feat: implement automated 3D character pipeline with retargeting and rig management tools

This commit is contained in:
Nicholas Butzke
2026-07-24 20:52:35 -04:00
parent afc954e129
commit 374d9f9822
19 changed files with 3220 additions and 221 deletions
+145
View File
@@ -0,0 +1,145 @@
#!/usr/bin/env python3
"""
Rewrite glTF materials that hide their albedo in the emissive slot.
Anime models are very often exported "unlit": `KHR_materials_unlit`, a BLACK
`baseColorFactor`, and the actual texture wired to `emissiveTexture`. Renderers
that honour the unlit extension are supposed to use base colour and ignore
emission — so Blender reads black, never references the images at all, and
imports the model with `bpy.data.images` empty. The textures are not lost on
export; they are never loaded. Taila goes through the whole pipeline and comes
out a silhouette.
Patching Blender's node graph afterwards cannot fix this, because by then there
is nothing to patch — so the file is normalised BEFORE it is imported:
emissive becomes base colour, and the unlit flag is dropped. The game shades
these characters with its own toon material off ALBEDO anyway.
Pure stdlib, so it runs inside Blender's Python or out of it.
"""
import json
import os
import struct
_MAGIC = 0x46546C67
_JSON = 0x4E4F534A
_BIN = 0x004E4942
def _read_glb(path):
with open(path, "rb") as f:
magic, version, _total = struct.unpack("<III", f.read(12))
if magic != _MAGIC:
raise ValueError(f"not a GLB: {path}")
doc = None
chunks = []
while True:
header = f.read(8)
if len(header) < 8:
break
length, ctype = struct.unpack("<II", header)
data = f.read(length)
if ctype == _JSON:
doc = json.loads(data.decode("utf-8"))
chunks.append((ctype, data))
if doc is None:
raise ValueError(f"GLB has no JSON chunk: {path}")
return version, doc, chunks
def _write_glb(path, version, doc, chunks):
out = []
for ctype, data in chunks:
if ctype == _JSON:
data = json.dumps(doc, separators=(",", ":")).encode("utf-8")
data += b" " * ((4 - len(data) % 4) % 4)
else:
data += b"\0" * ((4 - len(data) % 4) % 4)
out.append((ctype, data))
total = 12 + sum(8 + len(d) for _c, d in out)
with open(path, "wb") as f:
f.write(struct.pack("<III", _MAGIC, version, total))
for ctype, data in out:
f.write(struct.pack("<II", len(data), ctype))
f.write(data)
def _is_black(colour):
return colour is not None and max(colour[:3]) <= 0.001
def normalize_unlit(in_path, out_path):
"""Move emissive albedo into base colour. Returns how many materials changed.
Only touches materials that are actually broken this way — a black base
colour with something in emission. A material that already has a proper
base colour texture is left exactly as it is.
"""
version, doc, chunks = _read_glb(in_path)
changed = 0
for mat in doc.get("materials", []):
pbr = mat.setdefault("pbrMetallicRoughness", {})
base_factor = pbr.get("baseColorFactor", [1.0, 1.0, 1.0, 1.0])
has_base_tex = "baseColorTexture" in pbr
emissive_tex = mat.get("emissiveTexture")
emissive_factor = mat.get("emissiveFactor", [0.0, 0.0, 0.0])
if has_base_tex or not _is_black(base_factor):
continue
if emissive_tex is None and _is_black(emissive_factor):
continue # genuinely black material — leave it alone
if emissive_tex is not None:
pbr["baseColorTexture"] = emissive_tex
mat.pop("emissiveTexture", None)
alpha = base_factor[3] if len(base_factor) > 3 else 1.0
pbr["baseColorFactor"] = [emissive_factor[0], emissive_factor[1],
emissive_factor[2], alpha]
mat["emissiveFactor"] = [0.0, 0.0, 0.0]
# Unlit would tell the importer to ignore everything but base colour;
# the game lights these with its own toon shader.
ext = mat.get("extensions", {})
ext.pop("KHR_materials_unlit", None)
if ext:
mat["extensions"] = ext
else:
mat.pop("extensions", None)
changed += 1
if changed:
used = doc.get("extensionsUsed", [])
still = any("KHR_materials_unlit" in m.get("extensions", {})
for m in doc.get("materials", []))
if not still and "KHR_materials_unlit" in used:
used.remove("KHR_materials_unlit")
if used:
doc["extensionsUsed"] = used
else:
doc.pop("extensionsUsed", None)
_write_glb(out_path, version, doc, chunks)
return changed
def prepare(in_path, work_dir):
"""Return a path safe to import: the original, or a normalised copy."""
if os.path.splitext(in_path)[1].lower() != ".glb":
return in_path
candidate = os.path.join(
work_dir, os.path.splitext(os.path.basename(in_path))[0] + ".albedo.glb")
try:
changed = normalize_unlit(in_path, candidate)
except (OSError, ValueError, KeyError, IndexError) as e:
print(f"WARNING: could not normalise materials in '{in_path}' ({e})")
return in_path
if changed:
print(f"Moved emissive albedo into base colour on {changed} materials "
"(model was exported unlit)")
return candidate
return in_path
if __name__ == "__main__":
import sys
if len(sys.argv) < 3:
print("Usage: python tools/gltf_fix.py <in.glb> <out.glb>")
sys.exit(1)
n = normalize_unlit(sys.argv[1], sys.argv[2])
print(f"{n} materials rewritten")
+67 -21
View File
@@ -25,6 +25,7 @@ import argparse
import json
import os
import shutil
import struct
import subprocess
import sys
@@ -56,6 +57,32 @@ def find_blender() -> str:
sys.exit(1)
def has_skeleton(path: str) -> bool:
"""Does this glTF already carry a skin? Read straight out of the container
so the check costs nothing — launching Blender just to ask takes seconds.
Non-glTF formats can't be probed this way; pass --rigged for those.
"""
ext = os.path.splitext(path)[1].lower()
try:
if ext == ".gltf":
with open(path, "r", encoding="utf-8") as f:
return bool(json.load(f).get("skins"))
if ext != ".glb":
return False
with open(path, "rb") as f:
magic, _ver, total = struct.unpack("<III", f.read(12))
if magic != 0x46546C67:
return False
while f.tell() < total:
length, ctype = struct.unpack("<II", f.read(8))
chunk = f.read(length)
if ctype == 0x4E4F534A: # JSON
return bool(json.loads(chunk.decode("utf-8")).get("skins"))
except (OSError, ValueError, struct.error) as e:
print(f"WARNING: could not probe '{path}' for a skeleton ({e})")
return False
def run(cmd: list[str], step: str) -> None:
print(f"\n=== {step} ===")
print(" ".join(f'"{c}"' if " " in c else c for c in cmd))
@@ -98,7 +125,11 @@ def main() -> None:
p.add_argument("--name", required=True, help="skin id (snake_case)")
p.add_argument("--display-name", help="name shown in menus (default: from --name)")
p.add_argument("--description", default="", help="skin description")
p.add_argument("--rigged", action="store_true", help="input is already rigged — skip autorig")
p.add_argument("--rigged", action="store_true",
help="force the keep-the-rig path (auto-detected for glTF)")
p.add_argument("--rebind", action="store_true",
help="discard the source rig and fit the library skeleton "
"(last resort — destroys authored weights and cloth bones)")
p.add_argument("--height", type=float, default=1.75, help="target character height in meters")
p.add_argument("--keep-root-motion", action="store_true", help="don't strip hips motion from clips")
p.add_argument("--anim-dir", default=ANIM_DIR, help="animation library directory")
@@ -131,29 +162,44 @@ def main() -> None:
blender = find_blender()
print(f"Using Blender: {blender}")
# 2. Auto-rig (or pass through if already rigged).
rigged_path = os.path.join(STAGING, f"{name}_rigged.glb")
if args.rigged:
rigged_path = input_path
print("Skipping autorig (--rigged)")
else:
run([blender, "--background", "--python", os.path.join(TOOLS, "autorig.py"),
"--", input_path, rigged_path, str(args.height)],
"Auto-rig (Blender)")
# 3. Merge the shared animation library.
if not os.path.isdir(args.anim_dir) or not any(
f.lower().endswith((".fbx", ".glb", ".gltf")) for f in os.listdir(args.anim_dir)):
print(f"ERROR: animation library is empty: {args.anim_dir}")
print("Fill it with one clip per file (idle.fbx, run.fbx, ...) — see docs/ASSET_SOURCES.md")
# 2. Decide whether the model already has a skeleton worth keeping.
#
# Keeping it is strongly preferred and is now the default. The old route
# (strip_rig -> autorig) discarded the source skeleton, joined every mesh
# into one, and rebound with nearest-bone weights — which is what put 2817
# both-legs-at-once vertices into the shipped Taila and cost her the skirt
# and hair bone chains outright. --rebind still exists for a model that
# genuinely has no usable rig, but it is the lossy path.
rigged = args.rigged or (not args.rebind and has_skeleton(input_path))
if not os.path.isdir(args.anim_dir) or not os.path.exists(
os.path.join(args.anim_dir, "_library.glb")):
print(f"ERROR: animation library not found: {args.anim_dir}/_library.glb")
print("See docs/ASSET_SOURCES.md")
sys.exit(1)
final_path = os.path.join(SKINS_DIR, f"{name}.glb")
merge_cmd = [blender, "--background", "--python", os.path.join(TOOLS, "merge_animations.py"),
"--", rigged_path, args.anim_dir, final_path]
if args.keep_root_motion:
merge_cmd.append("--keep-root-motion")
run(merge_cmd, "Merge animation library (Blender)")
if rigged:
print("Model is rigged — keeping its skeleton, weights and cloth chains")
cmd = [blender, "--background", "--python", os.path.join(TOOLS, "retarget.py"),
"--", input_path, args.anim_dir, final_path, "--height", str(args.height)]
if args.keep_root_motion:
cmd.append("--keep-root-motion")
run(cmd, "Retarget animation library onto the model's own rig (Blender)")
else:
print("No skeleton found — fitting the library rig (authored weights unavailable)")
rigged_path = os.path.join(STAGING, f"{name}_rigged.glb")
run([blender, "--background", "--python", os.path.join(TOOLS, "autorig.py"),
"--", input_path, rigged_path, str(args.height)],
"Auto-rig (Blender)")
cmd = [blender, "--background", "--python", os.path.join(TOOLS, "retarget.py"),
"--", rigged_path, args.anim_dir, final_path, "--height", str(args.height)]
if args.keep_root_motion:
cmd.append("--keep-root-motion")
run(cmd, "Retarget animation library (Blender)")
# 3. Gate on the checks that encode every way this has gone wrong before.
run([blender, "--background", "--python", os.path.join(TOOLS, "verify_character.py"),
"--", final_path], "Verify the built character (Blender)")
# 4. Carry the license file along if the model came from Sketchfab.
lic_src = os.path.splitext(input_path)[0] + ".license.json"
+887
View File
@@ -0,0 +1,887 @@
#!/usr/bin/env python3
"""
Put the animation library onto a character WITHOUT touching how it deforms.
This replaces the old strip_rig -> autorig -> merge_animations route, which
solved a naming problem by destroying the asset. That route threw away the
character's skeleton, joined every mesh into one blob, and rebound the result
with nearest-four-bones Euclidean weights. Measured on the shipped taila.glb it
produced 2817 vertices pulled by BOTH legs (worst a dead 50/50 split) and 86%
of all vertices carrying the full four influences — while the ORIGINAL file it
was built from had zero cross-leg bleed, one mesh per material, and dedicated
bone chains for the skirt and the hair. Every runtime "repair" in
characters/skin_leg_repair.gd exists to undo damage done right here.
So: keep the character's own rig, weights, per-part meshes and cloth chains,
and move the ANIMATION onto it instead.
1. Rebuild parenting. A Rigify DEF-rig exports its chain roots parented
straight to the armature root, because Rigify drives them by constraint
rather than hierarchy. Left that way, rotating the hips would leave the
legs, skirt and hair floating in place. Orphans are re-attached by
anatomy where it is known and by rest geometry otherwise — and cloth may
only ever attach to the trunk, never to a limb, or a skirt would ride one
thigh.
2. Retarget by ROLE, not by name (see tools/rig_map.py).
3. Bake each clip as a rest-relative delta:
R_world = src_pose_rot * src_rest_rot^-1 (what the clip does)
tgt_rot = R_world * tgt_rest_rot (done to THIS rig)
Copying absolute world orientation instead — which is what the old
constraint bake did — forces the library's bone roll onto a mesh that was
bound with a different one, and twists every limb by a constant offset.
4. Drive ONLY the body. Skirt, hair, twist and face bones are left with no
keys at all, so they rest relative to their parents and are free for the
spring solver at runtime. That split — clips animate the body, physics
animates the cloth — is the whole point.
Usage:
blender --background --python tools/retarget.py -- \
<character.glb> <animations_dir> <output.glb> [--height 1.75] [--keep-root-motion]
Writes <output>.rig.json beside the GLB: resolved bone roles, cloth chains and
twist pairs, so the runtime never has to re-guess the skeleton's anatomy.
"""
import bpy
import json
import os
import sys
import tempfile
from collections import defaultdict
from mathutils import Matrix, Quaternion, Vector
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import gltf_fix
import rig_map
from rig_map import RigRoles, build_map, is_cosmetic, is_segment_of, tokens
argv = sys.argv
argv = argv[argv.index("--") + 1:] if "--" in argv else []
if len(argv) < 3:
print(__doc__)
sys.exit(1)
CHARACTER, ANIM_DIR, OUTPUT = argv[0], argv[1], argv[2]
STRIP_ROOT_MOTION = "--keep-root-motion" not in argv
TARGET_HEIGHT = 1.75
if "--height" in argv:
TARGET_HEIGHT = float(argv[argv.index("--height") + 1])
OVERRIDES = {}
if "--bone-map" in argv:
with open(argv[argv.index("--bone-map") + 1], "r", encoding="utf-8") as f:
OVERRIDES = json.load(f)
# Library clip -> the game's canonical clip name. Unmapped clips are skipped so
# character GLBs stay small.
LIBRARY_CLIP_MAP = {
"Idle_Loop": "Idle",
"Walk_Loop": "Walk",
"Jog_Fwd_Loop": "Run",
"Sprint_Loop": "Sprint",
"Jump_Start": "Jump",
"Jump_Loop": "Fall",
"Jump_Land": "Land",
"Crouch_Idle_Loop": "CrouchIdle",
"Crouch_Fwd_Loop": "CrouchWalk",
"Roll": "Dash",
"Death01": "Death",
"Hit_Chest": "Hit",
"Dance_Loop": "Dance",
"Swim_Fwd_Loop": "Grapple",
"Pistol_Idle_Loop": "PistolIdle",
"Pistol_Shoot": "PistolShoot",
"Pistol_Reload": "PistolReload",
"Sword_Attack": "Throw",
}
UP = Vector((0.0, 0.0, 1.0))
# Which cosmetic chains get secondary motion. A face-shape or eye chain is
# cosmetic but must never swing, so this is deliberately narrower than
# rig_map.COSMETIC.
SPRING_CLASSES = {"hair", "skirt", "cloth", "ribbon", "tail", "cape", "coat",
"scarf", "sleeve", "breast", "bust", "feather", "strap",
"antenna", "wing"}
# --------------------------------------------------------------------- import
def clear_scene():
bpy.ops.object.select_all(action="SELECT")
bpy.ops.object.delete()
for blocks in (bpy.data.meshes, bpy.data.armatures, bpy.data.actions):
for b in list(blocks):
if b.users == 0:
blocks.remove(b)
def import_any(path):
ext = os.path.splitext(path)[1].lower()
if ext in (".glb", ".gltf"):
bpy.ops.import_scene.gltf(filepath=path)
elif ext == ".fbx":
bpy.ops.import_scene.fbx(filepath=path)
else:
print(f"ERROR: unsupported character format {ext}")
sys.exit(1)
def skinned_meshes(arm):
"""Meshes actually driven by this armature.
Anything else in the file is scene dressing — Sketchfab models routinely
ship a display base or a diorama, and those must not become part of the
player.
"""
out = []
for o in [o for o in bpy.data.objects if o.type == "MESH"]:
driven = any(m.type == "ARMATURE" and m.object is arm for m in o.modifiers)
if driven or (o.parent is arm and o.vertex_groups):
out.append(o)
return out
def strip_import_suffixes(arm, meshes):
"""`DEF-thigh.L_16` -> `DEF-thigh.L`.
The glTF importer appends the node index to every bone name. Those names
ship in the exported GLB and are what the game code matches on, so clean
them up here rather than teaching every consumer about the suffix.
"""
renames = {}
taken = set(b.name for b in arm.data.bones)
for bone in arm.data.bones:
clean = rig_map.strip_gltf_suffix(bone.name)
if clean != bone.name and clean not in taken:
renames[bone.name] = clean
taken.discard(bone.name)
taken.add(clean)
for old, new in renames.items():
arm.data.bones[old].name = new
# Vertex groups are matched to bones by NAME and are not renamed for us.
for m in meshes:
for vg in m.vertex_groups:
new = renames.get(vg.name)
if new and new not in m.vertex_groups:
vg.name = new
print(f"Cleaned {len(renames)} bone names")
# ----------------------------------------------------------------- hierarchy
def _seg_distance(p, a, b):
ab = b - a
d2 = ab.dot(ab)
t = 0.0 if d2 < 1e-12 else max(0.0, min(1.0, (p - a).dot(ab) / d2))
return (p - (a + ab * t)).length
def rebuild_hierarchy(arm, roles):
"""Re-attach chain roots that exported parented to the armature root.
Anatomy first (a thigh belongs to the hips, a forearm to the upper arm),
rest geometry second. Cloth and hair are only ever allowed to attach to the
TRUNK: pick anchors by raw proximity and a skirt panel hanging beside a leg
attaches to that thigh and rides it like a trouser leg.
"""
trunk = [roles.hips] + list(roles.spine)
trunk = [n for n in trunk if n]
limb = roles.limb
def anat(role, side):
return limb.get((role, side))
fixed = {}
for side in ("L", "R"):
chest = trunk[-3] if len(trunk) >= 3 else (trunk[-1] if trunk else None)
pairs = [
(("thigh", side), roles.hips),
(("shin", side), anat("thigh", side)),
(("foot", side), anat("shin", side)),
(("toe", side), anat("foot", side)),
(("shoulder", side), chest),
(("upper_arm", side), anat("shoulder", side) or chest),
(("forearm", side), anat("upper_arm", side)),
(("hand", side), anat("forearm", side)),
]
for key, parent in pairs:
name = limb.get(key)
if name and parent:
fixed[name] = parent
bpy.context.view_layer.objects.active = arm
bpy.ops.object.mode_set(mode="EDIT")
eb = arm.data.edit_bones
# Where each anchor bone actually EXTENDS TO, from authored data only.
#
# glTF stores joints as nodes with no tail, so the tails Blender reports are
# invented — every one of Taila's skirt bones comes back 0.78 m long. Using
# them, DEF-spine's phantom tail runs straight down through the whole skirt
# and every panel measures ~0.05 m from "the hips", which beat each panel's
# real 0.15 m link to its own chain root and flattened all 7 chains.
# A bone's true extent is the head of the next bone along.
span = {}
for i, name in enumerate(trunk):
nxt = trunk[i + 1] if i + 1 < len(trunk) else None
span[name] = (eb[name].head,
eb[nxt].head if nxt and nxt in eb else eb[name].tail)
for name in limb.values():
if name not in eb:
continue
kids = [c for c in eb[name].children if not is_cosmetic(c.name)]
span[name] = (eb[name].head, kids[0].head if kids else eb[name].tail)
def anchor_distance(point, name):
a, b = span.get(name, (eb[name].head, eb[name].tail))
return _seg_distance(point, a, b)
def is_root_like(bone):
return bone is None or any(
t in ("root", "master", "armature", "scene", "rootjoint")
for t in tokens(bone.name))
def descendants(bone):
out = {bone.name}
stack = list(bone.children)
while stack:
b = stack.pop()
out.add(b.name)
stack.extend(b.children)
return out
trunk_set = set(trunk)
core = trunk_set | set(limb.values())
orphans = [b for b in eb
if b.name != roles.hips and b.name not in trunk_set
and is_root_like(b.parent)]
reparented = 0
cosmetic_left = []
for bone in orphans:
if is_cosmetic(bone.name):
cosmetic_left.append(bone)
continue
target = fixed.get(bone.name)
if target is None:
banned = descendants(bone)
cands = [n for n in core if n in eb and n not in banned]
if not cands:
continue
target = min(cands, key=lambda n: anchor_distance(bone.head, n))
if target in eb and target != bone.name:
bone.parent = eb[target]
bone.use_connect = False
reparented += 1
# Cloth and hair hang from the TRUNK — never from a limb, and never from
# each other.
#
# Attaching cloth to whatever bone is nearest puts 16 of Taila's 21 skirt
# bones on a thigh, where the panel rides one leg like a trouser leg. The
# trunk restriction fixes that.
#
# Reconstructing multi-bone chains is deliberately NOT attempted. The
# temptation is obvious — Taila's skirt is really 7 panels of 3 — but the
# information is not in the file. glTF stores no bone tails, the panel
# numbering is not sequential (`skirt` -> `skirt.011` -> `skirt.002`), and
# neighbouring panel roots ring the waist 0.04 m apart, far closer than any
# of them is to the trunk. Successive attempts at distance, chain-direction
# and grow-outward rules each produced a topology that was still wrong
# somewhere — stitching panels together sideways, or hanging hair off an
# eye bone. A wrong chain is worse than no chain: the solver then swings
# bones along axes the mesh was never weighted for, and tears it.
#
# So each orphan becomes its own pendulum from the body. Chains the ARTIST
# authored survive untouched, because only chain ROOTS are orphans — which
# is why Taila's hair keeps its real 4-7 bone strands while her
# flat-exported skirt becomes per-panel pendulums. Both look like cloth;
# only the authored one gets true multi-segment drape.
for bone in cosmetic_left:
cands = [n for n in trunk_set if n in eb]
if not cands:
break
bone.parent = eb[min(cands, key=lambda n: anchor_distance(bone.head, n))]
bone.use_connect = False
reparented += 1
bpy.ops.object.mode_set(mode="OBJECT")
print(f"Re-attached {reparented} orphaned bones")
# ----------------------------------------------------------------- normalize
def flatten_and_scale(arm, meshes, target_height):
"""Bake the import hierarchy away and set the character's real-world size.
Sketchfab wraps everything in scaled/rotated empties. Left in place they
turn up as a scale on the exported Skeleton3D, and every measurement the
game makes off bone rests reads in the wrong units.
"""
if arm.animation_data:
arm.animation_data_clear()
for pb in arm.pose.bones:
pb.matrix_basis = Matrix()
for obj in [arm] + meshes:
world = obj.matrix_world.copy()
obj.parent = None
obj.matrix_world = world
for o in [o for o in bpy.data.objects if o.type == "EMPTY"]:
bpy.data.objects.remove(o, do_unlink=True)
def apply_all():
bpy.ops.object.select_all(action="DESELECT")
for obj in [arm] + meshes:
obj.select_set(True)
bpy.context.view_layer.objects.active = arm
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
apply_all()
lo = Vector((1e9, 1e9, 1e9))
hi = -lo.copy()
for m in meshes:
for corner in m.bound_box:
p = m.matrix_world @ Vector(corner)
lo = Vector((min(lo.x, p.x), min(lo.y, p.y), min(lo.z, p.z)))
hi = Vector((max(hi.x, p.x), max(hi.y, p.y), max(hi.z, p.z)))
height = hi.z - lo.z
if height > 1e-4:
s = target_height / height
for obj in [arm] + meshes:
obj.scale = (s, s, s)
apply_all()
lo *= s
hi *= s
print(f"Scaled by {s:.4f} to {target_height:.2f} m")
offset = Vector((-(lo.x + hi.x) * 0.5, -(lo.y + hi.y) * 0.5, -lo.z))
for obj in [arm] + meshes:
obj.location = offset
apply_all()
# Re-parent meshes under the armature so the export writes one clean skin.
for m in meshes:
m.parent = arm
m.matrix_parent_inverse = Matrix()
if not any(mod.type == "ARMATURE" and mod.object is arm for mod in m.modifiers):
mod = m.modifiers.new("Armature", "ARMATURE")
mod.object = arm
def fix_unlit_materials(meshes):
"""Route each material's texture into Base Color.
Anime models are commonly authored UNLIT: black base colour with the albedo
wired to emission. Our toon shader reads ALBEDO, so left alone the
character renders pitch black.
"""
seen = set()
for m in meshes:
for mat in m.data.materials:
if not mat or not mat.use_nodes or mat.name in seen:
continue
seen.add(mat.name)
nt = mat.node_tree
tex = next((n for n in nt.nodes if n.type == "TEX_IMAGE" and n.image), None)
bsdf = next((n for n in nt.nodes if n.type == "BSDF_PRINCIPLED"), None)
if not bsdf or not tex:
continue
base = bsdf.inputs["Base Color"]
if not base.links:
nt.links.new(tex.outputs["Color"], base)
print(f"Material '{mat.name}': routed '{tex.image.name}' to base colour")
if "Emission Strength" in bsdf.inputs:
bsdf.inputs["Emission Strength"].default_value = 0.0
# ------------------------------------------------------------------ retarget
def world_rest(arm):
mw = arm.matrix_world
return {b.name: mw @ b.matrix_local for b in arm.data.bones}
def rig_forward(arm, roles):
"""Which way the rest pose faces, on the ground plane, from the feet."""
mw = arm.matrix_world
acc = Vector((0.0, 0.0, 0.0))
for side in ("L", "R"):
for role in ("toe", "foot"):
name = roles.limb.get((role, side))
if not name:
continue
b = arm.data.bones[name]
v = (mw @ b.tail_local) - (mw @ b.matrix_local.translation)
v.z = 0.0
if v.length > 1e-5:
acc += v.normalized()
break
return acc.normalized() if acc.length > 1e-5 else None
def facing_correction(src_arm, src_roles, tgt_arm, tgt_roles):
"""Yaw that carries the source rig's forward onto the target's.
Without it a library that rests facing -Y drives a character that rests
facing +Y and every clip plays backwards.
"""
a = rig_forward(src_arm, src_roles)
b = rig_forward(tgt_arm, tgt_roles)
if a is None or b is None:
return Quaternion()
# angle_signed is 2D-only in mathutils, which is what we want anyway: the
# correction is a yaw about world up, never a tilt.
angle = Vector((a.x, a.y)).angle_signed(Vector((b.x, b.y)), 0.0)
if abs(angle) < 1e-4:
return Quaternion()
print(f"Facing correction: {angle * 57.2958:.1f} deg")
return Quaternion(UP, angle)
def bone_order(arm):
"""Every bone, parents before children."""
out = []
def walk(b):
out.append(b.name)
for c in b.children:
walk(c)
for b in arm.data.bones:
if b.parent is None:
walk(b)
return out
def solve_pose(arm, order, rest_w, desired_rot, hips, hips_head):
"""Turn desired WORLD orientations into per-bone local basis transforms.
Done arithmetically rather than by setting `pose_bone.matrix` and letting
Blender solve, because that needs a depsgraph update per bone — 150 bones
across 18 clips is tens of thousands of scene evaluations.
Blender relates pose to rest as
pose = parent_pose * parent_rest^-1 * rest * basis
so with M standing for everything left of `basis`, a rotation-only basis of
M.rot^-1 * desired lands the bone on `desired` exactly.
"""
pose_w = {}
basis = {}
bones = arm.data.bones
for name in order:
b = bones[name]
rest = rest_w[name]
if b.parent is not None:
M = pose_w[b.parent.name] @ rest_w[b.parent.name].inverted() @ rest
else:
M = rest
q = Quaternion()
if name in desired_rot:
q = M.to_quaternion().inverted() @ desired_rot[name]
loc = Vector((0.0, 0.0, 0.0))
if name == hips and hips_head is not None:
loc = M.inverted() @ hips_head
basis[name] = (loc, q)
pose_w[name] = M @ Matrix.Translation(loc) @ q.to_matrix().to_4x4()
return basis
def retarget_clip(src_arm, src_roles, tgt_arm, tgt_roles, mapping, action,
clip_name, yaw, scale):
src_rest = world_rest(src_arm)
tgt_rest = world_rest(tgt_arm)
order = bone_order(tgt_arm)
src_rest_rot = {n: m.to_quaternion() for n, m in src_rest.items()}
tgt_rest_rot = {n: m.to_quaternion() for n, m in tgt_rest.items()}
yaw_inv = yaw.inverted()
src_hips = src_roles.hips
tgt_hips = tgt_roles.hips
src_hips_rest = src_rest[src_hips].translation.copy()
tgt_hips_rest = tgt_rest[tgt_hips].translation.copy()
assign_action(src_arm, action)
f0, f1 = (int(round(v)) for v in action.frame_range)
baked = bpy.data.actions.new(clip_name)
assign_action(tgt_arm, baked)
for pb in tgt_arm.pose.bones:
pb.rotation_mode = "QUATERNION"
scene = bpy.context.scene
for frame in range(f0, f1 + 1):
scene.frame_set(frame)
dg = bpy.context.evaluated_depsgraph_get()
src_eval = src_arm.evaluated_get(dg)
smw = src_eval.matrix_world
desired = {}
for tgt_name, src_name in mapping.items():
if src_name not in src_eval.pose.bones or tgt_name not in tgt_rest_rot:
continue
pose_rot = (smw @ src_eval.pose.bones[src_name].matrix).to_quaternion()
delta = pose_rot @ src_rest_rot[src_name].inverted()
desired[tgt_name] = (yaw @ delta @ yaw_inv) @ tgt_rest_rot[tgt_name]
hips_head = None
if src_hips in src_eval.pose.bones:
moved = (smw @ src_eval.pose.bones[src_hips].matrix).translation
d = yaw @ ((moved - src_hips_rest) * scale)
if STRIP_ROOT_MOTION:
d.x = 0.0
d.y = 0.0 # gameplay code moves the body; keep the vertical bob
hips_head = tgt_hips_rest + d
basis = solve_pose(tgt_arm, order, tgt_rest, desired, tgt_hips, hips_head)
for name in mapping:
if name not in basis:
continue
pb = tgt_arm.pose.bones[name]
pb.rotation_quaternion = basis[name][1]
pb.keyframe_insert("rotation_quaternion", frame=frame)
if hips_head is not None:
pb = tgt_arm.pose.bones[tgt_hips]
pb.location = basis[tgt_hips][0]
pb.keyframe_insert("location", frame=frame)
assign_action(tgt_arm, None)
return baked
def assign_action(obj, action):
if not obj.animation_data:
obj.animation_data_create()
obj.animation_data.action = action
if action is None:
return
try: # Blender 4.4+ slotted actions
if not obj.animation_data.action_slot and len(action.slots):
obj.animation_data.action_slot = action.slots[0]
except (AttributeError, TypeError):
pass
def add_nla_clip(arm, action, name):
action.name = name
track = arm.animation_data.nla_tracks.new()
track.name = name
strip = track.strips.new(name, 0, action)
strip.name = name
track.mute = True
action.use_fake_user = True
# -------------------------------------------------------------------- sidecar
def _dominant_vertices(meshes, arm):
"""bone name -> world positions of the vertices it mostly owns.
"Mostly" as in holds the largest share — a vertex belongs to one bone for
the purpose of measuring what that bone covers, even though it is skinned
to several.
"""
out = defaultdict(list)
for m in meshes:
gname = {g.index: g.name for g in m.vertex_groups}
mw = m.matrix_world
for v in m.data.vertices:
best = None
for g in v.groups:
if best is None or g.weight > best.weight:
best = g
if best is not None and best.weight > 0.25:
out[gname.get(best.group, "")].append(mw @ v.co)
return out
def _bone_tip(arm, bone, chain, index, owned, fallback):
"""Where a bone effectively points, in its own rest space.
The next bone along when there is one. Otherwise the centroid of the
geometry this bone actually drives — which is the only real answer for
Taila's skirt, whose 21 panel bones export with no children and no usable
tail, so there is nothing in the skeleton to say which way a panel hangs.
"""
rest_world = arm.matrix_world @ arm.data.bones[bone].matrix_local
if index + 1 < len(chain):
nxt = arm.matrix_world @ arm.data.bones[chain[index + 1]].matrix_local
return rest_world.inverted() @ nxt.translation
pts = owned.get(bone, [])
if pts:
centroid = sum(pts, Vector((0.0, 0.0, 0.0))) / len(pts)
local = rest_world.inverted() @ centroid
# The centroid sits mid-panel, so the far edge is roughly twice out.
if local.length > 1e-4:
return local * 2.0
return fallback
def _leg_colliders(arm, roles, owned):
"""Capsules for the legs, sized from the body geometry itself.
The skirt has to be kept off the thighs, and a guessed radius either lets
it clip through or holds it out in a bell. The 70th percentile of how far a
leg bone's own vertices sit from its axis measures the actual limb.
"""
out = []
for role, child_role in (("thigh", "shin"), ("shin", "foot")):
for side in ("L", "R"):
name = roles.limb.get((role, side))
child = roles.limb.get((child_role, side))
if not name or not child:
continue
a = (arm.matrix_world @ arm.data.bones[name].matrix_local).translation
b = (arm.matrix_world @ arm.data.bones[child].matrix_local).translation
pts = owned.get(name, [])
if len(pts) < 8:
continue
radii = sorted(_seg_distance(p, a, b) for p in pts)
out.append({
"bone": name, "child": child,
"radius": round(radii[int(len(radii) * 0.7)], 4),
})
return out
def describe_rig(arm, roles, mapping, meshes):
"""Record what we worked out, so the runtime never re-guesses anatomy."""
names = set(b.name for b in arm.data.bones)
owned = _dominant_vertices(meshes, arm)
roles_out = {"hips": roles.hips, "head": roles.head, "neck": roles.neck,
"spine": list(roles.spine)}
for (role, side), name in roles.limb.items():
roles_out[f"{role}.{side}"] = name
driven = set(mapping)
chains = []
springy = {b.name: b for b in arm.data.bones
if b.name not in driven
and any(t in SPRING_CLASSES for t in tokens(b.name))}
for name, bone in springy.items():
if bone.parent is not None and bone.parent.name in springy:
continue # not the root of a chain
# One chain per leaf path, so each strand solves independently.
stack = [[name]]
while stack:
path = stack.pop()
kids = [c.name for c in arm.data.bones[path[-1]].children
if c.name in springy]
if not kids:
tips = []
fallback = Vector((0.0, 0.0, -0.06))
for i in range(len(path)):
t = _bone_tip(arm, path[i], path, i, owned, fallback)
tips.append([round(t.x, 5), round(t.y, 5), round(t.z, 5)])
fallback = t
chains.append({
"class": next((t for t in tokens(path[0])
if t in SPRING_CLASSES), "cloth"),
"root_parent": bone.parent.name if bone.parent else None,
"bones": path,
"tips": tips,
})
continue
for k in kids:
stack.append(path + [k])
# Twist bones only — a hair link is also `X.001`, but it is cloth, and
# listing it here would have the twist distributor and the spring solver
# both writing the same bone.
twist = []
for b in arm.data.bones:
if b.name in driven or is_cosmetic(b.name) or not is_segment_of(b.name, names):
continue
if b.parent is not None:
twist.append({"bone": b.name, "parent": b.parent.name,
"child": b.children[0].name if b.children else None})
return {"roles": roles_out, "chains": chains, "twist": twist,
"colliders": _leg_colliders(arm, roles, owned),
"weights_authored": _weights_look_authored(meshes, roles),
"driven_bones": sorted(driven)}
def _weights_look_authored(meshes, roles):
"""Were these weights painted, or solved by a nearest-bone fit?
The runtime decides from this whether to run its destructive load-time
weight repair, so it is MEASURED rather than inferred from which pipeline
branch ran — a model that arrives unrigged still goes through autorig and
out through this same tool, and must not be handed a sidecar that says its
weights are fine when they are not.
Two signatures, both taken from the shipped-vs-source comparison that
started this rework: the nearest-four-bones fit left 16% of vertices pulled
by BOTH legs and gave 86% of them the full four influences, where the
artist's own weights had 0.1% and 26%.
"""
legs = {}
for (role, side), name in roles.limb.items():
if role in ("thigh", "shin", "foot", "toe"):
legs[name] = -1 if side == "L" else 1
def side_of(group_name):
for name, s in legs.items():
if group_name == name or group_name.startswith(name + "."):
return s
return 0
total = 0
bleeding = 0
four = 0
for m in meshes:
gside = {g.index: side_of(g.name) for g in m.vertex_groups}
for v in m.data.vertices:
wl = wr = 0.0
n = 0
for g in v.groups:
if g.weight <= 0.005:
continue
n += 1
s = gside.get(g.group, 0)
if s == -1:
wl += g.weight
elif s == 1:
wr += g.weight
total += 1
if n >= 4:
four += 1
if wl > 0.005 and wr > 0.005:
bleeding += 1
if total == 0:
return False
authored = bleeding / total < 0.02 and four / total < 0.5
print(f"Weights: {bleeding} cross-leg ({bleeding / total * 100:.1f}%), "
f"{four / total * 100:.0f}% at four influences — "
f"{'authored' if authored else 'solved, runtime repair stays on'}")
return authored
# ------------------------------------------------------------------------ main
def main():
clear_scene()
print(f"Importing character {CHARACTER}")
# Normalise emissive-albedo materials FIRST. Blender honours
# KHR_materials_unlit and reads only base colour, so an unlit model with its
# texture in the emissive slot imports with no images at all and exports a
# black silhouette — there is no node graph left to repair afterwards.
import_any(gltf_fix.prepare(CHARACTER, tempfile.gettempdir()))
arms = [o for o in bpy.data.objects if o.type == "ARMATURE"]
if not arms:
print("ERROR: character has no armature. Rig it first (see docs/3D_ASSET_PIPELINE.md).")
sys.exit(1)
arm = max(arms, key=lambda a: len(a.data.bones))
meshes = skinned_meshes(arm)
if not meshes:
print("ERROR: no skinned meshes bound to the armature")
sys.exit(1)
for o in [o for o in bpy.data.objects if o.type == "MESH" and o not in meshes]:
print(f"Dropping unskinned prop mesh: {o.name}")
bpy.data.objects.remove(o, do_unlink=True)
print(f"Character: {len(arm.data.bones)} bones, {len(meshes)} meshes "
f"({sum(len(m.data.vertices) for m in meshes)} verts) — weights kept as authored")
strip_import_suffixes(arm, meshes)
for a in list(bpy.data.actions):
bpy.data.actions.remove(a) # the character's own clip is not ours
roles = RigRoles(arm)
missing = roles.missing_core()
if missing:
print(f"ERROR: could not identify these bones on the character rig: {missing}")
print("Resolved so far:\n" + roles.describe())
sys.exit(1)
rebuild_hierarchy(arm, roles)
flatten_and_scale(arm, meshes, TARGET_HEIGHT)
fix_unlit_materials(meshes)
roles = RigRoles(arm) # rest positions moved; re-read
library = os.path.join(ANIM_DIR, "_library.glb")
if not os.path.exists(library):
print(f"ERROR: animation library not found: {library}")
sys.exit(1)
before = set(bpy.data.objects)
before_actions = set(bpy.data.actions)
bpy.ops.import_scene.gltf(filepath=library)
new_objects = [o for o in bpy.data.objects if o not in before]
src_arm = next((o for o in new_objects if o.type == "ARMATURE"), None)
if not src_arm:
print("ERROR: no armature in the animation library")
sys.exit(1)
src_roles = RigRoles(src_arm)
mapping = build_map(src_roles, roles, OVERRIDES)
print("\nLibrary rig:\n" + src_roles.describe())
print("\nCharacter rig:\n" + roles.describe())
print(f"\nDriving {len(mapping)} of {len(arm.data.bones)} bones from the library; "
f"{len(arm.data.bones) - len(mapping)} left free for secondary motion.")
yaw = facing_correction(src_arm, src_roles, arm, roles)
src_h = (src_arm.matrix_world @ src_arm.data.bones[src_roles.hips].matrix_local).translation.z
tgt_h = (arm.matrix_world @ arm.data.bones[roles.hips].matrix_local).translation.z
scale = tgt_h / src_h if src_h > 1e-5 else 1.0
print(f"Hips height: library {src_h:.3f} m, character {tgt_h:.3f} m (scale {scale:.3f})")
if not arm.animation_data:
arm.animation_data_create()
for track in list(arm.animation_data.nla_tracks):
arm.animation_data.nla_tracks.remove(track)
merged = 0
for action in [a for a in bpy.data.actions if a not in before_actions]:
clip = LIBRARY_CLIP_MAP.get(action.name.split(".")[0])
if not clip:
continue
print(f" {action.name} -> {clip}")
baked = retarget_clip(src_arm, src_roles, arm, roles, mapping, action,
clip, yaw, scale)
add_nla_clip(arm, baked, clip)
merged += 1
if merged == 0:
print("ERROR: no clips retargeted")
sys.exit(1)
for o in new_objects:
bpy.data.objects.remove(o, do_unlink=True)
os.makedirs(os.path.dirname(os.path.abspath(OUTPUT)), exist_ok=True)
sidecar = os.path.splitext(OUTPUT)[0] + ".rig.json"
info = describe_rig(arm, roles, mapping, meshes)
with open(sidecar, "w", encoding="utf-8") as f:
json.dump(info, f, indent=2)
print(f"Wrote {os.path.basename(sidecar)}: {len(info['chains'])} cloth chains, "
f"{len(info['twist'])} twist bones, {len(info['colliders'])} leg colliders")
print(f"Merged {merged} clips. Exporting {OUTPUT}")
bpy.ops.export_scene.gltf(
filepath=OUTPUT,
export_format="GLB",
export_yup=True,
export_apply=False,
export_skins=True,
export_animations=True,
export_animation_mode="NLA_TRACKS",
# Export ONLY the bones the clips actually key. Baking every bone
# writes rest-pose tracks for the skirt and hair too, which triples the
# clip data and — worse — has the AnimationPlayer overwrite exactly the
# bones the spring solver is meant to own.
export_bake_animation=False,
export_optimize_animation_size=True,
# "keep_anim_armature" is what forces a track onto every bone whether
# or not the clip touches it. Off, so the skirt and hair export with no
# tracks at all and belong entirely to the spring solver.
export_optimize_animation_keep_anim_armature=False,
)
print("Done.")
main()
+320
View File
@@ -0,0 +1,320 @@
#!/usr/bin/env python3
"""
Work out which bone on one rig means the same thing as which bone on another.
This is the piece that lets us STOP throwing away a character's own skeleton.
The old pipeline discarded any foreign rig (tools/strip_rig.py) because
merge_animations.py retargeted by exact bone NAME, so a rig that named things
differently produced a rest-pose statue. Rebinding the mesh to the library
skeleton then destroyed everything an artist had done: per-part weights, skirt
and hair bone chains, limb twist bones. Solving the naming problem here is what
makes keeping the original rig possible.
Roles are resolved STRUCTURALLY wherever a name would lie:
* `hips` is the lowest common ancestor of both thighs and the head, not
whatever is called "hips". Rigify calls it `DEF-spine`; Mixamo calls it
`mixamorig:Hips`; both land on the same bone this way.
* The spine chain is walked from the hips upward, refusing to turn down a
limb or a cosmetic chain (hair/skirt/face). The bone it ends on is the
head. That matters because a stock Rigify rig has NO bone with "head" in
its name — the head is `DEF-spine.006`.
* Chains of different length are matched by normalised position along the
chain, so a 4-bone torso drives a 3-bone one and vice versa.
Only bones the CLIPS need are mapped. Everything else on the character rig —
skirt chains, hair chains, twist bones, face bones — is deliberately left
unmapped so it rests relative to its parent and is free to be driven by
secondary motion at runtime. That is the whole point: the locomotion library
animates the body, physics animates the cloth.
"""
import re
# Names that are never part of the body proper. Walking the spine must not turn
# down one of these, and they must never claim a limb role.
#
# Matched as whole NAME TOKENS, never as substrings. A plain `"ear" in name`
# test marks every `DEF-forearm.L` cosmetic — which silently cost both rigs
# their forearms and is exactly the class of bug this file exists to avoid.
COSMETIC = ("hair", "skirt", "cloth", "ribbon", "tail", "cape", "coat",
"scarf", "sleeve", "breast", "bust", "ear", "horn", "wing",
"face", "cheek", "nose", "mouth", "eye", "brow", "jaw", "tongue",
"teeth", "tooth", "lip", "chin", "accessory", "prop", "weapon",
"bell", "strap", "belt", "buckle", "feather", "antenna")
# role -> ordered alternative stems. Ordered because "leg" must not win before
# "upleg" has had its chance: Mixamo's LeftUpLeg is a thigh and its LeftLeg is
# a shin, so the more specific spelling has to be tested first.
LIMB_ROLES = {
"thigh": ("upleg", "upperleg", "thigh", "leg_upper", "upper_leg", "hip"),
"shin": ("lowerleg", "lowleg", "shin", "calf", "knee", "leg_lower", "leg"),
"foot": ("foot", "ankle"),
"toe": ("toebase", "toe", "ball"),
"shoulder": ("shoulder", "clavicle", "collar"),
"upper_arm": ("upperarm", "upper_arm", "arm_upper", "armupper", "arm"),
"forearm": ("forearm", "lowerarm", "lowarm", "arm_lower", "elbow"),
"hand": ("hand", "wrist"),
}
# Longest-first inside each role, so "upperarm" is tried before "arm".
LIMB_ORDER = ["toe", "foot", "shin", "thigh", "shoulder", "hand", "forearm", "upper_arm"]
_PREFIXES = re.compile(
r"^(def[-_]|org[-_]|mch[-_]|ctrl[-_]|mixamorig\d*[:_]|bip\d*[-_ ]|"
r"j_bip_[clr]_|j_sec_[clr]_|valvebiped\.|bone_|b_)", re.I)
# The glTF importer appends _<node index> to every bone name; strip it so
# `DEF-spine.006_2` reads as `DEF-spine.006`.
_GLTF_SUFFIX = re.compile(r"_\d+$")
def strip_gltf_suffix(name: str) -> str:
return _GLTF_SUFFIX.sub("", name)
def canon(name: str) -> str:
"""Bone name reduced to a comparable stem: no rig prefix, no separators."""
n = strip_gltf_suffix(name).lower()
while True:
stripped = _PREFIXES.sub("", n)
if stripped == n:
break
n = stripped
return re.sub(r"[^a-z0-9]", "", n)
def side_of(name: str):
"""'L', 'R' or None. Checked on the ORIGINAL name so `.L` survives."""
n = strip_gltf_suffix(name).lower()
if re.search(r"(^|[._\- ])l($|[._\- 0-9])", n) or "left" in n:
return "L"
if re.search(r"(^|[._\- ])r($|[._\- 0-9])", n) or "right" in n:
return "R"
return None
def tokens(name: str):
"""Name split into alphabetic words: `DEF-hair.L.001` -> def, hair, l."""
return [t for t in re.split(r"[^a-z]+", strip_gltf_suffix(name).lower()) if t]
def is_cosmetic(name: str) -> bool:
"""Whole-token match only — see the note on COSMETIC."""
return any(t in COSMETIC for t in tokens(name))
def is_segment_of(name: str, all_names: set) -> bool:
"""True for twist/segment bones like `DEF-upper_arm.L.001`.
Rigify subdivides a limb into a main bone plus numbered twist bones. Those
must never claim the limb's role — the clip would drive the twist bone and
the real limb would stay put. Detected by construction rather than by a
name list: strip a trailing `.001` and see whether the parent spelling is
itself a bone on this rig.
"""
base = strip_gltf_suffix(name)
m = re.match(r"^(.*)\.(\d{3})$", base)
if not m or m.group(2) == "000":
return False
stem = m.group(1)
return any(strip_gltf_suffix(n) == stem for n in all_names)
class RigRoles:
"""Resolved anatomy of one armature."""
def __init__(self, arm):
self.arm = arm
self.bones = {b.name: b for b in arm.data.bones}
self.names = set(self.bones)
self.limb = {} # ("thigh", "L") -> bone name
self.spine = [] # hips-exclusive chain, ordered, ending on the head
self.hips = None
self.head = None
self.neck = None
self._resolve_limbs()
self._resolve_spine()
# ---------------------------------------------------------------- limbs
def _resolve_limbs(self):
for name in self.names:
if is_cosmetic(name) or is_segment_of(name, self.names):
continue
side = side_of(name)
if side is None:
continue
stem = canon(name)
for role in LIMB_ORDER:
if (role, side) in self.limb:
continue
if any(alt.replace("_", "") in stem for alt in LIMB_ROLES[role]):
self.limb[(role, side)] = name
break
# ---------------------------------------------------------------- spine
def _resolve_spine(self):
"""Find the trunk as the LONGEST chain of non-limb, non-cosmetic bones.
Deliberately not "lowest common ancestor of the two thighs", which is
the obvious thing and is wrong on the rigs we actually get. A Rigify
DEF-rig exports its chain ROOTS parented straight to the armature root
(Rigify drives them by constraint, not by hierarchy), so on Taila the
thighs, shoulders, skirt and hair all hang off `rootJoint` and the LCA
is that root — which makes the hips the root bone and the spine one
bone long. Taking the longest trunk chain instead reads the same rig
correctly whether or not its hierarchy survived export.
"""
blocked = set(self.limb.values())
def candidate(name):
if name in blocked or is_cosmetic(name):
return False
return not any(t in ("root", "master", "armature", "scene", "rootjoint")
for t in tokens(name))
def walk(start):
chain = [start]
cur = self.bones[start]
while True:
nxt = [c for c in cur.children if candidate(c.name)]
if not nxt:
break
# If the walk forks, follow whichever branch reaches highest —
# the torso continues upward, a stray nub does not.
cur = max(nxt, key=self._branch_height)
chain.append(cur.name)
return chain
best = []
for name in self.names:
if not candidate(name):
continue
parent = self.bones[name].parent
if parent is not None and candidate(parent.name):
continue # not the base of a chain
chain = walk(name)
if len(chain) > len(best):
best = chain
if not best:
return
self.hips = best[0]
self.spine = best[1:]
if self.spine:
self.head = self.spine[-1]
named = [n for n in self.spine if "neck" in tokens(n)]
self.neck = named[0] if named else (
self.spine[-2] if len(self.spine) > 1 else None)
def _branch_height(self, bone):
"""How high this branch reaches, in WORLD space.
Measured on bone HEADS. glTF has no concept of a bone tail — joints are
just nodes — so the tails Blender's importer shows are synthesised, and
on Taila every skirt bone comes back with an identical 0.78 m tail.
Heads are the only authored positions here.
World space, not armature-local: the importer leaves the Y-up-to-Z-up
correction on the armature OBJECT, so a local-space test picked the
pelvis over the spine and the walk stopped one bone in.
"""
mw = self.arm.matrix_world
best = (mw @ bone.matrix_local.translation).z
for c in bone.children:
best = max(best, self._branch_height(c))
return best
# --------------------------------------------------------------- report
def missing_core(self):
need = [("thigh", "L"), ("thigh", "R"), ("shin", "L"), ("shin", "R"),
("foot", "L"), ("foot", "R"), ("upper_arm", "L"), ("upper_arm", "R"),
("forearm", "L"), ("forearm", "R"), ("hand", "L"), ("hand", "R")]
miss = [f"{r}.{s}" for r, s in need if (r, s) not in self.limb]
if not self.hips:
miss.append("hips")
if not self.head:
miss.append("head")
return miss
def describe(self):
lines = [f" hips {self.hips}", f" spine {' -> '.join(self.spine)}"]
for key in sorted(self.limb):
lines.append(f" {key[0]}.{key[1]:<10s} {self.limb[key]}")
return "\n".join(lines)
def _match_chains(src_chain, tgt_chain):
"""Pair up two ordered chains of possibly different length.
Each target bone takes the source bone nearest it in NORMALISED position,
so a 4-bone torso can be driven by a 3-bone one. Because the retarget
copies ABSOLUTE world orientation rather than composing local rotations,
two target bones sharing one source bone simply end up parallel — the chain
still finishes where the source says it does, it does not double the bend.
"""
pairs = []
if not src_chain or not tgt_chain:
return pairs
for i, tgt in enumerate(tgt_chain):
t = (i + 0.5) / len(tgt_chain)
j = min(range(len(src_chain)),
key=lambda k: abs((k + 0.5) / len(src_chain) - t))
pairs.append((src_chain[j], tgt))
return pairs
def build_map(src: RigRoles, tgt: RigRoles, overrides: dict = None) -> dict:
"""target bone name -> source bone name, for the core body only."""
mapping = {}
if src.hips and tgt.hips:
mapping[tgt.hips] = src.hips
# Split both spines at the neck so a head never drives a chest, then match
# torso-to-torso and neck-to-neck by position.
def split(roles):
chain = roles.spine
if not chain:
return [], [], None
head = chain[-1]
rest = chain[:-1]
if roles.neck and roles.neck in rest:
i = rest.index(roles.neck)
return rest[:i], rest[i:], head
return rest, [], head
s_torso, s_neck, s_head = split(src)
t_torso, t_neck, t_head = split(tgt)
for a, b in _match_chains(s_torso, t_torso):
mapping[b] = a
for a, b in _match_chains(s_neck or s_torso[-1:], t_neck):
mapping[b] = a
if s_head and t_head:
mapping[t_head] = s_head
for key, tgt_name in tgt.limb.items():
src_name = src.limb.get(key)
if src_name:
mapping[tgt_name] = src_name
# Fingers and anything else that happens to share a spelling: map by
# canonical stem + side. Cheap, and it makes a shared trigger-finger pose
# come across when both rigs have fingers.
src_by_stem = {}
for n in src.names:
src_by_stem.setdefault((canon(n), side_of(n)), n)
for n in tgt.names:
if n in mapping or is_cosmetic(n) or is_segment_of(n, tgt.names):
continue
hit = src_by_stem.get((canon(n), side_of(n)))
if hit:
mapping[n] = hit
if overrides:
for tgt_name, src_name in overrides.items():
if src_name is None:
mapping.pop(tgt_name, None)
else:
mapping[tgt_name] = src_name
return mapping
+14
View File
@@ -1,5 +1,19 @@
#!/usr/bin/env python3
"""
DEPRECATED — do not use. Kept only to explain what it did and why it was wrong.
This discarded a character's skeleton so autorig.py could refit the library one.
It "solved" a bone-NAMING problem by destroying the asset: on Taila it cost 21
skirt bones, ~50 hair bones, 8 limb twist bones, split 18 per-part meshes into
one blob, and turned 17 both-legs-at-once vertices into 2817. Every runtime
weight repair in characters/skin_leg_repair.gd exists to undo its output.
The naming problem is solved properly in tools/rig_map.py, which pairs two
skeletons by resolved ROLE instead of by name, so tools/retarget.py can move the
animation library onto a character's own rig and keep everything. Use that.
Original description follows.
Strip an existing rig from a character GLB so tools/autorig.py re-rigs it on
the animation-library skeleton.
-83
View File
@@ -1,83 +0,0 @@
#!/usr/bin/env python3
"""
Convert KHR_materials_unlit "emissive albedo" materials in a GLB to plain PBR.
Anime-style models often ship unlit: black baseColorFactor with the real
albedo in emissiveTexture. Blender's importer turns those into textureless
EMISSION node trees (the image is dropped), so everything downstream renders
pitch black. Rewriting the material JSON up front — baseColorTexture :=
emissiveTexture, white base factor, unlit/emissive stripped — gives every
tool in the pipeline a normal textured PBR model.
Usage: python tools/unlit_to_pbr.py <in.glb> <out.glb>
"""
import json
import struct
import sys
def main() -> None:
if len(sys.argv) < 3:
print("Usage: python tools/unlit_to_pbr.py <in.glb> <out.glb>")
sys.exit(1)
src, dst = sys.argv[1], sys.argv[2]
with open(src, "rb") as f:
data = f.read()
magic, version, _length = struct.unpack_from("<III", data, 0)
if magic != 0x46546C67:
print("ERROR: not a GLB file")
sys.exit(1)
offset = 12
json_chunk = None
other_chunks = []
while offset < len(data):
clen, ctype = struct.unpack_from("<II", data, offset)
chunk = data[offset + 8:offset + 8 + clen]
if ctype == 0x4E4F534A: # 'JSON'
json_chunk = chunk
else:
other_chunks.append((ctype, chunk))
offset += 8 + clen
doc = json.loads(json_chunk)
fixed = 0
for mat in doc.get("materials", []):
emis_tex = mat.get("emissiveTexture")
if emis_tex is None:
continue
pbr = mat.setdefault("pbrMetallicRoughness", {})
if "baseColorTexture" not in pbr:
pbr["baseColorTexture"] = emis_tex
pbr["baseColorFactor"] = [1.0, 1.0, 1.0, 1.0]
pbr.setdefault("metallicFactor", 0.0)
pbr["roughnessFactor"] = 1.0
mat.pop("emissiveTexture", None)
mat.pop("emissiveFactor", None)
exts = mat.get("extensions", {})
exts.pop("KHR_materials_unlit", None)
if not exts:
mat.pop("extensions", None)
fixed += 1
used = doc.get("extensionsUsed", [])
if "KHR_materials_unlit" in used:
used.remove("KHR_materials_unlit")
if not used:
doc.pop("extensionsUsed", None)
payload = json.dumps(doc, separators=(",", ":")).encode("utf-8")
payload += b" " * (-len(payload) % 4)
out = bytearray()
out += struct.pack("<II", len(payload), 0x4E4F534A) + payload
for ctype, chunk in other_chunks:
chunk = chunk + b"\x00" * (-len(chunk) % 4)
out += struct.pack("<II", len(chunk), ctype) + chunk
header = struct.pack("<III", 0x46546C67, version, 12 + len(out))
with open(dst, "wb") as f:
f.write(header + out)
print(f"Rewrote {fixed} unlit material(s) -> {dst}")
if __name__ == "__main__":
main()
+226
View File
@@ -0,0 +1,226 @@
#!/usr/bin/env python3
"""
Check a built character GLB against the things that have actually gone wrong.
Every assertion here corresponds to a real defect this project shipped, so a
green run means those specific failures are gone rather than that the file
merely loads:
CROSS-LEG BLEED A vertex pulled by both legs sits between them and stays
there while they separate, stretching every triangle around
it. The old nearest-bone rebind left 2817 of these on
Taila, worst at a dead 50/50 — the boots and thighs that
characters/skin_leg_repair.gd was written to patch at
runtime. Authored weights have none.
INFLUENCE SPREAD 86% of vertices carrying the full four influences is the
signature of K=4 Euclidean weighting, not of an artist.
Real weights are mostly one or two bones.
PART SPLIT One joined mesh means body, cloth and hair deform under one
rule. Separate meshes per material is what lets a thigh
stay solid while a skirt drapes.
ORPHAN CHAINS A Rigify DEF-rig exports its chain roots on the armature
root. If the rebuild missed one, that limb or strand floats
in place while the body moves.
CLIP MOTION A retarget that silently fails produces clips that exist
but never move — the rest-pose statue this pipeline has
produced before. Every clip must actually rotate the hips
and the legs.
CLOTH IS FREE Cloth bones must carry no keys, or the clips would fight
the spring solver for them.
Usage:
blender --background --python tools/verify_character.py -- <character.glb> [rig.json]
Exits non-zero if any check fails, so it can gate the pipeline.
"""
import bpy
import json
import os
import sys
from collections import defaultdict
argv = sys.argv
argv = argv[argv.index("--") + 1:] if "--" in argv else []
if not argv:
print(__doc__)
sys.exit(1)
PATH = argv[0]
SIDECAR = argv[1] if len(argv) > 1 else os.path.splitext(PATH)[0] + ".rig.json"
LEG_HINTS = ("thigh", "shin", "foot", "toe", "upleg", "calf")
failures = []
warnings = []
# Set from the sidecar. A model whose source had no skeleton at all has to go
# through autorig, and its weights are then a nearest-bone fit by construction —
# there is no better result to demand. The deformation checks still RUN and
# still print, so the cost is visible, but they cannot fail a build that had no
# alternative; SkinLegRepair covers those models at load time instead.
weights_authored = True
def check(ok, label, detail="", needs_authored_weights=False):
soft = needs_authored_weights and not weights_authored
tag = "PASS" if ok else ("WARN" if soft else "FAIL")
print(f" [{tag}] {label}" + (f"{detail}" if detail else ""))
if ok:
return
if soft:
warnings.append(f"{label}{detail}")
else:
failures.append(label)
def side_of(name):
n = name.lower()
if not any(h in n for h in LEG_HINTS):
return 0
if n.endswith(".l") or ".l." in n or "left" in n:
return -1
if n.endswith(".r") or ".r." in n or "right" in n:
return 1
return 0
if os.path.exists(SIDECAR):
with open(SIDECAR, "r", encoding="utf-8") as f:
weights_authored = bool(json.load(f).get("weights_authored", True))
bpy.ops.object.select_all(action="SELECT")
bpy.ops.object.delete()
bpy.ops.import_scene.gltf(filepath=PATH)
arms = [o for o in bpy.data.objects if o.type == "ARMATURE"]
if not arms:
print("FAIL: no armature")
sys.exit(1)
arm = max(arms, key=lambda a: len(a.data.bones))
meshes = [o for o in bpy.data.objects if o.type == "MESH" and o.vertex_groups]
print(f"\n=== {os.path.basename(PATH)}{len(arm.data.bones)} bones, "
f"{len(meshes)} meshes, {sum(len(m.data.vertices) for m in meshes)} verts ===\n")
# ---------------------------------------------------------------- deformation
total_bleed = 0
worst_bleed = 0.0
infl = defaultdict(int)
for m in meshes:
gside = {g.index: side_of(g.name) for g in m.vertex_groups}
for v in m.data.vertices:
wl = wr = 0.0
n = 0
for g in v.groups:
if g.weight <= 0.005:
continue
n += 1
s = gside.get(g.group, 0)
if s == -1:
wl += g.weight
elif s == 1:
wr += g.weight
infl[n] += 1
if wl > 0.005 and wr > 0.005:
total_bleed += 1
worst_bleed = max(worst_bleed, min(wl, wr) / (wl + wr))
nverts = sum(infl.values()) or 1
four = infl.get(4, 0) / nverts
# Not zero: a skirt hem genuinely spans both legs, and Taila's artist left 17
# such vertices (0.1%) on purpose. The failure mode being caught is the SOLVER
# signature — the nearest-bone rebind put 16% of the model in this state.
bleed_frac = total_bleed / nverts
check(bleed_frac < 0.005, "cross-leg blending is limited to draping cloth",
f"{total_bleed} verts ({bleed_frac * 100:.1f}%), worst minority share {worst_bleed:.2f}",
needs_authored_weights=True)
check(four < 0.5, "influences look authored, not solved",
f"{four * 100:.0f}% of verts carry 4 influences; spread {dict(sorted(infl.items()))}",
needs_authored_weights=True)
check(len(meshes) > 1, "model keeps its per-part meshes", f"{len(meshes)} meshes",
needs_authored_weights=True)
# ------------------------------------------------------------------- skeleton
def is_rootish(b):
return b is None or any(t in b.name.lower()
for t in ("root", "master", "armature"))
orphans = [b.name for b in arm.data.bones
if is_rootish(b.parent) and not is_rootish(b)]
check(len(orphans) <= 1, "every chain is attached to the body",
f"{len(orphans)} bones still on the armature root: {orphans[:6]}")
# ----------------------------------------------------------------------- clips
actions = {a.name: a for a in bpy.data.actions}
print(f"\n {len(actions)} clips: {', '.join(sorted(actions))}\n")
check(len(actions) >= 10, "the canonical clip set shipped", f"{len(actions)} clips")
def curves(action):
legacy = getattr(action, "fcurves", None)
if legacy is not None:
return list(legacy)
out = []
for layer in getattr(action, "layers", []):
for strip in layer.strips:
for cbag in getattr(strip, "channelbags", []):
out.extend(cbag.fcurves)
return out
def bone_of(path):
if 'pose.bones["' not in path:
return None
s = path.index('"') + 1
return path[s:path.index('"', s)]
cloth = set()
if os.path.exists(SIDECAR):
with open(SIDECAR, "r", encoding="utf-8") as f:
info = json.load(f)
for c in info.get("chains", []):
cloth.update(c["bones"])
print(f" sidecar: {len(info.get('chains', []))} cloth chains "
f"({len(cloth)} bones), {len(info.get('twist', []))} twist bones")
else:
warnings.append(f"no sidecar at {SIDECAR}")
# Clips whose legs MUST move. The library's Pistol_Idle_Loop and Pistol_Shoot
# are upper-body clips with genuinely static legs, so demanding leg motion from
# every clip fails on a correct build.
LOCOMOTION = {"Idle", "Walk", "Run", "Sprint", "Jump", "Fall", "Land",
"CrouchIdle", "CrouchWalk", "Dash"}
frozen = []
legless = []
keyed_cloth = set()
for name, action in sorted(actions.items()):
moved = defaultdict(float)
for fc in curves(action):
b = bone_of(fc.data_path)
if not b or len(fc.keyframe_points) < 2:
continue
if b in cloth:
keyed_cloth.add(b)
vals = [kp.co.y for kp in fc.keyframe_points]
moved[b] = max(moved[b], max(vals) - min(vals))
if max(moved.values(), default=0.0) < 0.005:
frozen.append(name)
legs = max((v for b, v in moved.items()
if any(h in b.lower() for h in ("thigh", "shin"))), default=0.0)
if name in LOCOMOTION and legs < 0.01:
legless.append(f"{name}({legs:.4f})")
check(not frozen, "no clip retargeted to a frozen rest pose",
f"frozen: {', '.join(frozen)}" if frozen else "")
check(not legless, "locomotion clips animate the legs",
f"static legs: {', '.join(legless)}" if legless else "")
check(not keyed_cloth, "cloth bones carry no animation keys",
f"{len(keyed_cloth)} keyed: {sorted(keyed_cloth)[:5]}")
print()
for w in warnings:
print(f" [WARN] {w}")
if failures:
print(f"\n{len(failures)} CHECK(S) FAILED: {failures}\n")
sys.exit(1)
print("\nAll checks passed.\n")