.0`; no amount of extra plate depth fixed it in the second pass.
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- **The corner tower is a plain cylinder with two cap rings** — the stepped Deco profile in the photograph is richer than that.
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- **The camera crops the east end** of Lee Drug at 68° from the north sidewalk.
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- **6822 Budget is untouched** and still a bare blockout volume: no photograph of it exists.
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---
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## 6. Third-person body
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- **File:** `demo/review-demo-third-person.png`
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- **View:** third-person boom, ~6 m behind the pawn, captured with `-thirdperson` so the pawn starts in the third-person rig
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- **Expected content:** the player's own visible body on the north sidewalk, seen from behind, with the hero façade across the street
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- **Verified:** ☑ 2026-11-09 · **Approved:** ☐ pending
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What this shot is evidence for:
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- 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`.
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- **The idle clip now drives the body.** The arms hang at the sides rather than standing out in a bind A-pose, which is what the first three captures of this shot showed.
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What is still not right, and is tracked:
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- **The arms hang too far forward and the hands splay outward**, so the pose reads as a person standing awkwardly rather than at rest. The base pose is applied to the rest pose with inverted signs (the FBX axis mapping flips it); the elbow and hand orientation still need work, and that belongs to the `0.2.2` skin/animation tuning pass rather than to this rig.
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- **The walk clip has no shot of its own.** It imports and its curves carry a ±18° arm swing and a 0.45 rad hip swing, but nothing has captured it in motion; a walking shot needs a camera that follows a moving pawn.
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- **Camera collision is implemented but unproven:** the spawn point has open space behind it, so no shot exercises the arm shortening.
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---
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## The iteration loop (uncommitted)
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`Tools/visual_loop.py` measures each capture against its reference photograph and turns the deltas into modelling actions for the Blender skill packs:
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```bash
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python3 Tools/visual_loop.py --compare --iteration 3 # writes Art/reference/iterations/3/
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```
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That directory is **gitignored**: iterations stay uncommitted until a shot is confirmed, and only confirmed shots are promoted into `Screenshots/demo/`. The feedback file names the affected skill (`blender-modeler`, `archviz`, `materials`, `lookdev`, `camera-cinematography`) so the next modelling pass has a starting point rather than an opinion.
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Note the comparison is only meaningful when the shot and the reference frame the same subject — a wide block view measured against a tight façade crop will always report low edge similarity.
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## Scene conventions
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- **Demo map** (`/Game/Hollywood/DemoMap`): fixed daytime — sun pitch −62 / yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed exposure.
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- **Cameras**: elevation shots sit at their target height (pitch 0, so verticals stay parallel) and use a 42–68° lens to fill the frame from across the street.
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- **Materials**: every surface carries a look-developed material from `Tools/ue_build_demo_map.py` — noise-blended base colour, masonry coursing, and a generated texture set (`Tools/generate_facade_textures.py`) sampled world-aligned. Explicit roughness and specular per surface type.
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## Known cosmetic issues
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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.
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| Issue | Where it is tracked | State |
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| 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 |
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| 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 |
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| 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 |
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| 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`) |
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| 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`) |
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| Third-person idle pose reads awkwardly: arms hang forward and the hands splay, because the base pose is applied with inverted signs to compensate for the FBX axis flip | `0.2.2` → skin and animation tuning | Open |
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| Camera collision is implemented but never exercised against a wall | `0.2.0` → camera collision | Open |
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| 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 |
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| 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 |
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Accepted by the owner, not a defect:
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- Banners hang on the column line rather than flush to the wall — that is how they hang in the photographs.
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Resolved and removed from this list on 2026-11-09:
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- "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`.
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- "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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