Rename plugin ElevenLabs → PS_AI_ConvAgent for multi-backend support
Separates generic systems (lip sync, posture, facial expression, mic) from ElevenLabs-specific ones (conv agent, websocket, settings). Generic classes now use PS_AI_Agent_ prefix; ElevenLabs-specific keep _ElevenLabs suffix. CoreRedirects in DefaultEngine.ini ensure existing .uasset references load correctly. Binaries/Intermediate deleted for full rebuild. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -1,5 +1,11 @@
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# PS_AI_Agent — Notes pour Claude
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## Plugin Rename (completed)
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- Plugin: `PS_AI_Agent_ElevenLabs` → `PS_AI_ConvAgent`
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- Generic classes: `ElevenLabs*` → `PS_AI_Agent_*` (e.g. `UPS_AI_Agent_PostureComponent`)
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- ElevenLabs-specific classes keep `_ElevenLabs` suffix (e.g. `UPS_AI_Agent_Conv_ElevenLabsComponent`)
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- CoreRedirects in DefaultEngine.ini handle .uasset references
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## Posture System — Diagonal Tilt Bug (à corriger)
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### Problème
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@@ -12,15 +18,17 @@ Le swing-twist est fait une seule fois sur le tip bone (head), puis le CleanOffs
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Faire le swing-twist **PER-BONE** : pour chaque bone de la chaîne, composer le FractionalRot avec le bone's own rotation, swing-twist autour du bone's own tilt axis, puis appliquer le swing seulement.
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### Fichiers concernés
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- `AnimNode_ElevenLabsPosture.cpp` — Evaluate_AnyThread, section multi-bone chain
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- `AnimNode_PS_AI_Agent_Posture.cpp` — Evaluate_AnyThread, section multi-bone chain
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- Commit actuel: `8df6967` sur main
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### Config actuelle neck chain (BP_Taro)
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neck_01=0.25, neck_02=0.35, head=0.40
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## Architecture Posture
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- **ElevenLabsPostureComponent** (game thread) : cascade Eyes→Head→Body, produit FQuat + eye curves
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- **AnimNode_ElevenLabsPosture** (anim thread) : applique rotation sur bone(s) + injecte curves
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- **PS_AI_Agent_PostureComponent** (game thread) : cascade Eyes→Head→Body, produit FQuat + eye curves
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- **AnimNode_PS_AI_Agent_Posture** (anim thread) : applique rotation sur bone(s) + injecte curves
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- Pipeline 100% FQuat (pas de round-trip FRotator)
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- Thread safety via FCriticalSection
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- ARKit eye curves normalisées par range fixe (30°/20°), pas par MaxEye threshold
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- ARKit eye curves normalisées par range fixe (40°/35°), pas par MaxEye threshold
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- Body drift compensation: applied ONLY on first chain bone, AFTER swing-twist
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- Debug gaze: per-eye lines from Face mesh using Z-axis (GetAxisZ())
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