diff --git a/Docs/Vault/07_Sessions/2026/2026-07-21_ArtStaging_A0_Value_Pass_J.md b/Docs/Vault/07_Sessions/2026/2026-07-21_ArtStaging_A0_Value_Pass_J.md index ec7300e74..b0d41f722 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-21_ArtStaging_A0_Value_Pass_J.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-21_ArtStaging_A0_Value_Pass_J.md @@ -39,6 +39,36 @@ connected ArtStaging prefab instance (38 parts intact, materials + the extracted Suit width 2.05 m (T-pose) → 1.04 m (posed). Verified from the front + top-down game camera + in the composed ArtStaging scene (full/200px/grayscale) — reads as a heavy standing diver. Commit `eaff8d16e`. +## OVERHAUL (07-22) — game-cam POV system + Bathynaut "reads like a lamp" fix + +Operator, judging the posed result: "looks unfinished; camera should be the game perspective (add POV +switching); the character needs a lot of work — reads like a lamp. Do an extensive overhaul." Two forks locked +(AskUserQuestion): **silhouette + material rework** (not material-only, not full-custom) and **move the light +to a lamp + darken the head**. Shipped (commit `8b50753f9`): + +- **Camera / POV system:** `StagingCameraSwitcher` (editor-only, self-wires to `POV_*` cams, enables one at a + time; **V** or **]** next, **[** prev, **1-4** jump). `POV_1_Game` matches the real rig (Pitch 45 / Dist 13 / + FOV 55, aimed at triad + 1 m) and is the default — confirmed the "lamp" read is WORST at true game scale (the + suit is ~10 % of frame; only bold value/silhouette/color survive). Deep-water `SolidColor` clear on all POV + cams fixes the no-skybox corner bleed the wide framing exposed. +- **Character overhaul** (the `.blend` was already rigged from the pose pass): **head** → dark gunmetal helmet + (`M_Diver_HelmetMetal`) + a DIM lit porthole (`M_Diver_Porthole`), and the warm beacon MOVED to the shoulder + lamp (`M_Diver_Beacon`, emissive-strength via KHR_materials_emissive_strength) — light is carried, not the + head. **Palette color-block**: brass armour (`M_Diver_Brass`, metallic) over a dark-teal undersuit + (`M_Diver_Undersuit`) + dark-metal kit → value contrast + a classic brass-and-canvas diver identity that reads + at game scale (was monochrome tan). **Silhouette**: bulked the back tank-rig ×1.18 about its centroid (iconic + diver profile, visible top-down); reverted a helmet-bump that went bobble-headed. Verified in-engine from + POV_1_Game + hero: no longer a lamp — a heavy brass diver. +- **Pipeline note:** overwriting the GLB reimported cleanly into the CONNECTED prefab instance, but stale Unity + material overrides (the extracted `M_Suit_LampWarm_Staging`) masked the new GLB materials on 3 lamp renderers → + reset each renderer's `sharedMaterials` from `GetCorrespondingObjectFromSource`. The GLB now DEFINES the diver + materials (base/emissive baked in Blender), so the look is durable across a Library rebuild (unlike the earlier + Unity-side emissive edits). `M_Suit_LampWarm_Staging` is now orphaned (Drowner's accent mat still used). + +**A0 status:** still awaiting the eyes-on-only sign-off (flicker + "this game and no other game"), now on a much +stronger character. Remaining optional character work: deeper proportion pass (bulk legs/shoulders), a face read +inside the porthole — offered as follow-ups. + **Blender gotchas banked (07-22):** (1) glTF `export_apply=True` does NOT bake an armature POSE — the exporter special-cases armature modifiers as skinning and writes bind pose; to bake a pose to static, apply the deform first (depsgraph `new_from_object(evaluated)` → assign `o.data` → clear modifiers), THEN export. (2) blendermcp's