Avatar: tune Roblox proportions + walk cycle from real rendered screenshots
checkpoint / checkpoint (push) Successful in 1m47s
checkpoint / checkpoint (push) Successful in 1m47s
Now that cloudbison can render (Radeon GPU via Xvfb, or llvmpipe software), added scripts/tools/screenshot_rig.gd + scenes/dev/ so a scene can be booted, run a few frames, and its rendered frame saved to PNG -- caught three things the headless smoke never could: - limbs floated detached from the torso: widened the torso and overlapped the arm/leg boxes into it, and pulled limb depth in behind the torso front so they stop z-fighting. - proportions were scrawny: reworked to Roblox R6 ratios (2-stud torso, 2-stud arms/legs, 1-stud head) with the head clearly pegged on top. - the walk swing was a 40-deg lunge: STRIDE 0.7->0.42 rad, separate 0.32 arm swing, KNEE 1.0->0.5. Reads as a walk now, not a crouch. test_level lighting was near-black on the shaded side (ambient was disabled) -- colour ambient at 0.8 + a stronger key light, so the avatar reads in-world. avatar_preview.tscn (AGP_PREVIEW_WALK=1) renders the assembled avatar walking in place for quick visual checks. Verified: avatar smoke 14/14 source + exported pack; fresh-clone boot PASS; eyeballed in rendered screenshots (game scene + walk sequence). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
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[gd_scene load_steps=2 format=3 uid="uid://c0avpre7dev0rig"]
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[ext_resource type="Script" path="res://scripts/tools/avatar_preview.gd" id="1"]
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[node name="AvatarPreview" type="Node3D"]
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script = ExtResource("1")
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[gd_scene load_steps=2 format=3 uid="uid://bqs8xk2rig0dev"]
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[ext_resource type="Script" path="res://scripts/tools/screenshot_rig.gd" id="1"]
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[node name="ScreenshotRig" type="Node"]
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script = ExtResource("1")
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