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
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#!/usr/bin/env python3
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"""
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Auto-rig a humanoid mesh in Blender and add idle/run/walk/jump/crouch/death animations.
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Exports as GLB with proper skeleton for Godot.
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"""
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import bpy
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import sys
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import os
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import math
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argv = sys.argv
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if '--' in argv:
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argv = argv[argv.index('--') + 1:]
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input_path = argv[0] if len(argv) > 0 else ''
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output_path = argv[1] if len(argv) > 1 else ''
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if not input_path or not output_path:
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print("Usage: blender --background --python rig_and_animate.py -- <input.glb> <output.glb>")
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sys.exit(1)
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# Clear scene
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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# Import the mesh
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print(f"Importing {input_path}...")
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if input_path.endswith('.glb') or input_path.endswith('.gltf'):
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bpy.ops.import_scene.gltf(filepath=input_path)
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elif input_path.endswith('.obj'):
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bpy.ops.import_scene.obj(filepath=input_path, use_split_objects=False)
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elif input_path.endswith('.fbx'):
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bpy.ops.import_scene.fbx(filepath=input_path)
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imported = bpy.context.selected_objects
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print(f"Imported {len(imported)} objects")
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# Find all mesh objects (skip Icosphere and other defaults)
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meshes = [o for o in imported if o.type == 'MESH' and o.name != 'Icosphere']
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if not meshes:
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print("ERROR: No mesh found")
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sys.exit(1)
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# Join all meshes into one
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if len(meshes) > 1:
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bpy.context.view_layer.objects.active = meshes[0]
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bpy.ops.object.join()
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meshes = [bpy.context.active_object]
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mesh_obj = meshes[0]
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print(f"Mesh: {mesh_obj.name} ({len(mesh_obj.data.vertices)} verts)")
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# Clean up mesh
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bpy.context.view_layer.objects.active = mesh_obj
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.mesh.remove_doubles()
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bpy.ops.mesh.normals_make_consistent(inside=False)
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bpy.ops.object.mode_set(mode='OBJECT')
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# Center and scale
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bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')
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mesh_obj.location = (0, 0, 0)
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# Scale to roughly 1.8m tall (check largest dimension)
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dims = mesh_obj.dimensions
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max_dim = max(dims.x, dims.y, dims.z)
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print(f"Original dimensions: {dims}")
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if max_dim > 0 and max_dim < 10: # Model is in meters, needs scaling
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target_height = 1.8
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scale = target_height / max_dim
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mesh_obj.scale = (scale, scale, scale)
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bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
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print(f"Scaled by {scale:.2f}x. New dims: {mesh_obj.dimensions}")
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# Now create a custom humanoid rig
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print("\n=== Creating Rig ===")
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bpy.ops.object.armature_add(enter_editmode=True, location=(0, 0, 0))
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armature = bpy.context.active_object
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armature.name = "Rig"
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armature.data.display_type = 'STICK'
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armature.data.show_axes = False
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# Delete default bone
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for bone in armature.data.edit_bones:
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armature.data.edit_bones.remove(bone)
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# Define humanoid skeleton (Mixamo-compatible names)
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# Blender is Z-up, so head is at higher Z
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bone_defs = [
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# (name, head_xyz, tail_xyz)
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("mixamorig:Hips", (0.09, 0.0, 0.95), (0.09, 0.0, 1.05)),
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("mixamorig:Spine", (0.09, 0.0, 1.05), (0.09, 0.0, 1.20)),
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("mixamorig:Spine1", (0.09, 0.0, 1.20), (0.09, 0.0, 1.35)),
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("mixamorig:Spine2", (0.09, 0.0, 1.35), (0.09, 0.0, 1.45)),
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("mixamorig:Neck", (0.09, 0.0, 1.45), (0.09, 0.0, 1.52)),
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("mixamorig:Head", (0.09, 0.0, 1.52), (0.09, 0.0, 1.70)),
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("mixamorig:LeftArm", (-0.09, 0.0, 1.40), (-0.18, 0.0, 1.22)),
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("mixamorig:LeftForeArm", (-0.18, 0.0, 1.22), (-0.18, 0.0, 1.00)),
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("mixamorig:LeftHand", (-0.18, 0.0, 1.00), (-0.18, 0.0, 0.78)),
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("mixamorig:RightArm", (0.27, 0.0, 1.40), (0.18, 0.0, 1.22)),
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("mixamorig:RightForeArm", (0.18, 0.0, 1.22), (0.18, 0.0, 1.00)),
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("mixamorig:RightHand", (0.18, 0.0, 1.00), (0.18, 0.0, 0.78)),
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("mixamorig:LeftUpLeg", (0.0, 0.0, 0.95), (0.0, 0.0, 0.50)),
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("mixamorig:LeftLeg", (0.0, 0.0, 0.50), (0.0, 0.0, 0.10)),
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("mixamorig:LeftFoot", (0.0, 0.0, 0.10), (0.0, 0.0, 0.0)),
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("mixamorig:RightUpLeg", (0.18, 0.0, 0.95), (0.18, 0.0, 0.50)),
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("mixamorig:RightLeg", (0.18, 0.0, 0.50), (0.18, 0.0, 0.10)),
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("mixamorig:RightFoot", (0.18, 0.0, 0.10), (0.18, 0.0, 0.0)),
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]
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bones = {}
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for name, head, tail in bone_defs:
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bone = armature.data.edit_bones.new(name)
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bone.head = head
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bone.tail = tail
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bones[name] = bone
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# Set parent hierarchy
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bones["mixamorig:Spine"].parent = bones["mixamorig:Hips"]
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bones["mixamorig:Spine1"].parent = bones["mixamorig:Spine"]
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bones["mixamorig:Spine2"].parent = bones["mixamorig:Spine1"]
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bones["mixamorig:Neck"].parent = bones["mixamorig:Spine2"]
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bones["mixamorig:Head"].parent = bones["mixamorig:Neck"]
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bones["mixamorig:LeftArm"].parent = bones["mixamorig:Spine2"]
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bones["mixamorig:LeftForeArm"].parent = bones["mixamorig:LeftArm"]
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bones["mixamorig:LeftHand"].parent = bones["mixamorig:LeftForeArm"]
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bones["mixamorig:RightArm"].parent = bones["mixamorig:Spine2"]
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bones["mixamorig:RightForeArm"].parent = bones["mixamorig:RightArm"]
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bones["mixamorig:RightHand"].parent = bones["mixamorig:RightForeArm"]
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bones["mixamorig:LeftUpLeg"].parent = bones["mixamorig:Hips"]
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bones["mixamorig:LeftLeg"].parent = bones["mixamorig:LeftUpLeg"]
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bones["mixamorig:LeftFoot"].parent = bones["mixamorig:LeftLeg"]
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bones["mixamorig:RightUpLeg"].parent = bones["mixamorig:Hips"]
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bones["mixamorig:RightLeg"].parent = bones["mixamorig:RightUpLeg"]
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bones["mixamorig:RightFoot"].parent = bones["mixamorig:RightLeg"]
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# Connect bones for visual clarity
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for name in ["mixamorig:Spine", "mixamorig:Spine1", "mixamorig:Spine2", "mixamorig:Neck",
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"mixamorig:Head", "mixamorig:LeftArm", "mixamorig:LeftForeArm", "mixamorig:LeftHand",
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"mixamorig:RightArm", "mixamorig:RightForeArm", "mixamorig:RightHand",
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"mixamorig:LeftUpLeg", "mixamorig:LeftLeg", "mixamorig:LeftFoot",
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"mixamorig:RightUpLeg", "mixamorig:RightLeg", "mixamorig:RightFoot"]:
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bones[name].use_connect = True
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print(f"Created {len(bones)} bones")
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bpy.ops.object.mode_set(mode='OBJECT')
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# Parent mesh to armature with automatic weights
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print("\n=== Skinning mesh ===")
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bpy.ops.object.select_all(action='DESELECT')
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mesh_obj.select_set(True)
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armature.select_set(True)
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bpy.context.view_layer.objects.active = armature
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bpy.ops.object.parent_set(type='ARMATURE_AUTO')
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print("Mesh parented with automatic weights")
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# Now create animations
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print("\n=== Creating animations ===")
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bpy.context.view_layer.objects.active = armature
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bpy.ops.object.mode_set(mode='POSE')
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def set_bone_rest(armature):
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for bone in armature.pose.bones:
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bone.location = (0, 0, 0)
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bone.rotation_euler = (0, 0, 0)
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bone.scale = (1, 1, 1)
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def key_bone(bone_name, frame, loc=None, rot=None):
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bone = armature.pose.bones.get(bone_name)
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if not bone:
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return
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if loc:
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bone.location = loc
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bone.keyframe_insert(data_path="location", frame=frame)
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if rot:
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bone.rotation_mode = 'XYZ'
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bone.rotation_euler = rot
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bone.keyframe_insert(data_path="rotation_euler", frame=frame)
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# Idle animation
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print(" Idle...")
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if not armature.animation_data:
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armature.animation_data_create()
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action_idle = bpy.data.actions.new(name="Idle")
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armature.animation_data.action = action_idle
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action_idle.frame_range = (1, 30)
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set_bone_rest(armature)
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key_bone("mixamorig:Spine", 1, rot=(0.02, 0, 0))
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key_bone("mixamorig:Spine", 15, rot=(-0.02, 0, 0))
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key_bone("mixamorig:Spine", 30, rot=(0.02, 0, 0))
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key_bone("mixamorig:LeftArm", 1, rot=(0, 0, 0.05))
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key_bone("mixamorig:LeftArm", 15, rot=(0, 0, -0.05))
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key_bone("mixamorig:LeftArm", 30, rot=(0, 0, 0.05))
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key_bone("mixamorig:RightArm", 1, rot=(0, 0, -0.05))
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key_bone("mixamorig:RightArm", 15, rot=(0, 0, 0.05))
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key_bone("mixamorig:RightArm", 30, rot=(0, 0, -0.05))
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# Walk animation
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print(" Walk...")
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action_walk = bpy.data.actions.new(name="Walk")
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armature.animation_data.action = action_walk
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action_walk.frame_range = (1, 24)
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set_bone_rest(armature)
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for f in range(1, 25):
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t = (f - 1) / 24
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phase = t * 2 * math.pi
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key_bone("mixamorig:Hips", f, loc=(0, 0, abs(math.sin(phase * 2)) * 0.01))
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key_bone("mixamorig:LeftUpLeg", f, rot=(math.sin(phase) * 0.4, 0, 0))
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key_bone("mixamorig:LeftLeg", f, rot=(max(0, -math.sin(phase) * 0.3 + 0.2), 0, 0))
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key_bone("mixamorig:RightUpLeg", f, rot=(math.sin(phase + math.pi) * 0.4, 0, 0))
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key_bone("mixamorig:RightLeg", f, rot=(max(0, -math.sin(phase + math.pi) * 0.3 + 0.2), 0, 0))
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key_bone("mixamorig:LeftArm", f, rot=(-math.sin(phase) * 0.3, 0, 0.05))
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key_bone("mixamorig:LeftForeArm", f, rot=(-0.3 + max(0, math.sin(phase) * 0.2), 0, 0))
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key_bone("mixamorig:RightArm", f, rot=(-math.sin(phase + math.pi) * 0.3, 0, -0.05))
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key_bone("mixamorig:RightForeArm", f, rot=(-0.3 + max(0, math.sin(phase + math.pi) * 0.2), 0, 0))
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key_bone("mixamorig:Spine", f, rot=(0, math.sin(phase) * 0.05, 0))
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# Run animation
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print(" Run...")
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action_run = bpy.data.actions.new(name="Run")
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armature.animation_data.action = action_run
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action_run.frame_range = (1, 20)
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set_bone_rest(armature)
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for f in range(1, 21):
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t = (f - 1) / 20
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phase = t * 2 * math.pi
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key_bone("mixamorig:Hips", f, loc=(0, 0, abs(math.sin(phase * 2)) * 0.03))
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key_bone("mixamorig:LeftUpLeg", f, rot=(math.sin(phase) * 0.8, 0, 0))
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key_bone("mixamorig:LeftLeg", f, rot=(max(0.1, -math.sin(phase) * 0.6 + 0.3), 0, 0))
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key_bone("mixamorig:RightUpLeg", f, rot=(math.sin(phase + math.pi) * 0.8, 0, 0))
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key_bone("mixamorig:RightLeg", f, rot=(max(0.1, -math.sin(phase + math.pi) * 0.6 + 0.3), 0, 0))
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key_bone("mixamorig:LeftArm", f, rot=(-math.sin(phase) * 0.7, 0, 0.1))
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key_bone("mixamorig:LeftForeArm", f, rot=(-1.0 + max(0, math.sin(phase) * 0.3), 0, 0))
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key_bone("mixamorig:RightArm", f, rot=(-math.sin(phase + math.pi) * 0.7, 0, -0.1))
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key_bone("mixamorig:RightForeArm", f, rot=(-1.0 + max(0, math.sin(phase + math.pi) * 0.3), 0, 0))
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key_bone("mixamorig:Spine", f, rot=(0.1, math.sin(phase) * 0.08, 0))
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# Jump animation
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print(" Jump...")
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action_jump = bpy.data.actions.new(name="Jump")
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armature.animation_data.action = action_jump
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action_jump.frame_range = (1, 20)
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set_bone_rest(armature)
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for f in range(1, 6):
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t = (f - 1) / 4
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key_bone("mixamorig:Hips", f, loc=(0, 0, -t * 0.2))
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key_bone("mixamorig:LeftUpLeg", f, rot=(-t * 0.6, 0, 0))
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key_bone("mixamorig:LeftLeg", f, rot=(t * 1.0, 0, 0))
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key_bone("mixamorig:RightUpLeg", f, rot=(-t * 0.6, 0, 0))
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key_bone("mixamorig:RightLeg", f, rot=(t * 1.0, 0, 0))
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key_bone("mixamorig:LeftArm", f, rot=(0, 0, -t * 0.5))
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key_bone("mixamorig:RightArm", f, rot=(0, 0, t * 0.5))
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for f in range(6, 9):
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t = (f - 6) / 2
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key_bone("mixamorig:Hips", f, loc=(0, 0, -0.2 + t * 0.2))
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key_bone("mixamorig:LeftUpLeg", f, rot=(-0.6 + t * 0.6, 0, 0))
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key_bone("mixamorig:LeftLeg", f, rot=(1.0 - t * 0.3, 0, 0))
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key_bone("mixamorig:RightUpLeg", f, rot=(-0.6 + t * 0.6, 0, 0))
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key_bone("mixamorig:RightLeg", f, rot=(1.0 - t * 0.3, 0, 0))
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key_bone("mixamorig:LeftArm", f, rot=(-t * 2.0, 0, -0.5 - t))
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key_bone("mixamorig:RightArm", f, rot=(-t * 2.0, 0, 0.5 + t))
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for f in range(9, 16):
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key_bone("mixamorig:LeftArm", f, rot=(-2.0, 0, -1.5))
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key_bone("mixamorig:RightArm", f, rot=(-2.0, 0, 1.5))
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key_bone("mixamorig:LeftForeArm", f, rot=(-0.2, 0, 0))
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key_bone("mixamorig:RightForeArm", f, rot=(-0.2, 0, 0))
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key_bone("mixamorig:LeftUpLeg", f, rot=(0.2, 0, 0))
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key_bone("mixamorig:LeftLeg", f, rot=(0.5, 0, 0))
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key_bone("mixamorig:RightUpLeg", f, rot=(0.1, 0, 0))
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key_bone("mixamorig:RightLeg", f, rot=(0.3, 0, 0))
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for f in range(16, 21):
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t = (f - 16) / 4
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key_bone("mixamorig:Hips", f, loc=(0, 0, -t * 0.2))
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key_bone("mixamorig:LeftUpLeg", f, rot=(-t * 0.5, 0, 0))
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key_bone("mixamorig:LeftLeg", f, rot=(t * 0.8, 0, 0))
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key_bone("mixamorig:RightUpLeg", f, rot=(-t * 0.5, 0, 0))
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key_bone("mixamorig:RightLeg", f, rot=(t * 0.8, 0, 0))
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key_bone("mixamorig:LeftArm", f, rot=(-2.0 + t * 2.0, 0, -1.5 + t * 1.5))
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key_bone("mixamorig:RightArm", f, rot=(-2.0 + t * 2.0, 0, 1.5 - t * 1.5))
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# Crouch animation
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print(" Crouch...")
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action_crouch = bpy.data.actions.new(name="Crouch")
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armature.animation_data.action = action_crouch
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action_crouch.frame_range = (1, 1)
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set_bone_rest(armature)
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key_bone("mixamorig:Hips", 1, loc=(0, 0, -0.4))
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key_bone("mixamorig:Spine", 1, rot=(0.3, 0, 0))
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key_bone("mixamorig:LeftUpLeg", 1, rot=(-0.8, 0, 0))
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key_bone("mixamorig:LeftLeg", 1, rot=(1.4, 0, 0))
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key_bone("mixamorig:RightUpLeg", 1, rot=(-0.8, 0, 0))
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key_bone("mixamorig:RightLeg", 1, rot=(1.4, 0, 0))
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key_bone("mixamorig:LeftArm", 1, rot=(-0.5, 0, 0.2))
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key_bone("mixamorig:RightArm", 1, rot=(-0.5, 0, -0.2))
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# Death animation
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print(" Death...")
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action_death = bpy.data.actions.new(name="Death")
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armature.animation_data.action = action_death
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action_death.frame_range = (1, 30)
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set_bone_rest(armature)
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for f in range(1, 15):
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t = (f - 1) / 13
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key_bone("mixamorig:Hips", f, loc=(0, 0, -t * 0.5), rot=(-t * 1.2, 0, t * 0.2))
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key_bone("mixamorig:Spine", f, rot=(-t * 0.5, t * 0.3, 0))
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key_bone("mixamorig:Spine2", f, rot=(-t * 0.4, 0, 0))
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key_bone("mixamorig:LeftArm", f, rot=(t * 2.0, 0, -t * 0.5))
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key_bone("mixamorig:RightArm", f, rot=(t * 2.0, 0, t * 0.5))
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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 ===")
|
||||
Reference in New Issue
Block a user