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
+14
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@@ -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.