feat: add rigged+animated Miku player model with auto-rig pipeline

- Add miku_rigged_animated.glb (3.27MB) with 18-bone skeleton and 6 animations
  (Idle, Walk, Run, Jump, Crouch, Death) via Blender auto-rig script
- Add tools/rig_and_animate.py: reusable Blender script for rigging any humanoid
  mesh with Mixamo-compatible bone naming
- Update SkinnedPlayerModel: scale_factor, first-person mode, animation state
  matching (Idle/Walk/Run/Jump/Crouch/Death)
- Update level_runtime.gd: use skinned model for local player, procedural
  humanoid for remote players
- Update skin_manager.gd and test_level_builder.gd to use animated model
- Fix Godot 4.2.1 'is not Type' syntax in 5 weapon files
- Add editor/import_miku_to_tscn.gd for editor-based GLB import
This commit is contained in:
2026-06-23 00:19:52 -04:00
parent f7cd3571fd
commit 0672bebe7b
13 changed files with 546 additions and 52 deletions
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#!/usr/bin/env python3
"""
Auto-rig a humanoid mesh in Blender and add idle/run/walk/jump/crouch/death animations.
Exports as GLB with proper skeleton for Godot.
"""
import bpy
import sys
import os
import math
argv = sys.argv
if '--' in argv:
argv = argv[argv.index('--') + 1:]
input_path = argv[0] if len(argv) > 0 else ''
output_path = argv[1] if len(argv) > 1 else ''
if not input_path or not output_path:
print("Usage: blender --background --python rig_and_animate.py -- <input.glb> <output.glb>")
sys.exit(1)
# Clear scene
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
# Import the mesh
print(f"Importing {input_path}...")
if input_path.endswith('.glb') or input_path.endswith('.gltf'):
bpy.ops.import_scene.gltf(filepath=input_path)
elif input_path.endswith('.obj'):
bpy.ops.import_scene.obj(filepath=input_path, use_split_objects=False)
elif input_path.endswith('.fbx'):
bpy.ops.import_scene.fbx(filepath=input_path)
imported = bpy.context.selected_objects
print(f"Imported {len(imported)} objects")
# Find all mesh objects (skip Icosphere and other defaults)
meshes = [o for o in imported if o.type == 'MESH' and o.name != 'Icosphere']
if not meshes:
print("ERROR: No mesh found")
sys.exit(1)
# Join all meshes into one
if len(meshes) > 1:
bpy.context.view_layer.objects.active = meshes[0]
bpy.ops.object.join()
meshes = [bpy.context.active_object]
mesh_obj = meshes[0]
print(f"Mesh: {mesh_obj.name} ({len(mesh_obj.data.vertices)} verts)")
# Clean up mesh
bpy.context.view_layer.objects.active = mesh_obj
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.remove_doubles()
bpy.ops.mesh.normals_make_consistent(inside=False)
bpy.ops.object.mode_set(mode='OBJECT')
# Center and scale
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')
mesh_obj.location = (0, 0, 0)
# Scale to roughly 1.8m tall (check largest dimension)
dims = mesh_obj.dimensions
max_dim = max(dims.x, dims.y, dims.z)
print(f"Original dimensions: {dims}")
if max_dim > 0 and max_dim < 10: # Model is in meters, needs scaling
target_height = 1.8
scale = target_height / max_dim
mesh_obj.scale = (scale, scale, scale)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
print(f"Scaled by {scale:.2f}x. New dims: {mesh_obj.dimensions}")
# Now create a custom humanoid rig
print("\n=== Creating Rig ===")
bpy.ops.object.armature_add(enter_editmode=True, location=(0, 0, 0))
armature = bpy.context.active_object
armature.name = "Rig"
armature.data.display_type = 'STICK'
armature.data.show_axes = False
# Delete default bone
for bone in armature.data.edit_bones:
armature.data.edit_bones.remove(bone)
# Define humanoid skeleton (Mixamo-compatible names)
# Blender is Z-up, so head is at higher Z
bone_defs = [
# (name, head_xyz, tail_xyz)
("mixamorig:Hips", (0.09, 0.0, 0.95), (0.09, 0.0, 1.05)),
("mixamorig:Spine", (0.09, 0.0, 1.05), (0.09, 0.0, 1.20)),
("mixamorig:Spine1", (0.09, 0.0, 1.20), (0.09, 0.0, 1.35)),
("mixamorig:Spine2", (0.09, 0.0, 1.35), (0.09, 0.0, 1.45)),
("mixamorig:Neck", (0.09, 0.0, 1.45), (0.09, 0.0, 1.52)),
("mixamorig:Head", (0.09, 0.0, 1.52), (0.09, 0.0, 1.70)),
("mixamorig:LeftArm", (-0.09, 0.0, 1.40), (-0.18, 0.0, 1.22)),
("mixamorig:LeftForeArm", (-0.18, 0.0, 1.22), (-0.18, 0.0, 1.00)),
("mixamorig:LeftHand", (-0.18, 0.0, 1.00), (-0.18, 0.0, 0.78)),
("mixamorig:RightArm", (0.27, 0.0, 1.40), (0.18, 0.0, 1.22)),
("mixamorig:RightForeArm", (0.18, 0.0, 1.22), (0.18, 0.0, 1.00)),
("mixamorig:RightHand", (0.18, 0.0, 1.00), (0.18, 0.0, 0.78)),
("mixamorig:LeftUpLeg", (0.0, 0.0, 0.95), (0.0, 0.0, 0.50)),
("mixamorig:LeftLeg", (0.0, 0.0, 0.50), (0.0, 0.0, 0.10)),
("mixamorig:LeftFoot", (0.0, 0.0, 0.10), (0.0, 0.0, 0.0)),
("mixamorig:RightUpLeg", (0.18, 0.0, 0.95), (0.18, 0.0, 0.50)),
("mixamorig:RightLeg", (0.18, 0.0, 0.50), (0.18, 0.0, 0.10)),
("mixamorig:RightFoot", (0.18, 0.0, 0.10), (0.18, 0.0, 0.0)),
]
bones = {}
for name, head, tail in bone_defs:
bone = armature.data.edit_bones.new(name)
bone.head = head
bone.tail = tail
bones[name] = bone
# Set parent hierarchy
bones["mixamorig:Spine"].parent = bones["mixamorig:Hips"]
bones["mixamorig:Spine1"].parent = bones["mixamorig:Spine"]
bones["mixamorig:Spine2"].parent = bones["mixamorig:Spine1"]
bones["mixamorig:Neck"].parent = bones["mixamorig:Spine2"]
bones["mixamorig:Head"].parent = bones["mixamorig:Neck"]
bones["mixamorig:LeftArm"].parent = bones["mixamorig:Spine2"]
bones["mixamorig:LeftForeArm"].parent = bones["mixamorig:LeftArm"]
bones["mixamorig:LeftHand"].parent = bones["mixamorig:LeftForeArm"]
bones["mixamorig:RightArm"].parent = bones["mixamorig:Spine2"]
bones["mixamorig:RightForeArm"].parent = bones["mixamorig:RightArm"]
bones["mixamorig:RightHand"].parent = bones["mixamorig:RightForeArm"]
bones["mixamorig:LeftUpLeg"].parent = bones["mixamorig:Hips"]
bones["mixamorig:LeftLeg"].parent = bones["mixamorig:LeftUpLeg"]
bones["mixamorig:LeftFoot"].parent = bones["mixamorig:LeftLeg"]
bones["mixamorig:RightUpLeg"].parent = bones["mixamorig:Hips"]
bones["mixamorig:RightLeg"].parent = bones["mixamorig:RightUpLeg"]
bones["mixamorig:RightFoot"].parent = bones["mixamorig:RightLeg"]
# Connect bones for visual clarity
for name in ["mixamorig:Spine", "mixamorig:Spine1", "mixamorig:Spine2", "mixamorig:Neck",
"mixamorig:Head", "mixamorig:LeftArm", "mixamorig:LeftForeArm", "mixamorig:LeftHand",
"mixamorig:RightArm", "mixamorig:RightForeArm", "mixamorig:RightHand",
"mixamorig:LeftUpLeg", "mixamorig:LeftLeg", "mixamorig:LeftFoot",
"mixamorig:RightUpLeg", "mixamorig:RightLeg", "mixamorig:RightFoot"]:
bones[name].use_connect = True
print(f"Created {len(bones)} bones")
bpy.ops.object.mode_set(mode='OBJECT')
# Parent mesh to armature with automatic weights
print("\n=== Skinning mesh ===")
bpy.ops.object.select_all(action='DESELECT')
mesh_obj.select_set(True)
armature.select_set(True)
bpy.context.view_layer.objects.active = armature
bpy.ops.object.parent_set(type='ARMATURE_AUTO')
print("Mesh parented with automatic weights")
# Now create animations
print("\n=== Creating animations ===")
bpy.context.view_layer.objects.active = armature
bpy.ops.object.mode_set(mode='POSE')
def set_bone_rest(armature):
for bone in armature.pose.bones:
bone.location = (0, 0, 0)
bone.rotation_euler = (0, 0, 0)
bone.scale = (1, 1, 1)
def key_bone(bone_name, frame, loc=None, rot=None):
bone = armature.pose.bones.get(bone_name)
if not bone:
return
if loc:
bone.location = loc
bone.keyframe_insert(data_path="location", frame=frame)
if rot:
bone.rotation_mode = 'XYZ'
bone.rotation_euler = rot
bone.keyframe_insert(data_path="rotation_euler", frame=frame)
# Idle animation
print(" Idle...")
if not armature.animation_data:
armature.animation_data_create()
action_idle = bpy.data.actions.new(name="Idle")
armature.animation_data.action = action_idle
action_idle.frame_range = (1, 30)
set_bone_rest(armature)
key_bone("mixamorig:Spine", 1, rot=(0.02, 0, 0))
key_bone("mixamorig:Spine", 15, rot=(-0.02, 0, 0))
key_bone("mixamorig:Spine", 30, rot=(0.02, 0, 0))
key_bone("mixamorig:LeftArm", 1, rot=(0, 0, 0.05))
key_bone("mixamorig:LeftArm", 15, rot=(0, 0, -0.05))
key_bone("mixamorig:LeftArm", 30, rot=(0, 0, 0.05))
key_bone("mixamorig:RightArm", 1, rot=(0, 0, -0.05))
key_bone("mixamorig:RightArm", 15, rot=(0, 0, 0.05))
key_bone("mixamorig:RightArm", 30, rot=(0, 0, -0.05))
# Walk animation
print(" Walk...")
action_walk = bpy.data.actions.new(name="Walk")
armature.animation_data.action = action_walk
action_walk.frame_range = (1, 24)
set_bone_rest(armature)
for f in range(1, 25):
t = (f - 1) / 24
phase = t * 2 * math.pi
key_bone("mixamorig:Hips", f, loc=(0, 0, abs(math.sin(phase * 2)) * 0.01))
key_bone("mixamorig:LeftUpLeg", f, rot=(math.sin(phase) * 0.4, 0, 0))
key_bone("mixamorig:LeftLeg", f, rot=(max(0, -math.sin(phase) * 0.3 + 0.2), 0, 0))
key_bone("mixamorig:RightUpLeg", f, rot=(math.sin(phase + math.pi) * 0.4, 0, 0))
key_bone("mixamorig:RightLeg", f, rot=(max(0, -math.sin(phase + math.pi) * 0.3 + 0.2), 0, 0))
key_bone("mixamorig:LeftArm", f, rot=(-math.sin(phase) * 0.3, 0, 0.05))
key_bone("mixamorig:LeftForeArm", f, rot=(-0.3 + max(0, math.sin(phase) * 0.2), 0, 0))
key_bone("mixamorig:RightArm", f, rot=(-math.sin(phase + math.pi) * 0.3, 0, -0.05))
key_bone("mixamorig:RightForeArm", f, rot=(-0.3 + max(0, math.sin(phase + math.pi) * 0.2), 0, 0))
key_bone("mixamorig:Spine", f, rot=(0, math.sin(phase) * 0.05, 0))
# Run animation
print(" Run...")
action_run = bpy.data.actions.new(name="Run")
armature.animation_data.action = action_run
action_run.frame_range = (1, 20)
set_bone_rest(armature)
for f in range(1, 21):
t = (f - 1) / 20
phase = t * 2 * math.pi
key_bone("mixamorig:Hips", f, loc=(0, 0, abs(math.sin(phase * 2)) * 0.03))
key_bone("mixamorig:LeftUpLeg", f, rot=(math.sin(phase) * 0.8, 0, 0))
key_bone("mixamorig:LeftLeg", f, rot=(max(0.1, -math.sin(phase) * 0.6 + 0.3), 0, 0))
key_bone("mixamorig:RightUpLeg", f, rot=(math.sin(phase + math.pi) * 0.8, 0, 0))
key_bone("mixamorig:RightLeg", f, rot=(max(0.1, -math.sin(phase + math.pi) * 0.6 + 0.3), 0, 0))
key_bone("mixamorig:LeftArm", f, rot=(-math.sin(phase) * 0.7, 0, 0.1))
key_bone("mixamorig:LeftForeArm", f, rot=(-1.0 + max(0, math.sin(phase) * 0.3), 0, 0))
key_bone("mixamorig:RightArm", f, rot=(-math.sin(phase + math.pi) * 0.7, 0, -0.1))
key_bone("mixamorig:RightForeArm", f, rot=(-1.0 + max(0, math.sin(phase + math.pi) * 0.3), 0, 0))
key_bone("mixamorig:Spine", f, rot=(0.1, math.sin(phase) * 0.08, 0))
# Jump animation
print(" Jump...")
action_jump = bpy.data.actions.new(name="Jump")
armature.animation_data.action = action_jump
action_jump.frame_range = (1, 20)
set_bone_rest(armature)
for f in range(1, 6):
t = (f - 1) / 4
key_bone("mixamorig:Hips", f, loc=(0, 0, -t * 0.2))
key_bone("mixamorig:LeftUpLeg", f, rot=(-t * 0.6, 0, 0))
key_bone("mixamorig:LeftLeg", f, rot=(t * 1.0, 0, 0))
key_bone("mixamorig:RightUpLeg", f, rot=(-t * 0.6, 0, 0))
key_bone("mixamorig:RightLeg", f, rot=(t * 1.0, 0, 0))
key_bone("mixamorig:LeftArm", f, rot=(0, 0, -t * 0.5))
key_bone("mixamorig:RightArm", f, rot=(0, 0, t * 0.5))
for f in range(6, 9):
t = (f - 6) / 2
key_bone("mixamorig:Hips", f, loc=(0, 0, -0.2 + t * 0.2))
key_bone("mixamorig:LeftUpLeg", f, rot=(-0.6 + t * 0.6, 0, 0))
key_bone("mixamorig:LeftLeg", f, rot=(1.0 - t * 0.3, 0, 0))
key_bone("mixamorig:RightUpLeg", f, rot=(-0.6 + t * 0.6, 0, 0))
key_bone("mixamorig:RightLeg", f, rot=(1.0 - t * 0.3, 0, 0))
key_bone("mixamorig:LeftArm", f, rot=(-t * 2.0, 0, -0.5 - t))
key_bone("mixamorig:RightArm", f, rot=(-t * 2.0, 0, 0.5 + t))
for f in range(9, 16):
key_bone("mixamorig:LeftArm", f, rot=(-2.0, 0, -1.5))
key_bone("mixamorig:RightArm", f, rot=(-2.0, 0, 1.5))
key_bone("mixamorig:LeftForeArm", f, rot=(-0.2, 0, 0))
key_bone("mixamorig:RightForeArm", f, rot=(-0.2, 0, 0))
key_bone("mixamorig:LeftUpLeg", f, rot=(0.2, 0, 0))
key_bone("mixamorig:LeftLeg", f, rot=(0.5, 0, 0))
key_bone("mixamorig:RightUpLeg", f, rot=(0.1, 0, 0))
key_bone("mixamorig:RightLeg", f, rot=(0.3, 0, 0))
for f in range(16, 21):
t = (f - 16) / 4
key_bone("mixamorig:Hips", f, loc=(0, 0, -t * 0.2))
key_bone("mixamorig:LeftUpLeg", f, rot=(-t * 0.5, 0, 0))
key_bone("mixamorig:LeftLeg", f, rot=(t * 0.8, 0, 0))
key_bone("mixamorig:RightUpLeg", f, rot=(-t * 0.5, 0, 0))
key_bone("mixamorig:RightLeg", f, rot=(t * 0.8, 0, 0))
key_bone("mixamorig:LeftArm", f, rot=(-2.0 + t * 2.0, 0, -1.5 + t * 1.5))
key_bone("mixamorig:RightArm", f, rot=(-2.0 + t * 2.0, 0, 1.5 - t * 1.5))
# Crouch animation
print(" Crouch...")
action_crouch = bpy.data.actions.new(name="Crouch")
armature.animation_data.action = action_crouch
action_crouch.frame_range = (1, 1)
set_bone_rest(armature)
key_bone("mixamorig:Hips", 1, loc=(0, 0, -0.4))
key_bone("mixamorig:Spine", 1, rot=(0.3, 0, 0))
key_bone("mixamorig:LeftUpLeg", 1, rot=(-0.8, 0, 0))
key_bone("mixamorig:LeftLeg", 1, rot=(1.4, 0, 0))
key_bone("mixamorig:RightUpLeg", 1, rot=(-0.8, 0, 0))
key_bone("mixamorig:RightLeg", 1, rot=(1.4, 0, 0))
key_bone("mixamorig:LeftArm", 1, rot=(-0.5, 0, 0.2))
key_bone("mixamorig:RightArm", 1, rot=(-0.5, 0, -0.2))
# Death animation
print(" Death...")
action_death = bpy.data.actions.new(name="Death")
armature.animation_data.action = action_death
action_death.frame_range = (1, 30)
set_bone_rest(armature)
for f in range(1, 15):
t = (f - 1) / 13
key_bone("mixamorig:Hips", f, loc=(0, 0, -t * 0.5), rot=(-t * 1.2, 0, t * 0.2))
key_bone("mixamorig:Spine", f, rot=(-t * 0.5, t * 0.3, 0))
key_bone("mixamorig:Spine2", f, rot=(-t * 0.4, 0, 0))
key_bone("mixamorig:LeftArm", f, rot=(t * 2.0, 0, -t * 0.5))
key_bone("mixamorig:RightArm", f, rot=(t * 2.0, 0, t * 0.5))
key_bone("mixamorig:LeftUpLeg", f, rot=(-t * 0.3, 0, 0))
key_bone("mixamorig:RightUpLeg", f, rot=(-t * 0.3, 0, 0))
for f in range(15, 31):
t = (f - 15) / 15
key_bone("mixamorig:Hips", f, loc=(0, 0, -0.5 - t * 0.2), rot=(-1.2 - t * 0.5, 0.8 * (1 - t), 0.2 + t * 0.3))
key_bone("mixamorig:Spine", f, rot=(-0.7 - t * 0.3, 0.5 * (1 - t), 0))
key_bone("mixamorig:Spine2", f, rot=(-0.6 - t * 0.2, 0, 0))
key_bone("mixamorig:LeftHand", f, rot=(t * 0.3, t * 0.5, -0.7 - t * 0.5))
key_bone("mixamorig:RightHand", f, rot=(t * 0.4, -t * 0.6, 0.8 + t * 0.4))
print(f"\nCreated {len(bpy.data.actions)} animations:")
for action in bpy.data.actions:
print(f" {action.name} ({action.frame_range[0]:.0f}-{action.frame_range[1]:.0f})")
# Switch to object mode
bpy.ops.object.mode_set(mode='OBJECT')
# Select for export
bpy.ops.object.select_all(action='DESELECT')
mesh_obj.select_set(True)
armature.select_set(True)
bpy.context.view_layer.objects.active = armature
# Export as GLB
print(f"\n=== Exporting to {output_path} ===")
bpy.ops.export_scene.gltf(
filepath=output_path,
export_format='GLB',
export_apply=True,
export_animations=True,
export_animation_mode='ACTIONS',
export_skins=True,
export_yup=True,
)
print(f"Exported! {os.path.getsize(output_path)} bytes")
# Patch skeleton reference
import struct
import json
with open(output_path, 'rb') as f:
data = f.read()
json_len = struct.unpack('<I', data[12:16])[0]
json_data = data[20:20+json_len]
gltf = json.loads(json_data)
nodes = gltf.get('nodes', [])
skeleton_idx = None
for i, n in enumerate(nodes):
if n.get('name') == 'Rig':
skeleton_idx = i
break
if skeleton_idx is not None:
skins = gltf.get('skins', [])
if skins:
skins[0]['skeleton'] = skeleton_idx
print(f"Set skeleton to {skeleton_idx}")
new_json = json.dumps(gltf, separators=(',', ':')).encode('utf-8')
while len(new_json) % 4 != 0:
new_json += b' '
bin_start = 20 + json_len
bin_len = struct.unpack('<I', data[bin_start:bin_start+4])[0]
new_length = 12 + 8 + len(new_json) + 8 + bin_len
new_data = b'glTF'
new_data += struct.pack('<I', 2)
new_data += struct.pack('<I', new_length)
new_data += struct.pack('<I', len(new_json))
new_data += b'JSON'
new_data += new_json
new_data += data[bin_start:]
with open(output_path, 'wb') as f:
f.write(new_data)
print(f"Final: {os.path.getsize(output_path)} bytes, {len(gltf.get('animations', []))} animations")
print("=== Complete ===")