clean up stale test_level files (project uses LevelRuntime now)

This commit is contained in:
2026-06-25 17:12:58 -04:00
parent 1121a2f0ee
commit b23a307201
4 changed files with 11 additions and 160 deletions
+11 -33
View File
@@ -1,5 +1,5 @@
import bpy
import os
import math
# Clear scene
bpy.ops.object.select_all(action='SELECT')
@@ -19,18 +19,13 @@ if not armatures:
exit(1)
armature = armatures[0]
print(f"ARMature: {armature.name}, bones: {len(armature.data.bones)}")
# The key: we need to bake the animation with HIGH FPS and LARGE motion
# so the optimizer can't strip it.
print(f"Armature: {armature.name}, bones: {len(armature.data.bones)}")
# Switch to pose mode
bpy.context.view_layer.objects.active = armature
bpy.ops.object.mode_set(mode='POSE')
# Function to create an animation with PER-FRAME keyframes (can't be optimized away)
def create_anim_dense(name, bone_rotations_func, length_frames=60):
"""bone_rotations_func: callable(frame) -> dict of bone_name -> euler_tuple
Creates keyframes on EVERY frame to prevent Blender from optimizing."""
action = bpy.data.actions.new(name=name)
armature.animation_data.action = action
action.use_fake_user = True
@@ -47,8 +42,6 @@ def create_anim_dense(name, bone_rotations_func, length_frames=60):
return action
import math
# WALK: Per-frame keyframes (60 frames, 1 second)
def walk_fn(frame, length):
t = frame / length * math.pi * 2
@@ -61,7 +54,7 @@ def walk_fn(frame, length):
}
create_anim_dense("Walk", walk_fn, 60)
print("Walk created (dense per-frame keyframes)")
print("Walk created")
# RUN: Faster (40 frames)
def run_fn(frame, length):
@@ -80,14 +73,14 @@ print("Run created")
# JUMP: Single jump cycle (40 frames)
def jump_fn(frame, length):
t = frame / length
peak = max(0.0, 1.0 - abs(t - 0.5) * 3.0) # Sharp peak
peak = max(0.0, 1.0 - abs(t - 0.5) * 3.0)
return {
"LeftUpperArm": (-2.5 * peak, 0, -0.3 * peak),
"RightUpperArm": (-2.5 * peak, 0, 0.3 * peak),
"LeftUpperLeg": (-0.5 * peak, 0, 0),
"RightUpperLeg": (-0.5 * peak, 0, 0),
"Spine": (0.15 * peak, 0, 0),
"Hips": (0, 0.3 * peak, 0), # Bounce up
"Hips": (0, 0.3 * peak, 0),
}
create_anim_dense("Jump", jump_fn, 40)
@@ -107,10 +100,10 @@ def idle_fn(frame, length):
create_anim_dense("Idle", idle_fn, 60)
print("Idle created")
# Remove all C_001 duplicates and original stripped actions
# Remove original stripped actions, keep only our custom ones
for action in list(bpy.data.actions):
if action.use_fake_user:
# Rename to clean names
# Rename Blender's auto-suffixed names
if action.name == "Walk.001":
action.name = "Walk"
elif action.name == "Run.001":
@@ -122,10 +115,11 @@ for action in list(bpy.data.actions):
else:
bpy.data.actions.remove(action)
print(f"Actions: {[a.name for a in bpy.data.actions if a.use_fake_user]}")
print(f"Final actions: {[a.name for a in bpy.data.actions if a.use_fake_user]}")
# CRITICAL: Export with animation sampling at high rate to prevent optimization
# Export
bpy.context.scene.render.fps = 60
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.export_scene.gltf(
filepath=output_path,
@@ -139,20 +133,4 @@ bpy.ops.export_scene.gltf(
)
print(f"\nExported to {output_path}")
# Verify
bpy.ops.import_scene.gltf(filepath=output_path)
new_armatures = [obj for obj in bpy.data.objects if obj.type == 'ARMATURE']
if new_armatures:
new_ap = new_armatures[0]
new_ap.animation_data_create()
for action in bpy.data.actions:
if action.use_fake_user:
new_ap.animation_data.action = action
# Check motion
max_delta = max((action.frame_range[1] - action.frame_range[0]), 1)
# Check track count
track_count = len(action.fcurves) if hasattr(action, 'fcurves') else 0
print(f" {action.name}: {track_count} fcurves, {max_delta:.0f} frames")
print("Done!")