fix: re-export GLB with dense per-frame keyframes to prevent animation stripping

This commit is contained in:
2026-06-25 16:50:51 -04:00
parent 8415ceb926
commit b2e2ce2856
6 changed files with 229 additions and 898 deletions
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import bpy
import os
# Clear scene
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
# Import the existing Miku GLB
input_path = "/home/ai-agent/Papay-Shooter/assets/characters/skins/miku_rigged_animated.glb"
output_path = "/home/ai-agent/Papay-Shooter/assets/characters/skins/miku_proper_anim.glb"
bpy.ops.import_scene.gltf(filepath=input_path)
print("Imported GLB")
# Find the armature
armatures = [obj for obj in bpy.data.objects if obj.type == 'ARMATURE']
if not armatures:
print("ERROR: No armature found!")
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.
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
for frame in range(1, length_frames + 1):
bpy.context.scene.frame_set(frame)
rotations = bone_rotations_func(frame, length_frames)
for bone_name, euler in rotations.items():
if bone_name in armature.pose.bones:
bone = armature.pose.bones[bone_name]
bone.rotation_mode = 'XYZ'
bone.rotation_euler = euler
bone.keyframe_insert(data_path="rotation_euler", frame=frame)
return action
import math
# WALK: Per-frame keyframes (60 frames, 1 second)
def walk_fn(frame, length):
t = frame / length * math.pi * 2
return {
"LeftUpperLeg": (math.sin(t) * 1.0, 0, 0),
"RightUpperLeg": (math.sin(t + math.pi) * 1.0, 0, 0),
"LeftUpperArm": (math.sin(t + math.pi) * 0.7, 0, 0),
"RightUpperArm": (math.sin(t) * 0.7, 0, 0),
"Spine": (0, math.sin(t) * 0.2, 0),
}
create_anim_dense("Walk", walk_fn, 60)
print("Walk created (dense per-frame keyframes)")
# RUN: Faster (40 frames)
def run_fn(frame, length):
t = frame / length * math.pi * 2
return {
"LeftUpperLeg": (math.sin(t) * 1.3, 0, 0),
"RightUpperLeg": (math.sin(t + math.pi) * 1.3, 0, 0),
"LeftUpperArm": (math.sin(t + math.pi) * 1.0, 0, 0),
"RightUpperArm": (math.sin(t) * 1.0, 0, 0),
"Spine": (0, math.sin(t) * 0.3, 0),
}
create_anim_dense("Run", run_fn, 40)
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
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
}
create_anim_dense("Jump", jump_fn, 40)
print("Jump created")
# IDLE: Gentle breathing (60 frames)
def idle_fn(frame, length):
t = frame / length * math.pi * 2
return {
"Spine": (0, math.sin(t) * 0.5, 0),
"Head": (math.sin(t * 0.7) * 0.15, math.sin(t * 0.5) * 0.1, 0),
"LeftUpperArm": (math.sin(t) * 0.2, 0, math.sin(t * 0.5) * 0.5),
"RightUpperArm": (math.sin(t) * 0.2, 0, -math.sin(t * 0.5) * 0.5),
"Hips": (0, math.sin(t) * 0.15, 0),
}
create_anim_dense("Idle", idle_fn, 60)
print("Idle created")
# Remove all C_001 duplicates and original stripped actions
for action in list(bpy.data.actions):
if action.use_fake_user:
# Rename to clean names
if action.name == "Walk.001":
action.name = "Walk"
elif action.name == "Run.001":
action.name = "Run"
elif action.name == "Jump.001":
action.name = "Jump"
elif action.name == "Idle.002":
action.name = "Idle"
else:
bpy.data.actions.remove(action)
print(f"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
bpy.context.scene.render.fps = 60
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,
export_optimize_animation_size=False,
)
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!")