fix: T-posing skinned models — autorig produced an orphan skin with no weights
The model animated its skeleton but rendered a permanent T-pose: the mesh wasn't skin-bound. Root cause was in autorig's binding, introduced while chasing an earlier "skins:0" export: - The earlier "skins:0" was actually caused by bone-heat weighting failing (0 weighted verts → empty skin gets dropped), NOT by the Armature modifier. - The "fix" then stripped the Armature modifier and used parent_type=ARMATURE. That makes the glTF exporter emit a skin OBJECT but with no node.skin reference and no per-vertex JOINTS/WEIGHTS — an orphan skin. The mesh then renders its bind pose (T-pose) forever while the skeleton animates unseen. Fix: keep the standard ARMATURE_AUTO result (Armature modifier + vertex groups). With the nearest-bone fallback ensuring real weights, the exporter now writes a COMPLETE skin (verified: meshnode.skin=0, JOINTS/WEIGHTS present). Also: - skinned_player_model: _ensure_meshes_bound() re-binds any skinned mesh whose skeleton NodePath doesn't resolve at load — graceful degradation instead of a silent T-pose for imperfect GLBs. - smoke test now asserts the spawned player's mesh is bound to its skeleton, so this class of bug fails the test instead of shipping. 30/30 pass. - regenerated miku_test.glb with the corrected pipeline. Co-Authored-By: Claude Fable 5 <[email protected]>
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co-authored by
Claude Fable 5
parent
e2fbc424a7
commit
22cb0a58b7
+10
-13
@@ -269,13 +269,18 @@ def rigid_nearest_bone_weights(mesh, arm):
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def bind_mesh_to_armature(mesh, arm):
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"""Bind mesh to armature robustly and in a form the glTF exporter skins.
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"""Bind mesh to armature so the glTF exporter writes a COMPLETE skin
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(skin object + node.skin reference + per-vertex JOINTS/WEIGHTS).
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1. Try Blender automatic (bone-heat) weights for smooth deformation.
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2. If that assigns (almost) nothing, fall back to rigid nearest-bone.
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3. Present the result as a parent_type='ARMATURE' relationship with NO
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Armature modifier — the Blender 5.x glTF exporter only emits a skin
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for that exact configuration (a lingering modifier yields skins:0).
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2. If that assigns (almost) nothing — common on layered hair/clothing
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meshes where bone-heat fails — fall back to rigid nearest-bone.
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Keep the standard ARMATURE_AUTO result: an Armature modifier plus vertex
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groups (parent_type stays OBJECT). That is exactly what the exporter needs
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to write the vertex weights. (An earlier version stripped the modifier and
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used parent_type='ARMATURE'; that produced an ORPHAN skin with no weights,
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so the mesh rendered its bind pose — a permanent T-pose — in game.)
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"""
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bpy.ops.object.select_all(action="DESELECT")
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mesh.select_set(True)
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@@ -291,14 +296,6 @@ def bind_mesh_to_armature(mesh, arm):
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weighted = rigid_nearest_bone_weights(mesh, arm)
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print(f"Bound mesh: {weighted}/{total} verts weighted")
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# Normalize to the exporter-friendly form: parent_type=ARMATURE, no modifier.
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for m in list(mesh.modifiers):
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if m.type == "ARMATURE":
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mesh.modifiers.remove(m)
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if mesh.parent != arm:
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mesh.parent = arm
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mesh.parent_type = "ARMATURE"
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def main():
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clear_scene()
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