Docs: ArtStaging overhaul (07-22) - game-cam POV system + Bathynaut lamp-fix in session log
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -39,6 +39,36 @@ connected ArtStaging prefab instance (38 parts intact, materials + the extracted
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Suit width 2.05 m (T-pose) → 1.04 m (posed). Verified from the front + top-down game camera + in the composed
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Suit width 2.05 m (T-pose) → 1.04 m (posed). Verified from the front + top-down game camera + in the composed
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ArtStaging scene (full/200px/grayscale) — reads as a heavy standing diver. Commit `eaff8d16e`.
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ArtStaging scene (full/200px/grayscale) — reads as a heavy standing diver. Commit `eaff8d16e`.
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## OVERHAUL (07-22) — game-cam POV system + Bathynaut "reads like a lamp" fix
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Operator, judging the posed result: "looks unfinished; camera should be the game perspective (add POV
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switching); the character needs a lot of work — reads like a lamp. Do an extensive overhaul." Two forks locked
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(AskUserQuestion): **silhouette + material rework** (not material-only, not full-custom) and **move the light
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to a lamp + darken the head**. Shipped (commit `8b50753f9`):
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- **Camera / POV system:** `StagingCameraSwitcher` (editor-only, self-wires to `POV_*` cams, enables one at a
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time; **V** or **]** next, **[** prev, **1-4** jump). `POV_1_Game` matches the real rig (Pitch 45 / Dist 13 /
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FOV 55, aimed at triad + 1 m) and is the default — confirmed the "lamp" read is WORST at true game scale (the
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suit is ~10 % of frame; only bold value/silhouette/color survive). Deep-water `SolidColor` clear on all POV
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cams fixes the no-skybox corner bleed the wide framing exposed.
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- **Character overhaul** (the `.blend` was already rigged from the pose pass): **head** → dark gunmetal helmet
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(`M_Diver_HelmetMetal`) + a DIM lit porthole (`M_Diver_Porthole`), and the warm beacon MOVED to the shoulder
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lamp (`M_Diver_Beacon`, emissive-strength via KHR_materials_emissive_strength) — light is carried, not the
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head. **Palette color-block**: brass armour (`M_Diver_Brass`, metallic) over a dark-teal undersuit
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(`M_Diver_Undersuit`) + dark-metal kit → value contrast + a classic brass-and-canvas diver identity that reads
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at game scale (was monochrome tan). **Silhouette**: bulked the back tank-rig ×1.18 about its centroid (iconic
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diver profile, visible top-down); reverted a helmet-bump that went bobble-headed. Verified in-engine from
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POV_1_Game + hero: no longer a lamp — a heavy brass diver.
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- **Pipeline note:** overwriting the GLB reimported cleanly into the CONNECTED prefab instance, but stale Unity
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material overrides (the extracted `M_Suit_LampWarm_Staging`) masked the new GLB materials on 3 lamp renderers →
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reset each renderer's `sharedMaterials` from `GetCorrespondingObjectFromSource`. The GLB now DEFINES the diver
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materials (base/emissive baked in Blender), so the look is durable across a Library rebuild (unlike the earlier
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Unity-side emissive edits). `M_Suit_LampWarm_Staging` is now orphaned (Drowner's accent mat still used).
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**A0 status:** still awaiting the eyes-on-only sign-off (flicker + "this game and no other game"), now on a much
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stronger character. Remaining optional character work: deeper proportion pass (bulk legs/shoulders), a face read
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inside the porthole — offered as follow-ups.
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**Blender gotchas banked (07-22):** (1) glTF `export_apply=True` does NOT bake an armature POSE — the exporter
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**Blender gotchas banked (07-22):** (1) glTF `export_apply=True` does NOT bake an armature POSE — the exporter
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special-cases armature modifiers as skinning and writes bind pose; to bake a pose to static, apply the deform
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special-cases armature modifiers as skinning and writes bind pose; to bake a pose to static, apply the deform
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first (depsgraph `new_from_object(evaluated)` → assign `o.data` → clear modifiers), THEN export. (2) blendermcp's
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first (depsgraph `new_from_object(evaluated)` → assign `o.data` → clear modifiers), THEN export. (2) blendermcp's
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