Feat/14 movement overhaul #20
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@@ -0,0 +1,320 @@
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#!/usr/bin/env python3
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"""
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Add animations to an already-rigged Miku GLB.
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Uses the existing skeleton and skin weights from the original model.
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Just adds new animation actions and re-exports.
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"""
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import bpy
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import sys
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import os
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import math
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argv = sys.argv
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if '--' in argv:
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argv = argv[argv.index('--') + 1:]
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input_path = argv[0] if len(argv) > 0 else ''
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output_path = argv[1] if len(argv) > 1 else ''
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if not input_path or not output_path:
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print("Usage: blender --background --python add_animations.py -- <input.glb> <output.glb>")
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sys.exit(1)
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# Clear scene
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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# Import the rigged GLB
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print(f"Importing {input_path}...")
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bpy.ops.import_scene.gltf(filepath=input_path)
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# Find armature and mesh
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armatures = [o for o in bpy.data.objects if o.type == 'ARMATURE']
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meshes = [o for o in bpy.data.objects if o.type == 'MESH' and o.name != 'Icosphere']
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if not armatures:
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print("ERROR: No armature found")
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sys.exit(1)
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arm = armatures[0]
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print(f"Armature: {arm.name} ({len(arm.data.bones)} bones)")
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# List existing bones
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for bone in arm.data.bones:
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parent = bone.parent.name if bone.parent else "ROOT"
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print(f" {bone.name:25s} parent={parent:25s} head={bone.head_local} tail={bone.tail_local}")
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# List meshes
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for m in meshes:
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print(f"Mesh: {m.name} ({len(m.data.vertices)} verts)")
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if m.parent:
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print(f" Parent: {m.parent.name} ({m.parent.type})")
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for mod in m.modifiers:
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if mod.type == 'ARMATURE':
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print(f" Armature mod: {mod.object.name if mod.object else 'None'}")
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# List existing animations
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print(f"\nExisting animations: {len(bpy.data.actions)}")
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for action in bpy.data.actions:
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print(f" {action.name} ({action.frame_range[0]:.0f}-{action.frame_range[1]:.0f})")
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# Check if armature has animation_data
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if arm.animation_data:
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print(f"\nArmature animation_data: action={arm.animation_data.action}")
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print(f" NLA tracks: {len(arm.animation_data.nla_tracks)}")
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for track in arm.animation_data.nla_tracks:
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print(f" Track: {track.name}")
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for strip in track.strips:
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print(f" Strip: {strip.name} ({strip.frame_start}-{strip.frame_end})")
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# Enter pose mode
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bpy.context.view_layer.objects.active = arm
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bpy.ops.object.mode_set(mode='POSE')
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# Get bone names for reference
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bone_names = [b.name for b in arm.data.bones]
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print(f"\nBone names: {bone_names}")
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# Define animation keyframes using the EXISTING bone names
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# The bones are: Hips, Spine, Chest, Neck, Head, LeftUpperArm, LeftLowerArm, LeftHand,
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# RightUpperArm, RightLowerArm, RightHand, LeftUpperLeg, LeftLowerLeg, LeftFoot,
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# RightUpperLeg, RightLowerLeg, RightFoot, neutral_bone
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def set_rest():
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for bone in arm.pose.bones:
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bone.location = (0, 0, 0)
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bone.rotation_euler = (0, 0, 0)
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bone.scale = (1, 1, 1)
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def key(bone_name, frame, loc=None, rot=None):
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bone = arm.pose.bones.get(bone_name)
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if not bone:
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return
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if loc:
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bone.location = loc
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bone.keyframe_insert(data_path="location", frame=frame)
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if rot:
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bone.rotation_mode = 'XYZ'
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bone.rotation_euler = rot
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bone.keyframe_insert(data_path="rotation_euler", frame=frame)
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# Idle
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print("\nCreating Idle...")
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action_idle = bpy.data.actions.new(name="Idle")
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arm.animation_data.action = action_idle
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action_idle.frame_range = (1, 30)
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set_rest()
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key("Spine", 1, rot=(0.02, 0, 0))
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key("Spine", 15, rot=(-0.02, 0, 0))
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key("Spine", 30, rot=(0.02, 0, 0))
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key("LeftUpperArm", 1, rot=(0, 0, 0.05))
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key("LeftUpperArm", 15, rot=(0, 0, -0.05))
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key("LeftUpperArm", 30, rot=(0, 0, 0.05))
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key("RightUpperArm", 1, rot=(0, 0, -0.05))
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key("RightUpperArm", 15, rot=(0, 0, 0.05))
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key("RightUpperArm", 30, rot=(0, 0, -0.05))
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# Walk
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print("Creating Walk...")
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action_walk = bpy.data.actions.new(name="Walk")
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arm.animation_data.action = action_walk
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action_walk.frame_range = (1, 24)
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set_rest()
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for f in range(1, 25):
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t = (f - 1) / 24
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phase = t * 2 * math.pi
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key("Hips", f, loc=(0, 0, abs(math.sin(phase * 2)) * 0.01))
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key("LeftUpperLeg", f, rot=(math.sin(phase) * 0.4, 0, 0))
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key("LeftLowerLeg", f, rot=(max(0, -math.sin(phase) * 0.3 + 0.2), 0, 0))
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key("RightUpperLeg", f, rot=(math.sin(phase + math.pi) * 0.4, 0, 0))
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key("RightLowerLeg", f, rot=(max(0, -math.sin(phase + math.pi) * 0.3 + 0.2), 0, 0))
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key("LeftUpperArm", f, rot=(-math.sin(phase) * 0.3, 0, 0.05))
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key("LeftLowerArm", f, rot=(-0.3 + max(0, math.sin(phase) * 0.2), 0, 0))
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key("RightUpperArm", f, rot=(-math.sin(phase + math.pi) * 0.3, 0, -0.05))
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key("RightLowerArm", f, rot=(-0.3 + max(0, math.sin(phase + math.pi) * 0.2), 0, 0))
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key("Spine", f, rot=(0, math.sin(phase) * 0.05, 0))
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# Run
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print("Creating Run...")
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action_run = bpy.data.actions.new(name="Run")
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arm.animation_data.action = action_run
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action_run.frame_range = (1, 20)
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set_rest()
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for f in range(1, 21):
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t = (f - 1) / 20
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phase = t * 2 * math.pi
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key("Hips", f, loc=(0, 0, abs(math.sin(phase * 2)) * 0.03))
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key("LeftUpperLeg", f, rot=(math.sin(phase) * 0.8, 0, 0))
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key("LeftLowerLeg", f, rot=(max(0.1, -math.sin(phase) * 0.6 + 0.3), 0, 0))
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key("RightUpperLeg", f, rot=(math.sin(phase + math.pi) * 0.8, 0, 0))
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key("RightLowerLeg", f, rot=(max(0.1, -math.sin(phase + math.pi) * 0.6 + 0.3), 0, 0))
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key("LeftUpperArm", f, rot=(-math.sin(phase) * 0.7, 0, 0.1))
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key("LeftLowerArm", f, rot=(-1.0 + max(0, math.sin(phase) * 0.3), 0, 0))
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key("RightUpperArm", f, rot=(-math.sin(phase + math.pi) * 0.7, 0, -0.1))
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key("RightLowerArm", f, rot=(-1.0 + max(0, math.sin(phase + math.pi) * 0.3), 0, 0))
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key("Spine", f, rot=(0.1, math.sin(phase) * 0.08, 0))
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# Jump
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print("Creating Jump...")
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action_jump = bpy.data.actions.new(name="Jump")
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arm.animation_data.action = action_jump
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action_jump.frame_range = (1, 20)
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set_rest()
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for f in range(1, 6):
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t = (f - 1) / 4
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key("Hips", f, loc=(0, 0, -t * 0.2))
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key("LeftUpperLeg", f, rot=(-t * 0.6, 0, 0))
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key("LeftLowerLeg", f, rot=(t * 1.0, 0, 0))
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key("RightUpperLeg", f, rot=(-t * 0.6, 0, 0))
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key("RightLowerLeg", f, rot=(t * 1.0, 0, 0))
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key("LeftUpperArm", f, rot=(0, 0, -t * 0.5))
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key("RightUpperArm", f, rot=(0, 0, t * 0.5))
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for f in range(6, 9):
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t = (f - 6) / 2
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key("Hips", f, loc=(0, 0, -0.2 + t * 0.2))
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key("LeftUpperLeg", f, rot=(-0.6 + t * 0.6, 0, 0))
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key("LeftLowerLeg", f, rot=(1.0 - t * 0.3, 0, 0))
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key("RightUpperLeg", f, rot=(-0.6 + t * 0.6, 0, 0))
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key("RightLowerLeg", f, rot=(1.0 - t * 0.3, 0, 0))
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key("LeftUpperArm", f, rot=(-t * 2.0, 0, -0.5 - t))
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key("RightUpperArm", f, rot=(-t * 2.0, 0, 0.5 + t))
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for f in range(9, 16):
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key("LeftUpperArm", f, rot=(-2.0, 0, -1.5))
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key("RightUpperArm", f, rot=(-2.0, 0, 1.5))
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key("LeftLowerArm", f, rot=(-0.2, 0, 0))
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key("RightLowerArm", f, rot=(-0.2, 0, 0))
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key("LeftUpperLeg", f, rot=(0.2, 0, 0))
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key("LeftLowerLeg", f, rot=(0.5, 0, 0))
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key("RightUpperLeg", f, rot=(0.1, 0, 0))
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key("RightLowerLeg", f, rot=(0.3, 0, 0))
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for f in range(16, 21):
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t = (f - 16) / 4
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key("Hips", f, loc=(0, 0, -t * 0.2))
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key("LeftUpperLeg", f, rot=(-t * 0.5, 0, 0))
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key("LeftLowerLeg", f, rot=(t * 0.8, 0, 0))
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key("RightUpperLeg", f, rot=(-t * 0.5, 0, 0))
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key("RightLowerLeg", f, rot=(t * 0.8, 0, 0))
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key("LeftUpperArm", f, rot=(-2.0 + t * 2.0, 0, -1.5 + t * 1.5))
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key("RightUpperArm", f, rot=(-2.0 + t * 2.0, 0, 1.5 - t * 1.5))
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# Crouch
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print("Creating Crouch...")
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action_crouch = bpy.data.actions.new(name="Crouch")
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arm.animation_data.action = action_crouch
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action_crouch.frame_range = (1, 1)
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set_rest()
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key("Hips", 1, loc=(0, 0, -0.4))
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key("Spine", 1, rot=(0.3, 0, 0))
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key("LeftUpperLeg", 1, rot=(-0.8, 0, 0))
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key("LeftLowerLeg", 1, rot=(1.4, 0, 0))
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key("RightUpperLeg", 1, rot=(-0.8, 0, 0))
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key("RightLowerLeg", 1, rot=(1.4, 0, 0))
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key("LeftUpperArm", 1, rot=(-0.5, 0, 0.2))
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key("RightUpperArm", 1, rot=(-0.5, 0, -0.2))
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# Death
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print("Creating Death...")
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action_death = bpy.data.actions.new(name="Death")
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arm.animation_data.action = action_death
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action_death.frame_range = (1, 30)
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set_rest()
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for f in range(1, 15):
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t = (f - 1) / 13
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key("Hips", f, loc=(0, 0, -t * 0.5), rot=(-t * 1.2, 0, t * 0.2))
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key("Spine", f, rot=(-t * 0.5, t * 0.3, 0))
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key("Chest", f, rot=(-t * 0.4, 0, 0))
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key("LeftUpperArm", f, rot=(t * 2.0, 0, -t * 0.5))
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key("RightUpperArm", f, rot=(t * 2.0, 0, t * 0.5))
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key("LeftUpperLeg", f, rot=(-t * 0.3, 0, 0))
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key("RightUpperLeg", f, rot=(-t * 0.3, 0, 0))
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for f in range(15, 31):
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t = (f - 15) / 15
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key("Hips", f, loc=(0, 0, -0.5 - t * 0.2), rot=(-1.2 - t * 0.5, 0.8 * (1 - t), 0.2 + t * 0.3))
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key("Spine", f, rot=(-0.7 - t * 0.3, 0.5 * (1 - t), 0))
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key("Chest", f, rot=(-0.6 - t * 0.2, 0, 0))
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key("LeftHand", f, rot=(t * 0.3, t * 0.5, -0.7 - t * 0.5))
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key("RightHand", f, rot=(t * 0.4, -t * 0.6, 0.8 + t * 0.4))
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print(f"\nTotal animations: {len(bpy.data.actions)}")
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for action in bpy.data.actions:
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print(f" {action.name} ({action.frame_range[0]:.0f}-{action.frame_range[1]:.0f})")
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# Switch to object mode
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bpy.ops.object.mode_set(mode='OBJECT')
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# Select all for export
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bpy.ops.object.select_all(action='DESELECT')
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arm.select_set(True)
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for m in meshes:
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m.select_set(True)
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bpy.context.view_layer.objects.active = arm
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# Export as GLB
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print(f"\nExporting to {output_path}...")
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bpy.ops.export_scene.gltf(
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filepath=output_path,
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export_format='GLB',
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export_apply=True,
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export_animations=True,
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export_animation_mode='ACTIONS',
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export_skins=True,
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export_yup=True,
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)
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print(f"Exported! {os.path.getsize(output_path)} bytes")
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# Patch skeleton reference
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import struct
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import json
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with open(output_path, 'rb') as f:
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data = f.read()
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json_len = struct.unpack('<I', data[12:16])[0]
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json_data = data[20:20+json_len]
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gltf = json.loads(json_data)
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nodes = gltf.get('nodes', [])
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skeleton_idx = None
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for i, n in enumerate(nodes):
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if n.get('name') == 'MikuRig':
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skeleton_idx = i
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break
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if skeleton_idx is not None:
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skins = gltf.get('skins', [])
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if skins:
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old = skins[0].get('skeleton')
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skins[0]['skeleton'] = skeleton_idx
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print(f"Set skeleton from {old} to {skeleton_idx}")
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new_json = json.dumps(gltf, separators=(',', ':')).encode('utf-8')
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while len(new_json) % 4 != 0:
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new_json += b' '
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bin_start = 20 + json_len
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bin_len = struct.unpack('<I', data[bin_start:bin_start+4])[0]
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new_length = 12 + 8 + len(new_json) + 8 + bin_len
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new_data = b'glTF'
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new_data += struct.pack('<I', 2)
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new_data += struct.pack('<I', new_length)
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new_data += struct.pack('<I', len(new_json))
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new_data += b'JSON'
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new_data += new_json
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new_data += data[bin_start:]
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with open(output_path, 'wb') as f:
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f.write(new_data)
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print(f"Final: {os.path.getsize(output_path)} bytes, {len(gltf.get('animations', []))} animations")
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print("=== Complete ===")
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+92
-16
@@ -1,6 +1,8 @@
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#!/usr/bin/env python3
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"""
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Auto-rig a humanoid mesh in Blender and add idle/run/walk/jump/crouch/death animations.
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Auto-rig a humanoid mesh in Blender and add animations.
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Handles multi-part meshes (body, hair, accessories) by separating loose parts,
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rigging only the body, and parenting everything to the same skeleton.
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Exports as GLB with proper skeleton for Godot.
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"""
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import bpy
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@@ -35,20 +37,20 @@ elif input_path.endswith('.fbx'):
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imported = bpy.context.selected_objects
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print(f"Imported {len(imported)} objects")
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# Find all mesh objects (skip Icosphere and other defaults)
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# Find all mesh objects
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meshes = [o for o in imported if o.type == 'MESH' and o.name != 'Icosphere']
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if not meshes:
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print("ERROR: No mesh found")
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sys.exit(1)
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# Join all meshes into one
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# Join all meshes into one first
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if len(meshes) > 1:
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bpy.context.view_layer.objects.active = meshes[0]
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bpy.ops.object.join()
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meshes = [bpy.context.active_object]
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mesh_obj = meshes[0]
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print(f"Mesh: {mesh_obj.name} ({len(mesh_obj.data.vertices)} verts)")
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print(f"Combined mesh: {mesh_obj.name} ({len(mesh_obj.data.vertices)} verts)")
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# Clean up mesh
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bpy.context.view_layer.objects.active = mesh_obj
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@@ -62,18 +64,69 @@ bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')
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mesh_obj.location = (0, 0, 0)
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# Scale to roughly 1.8m tall (check largest dimension)
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dims = mesh_obj.dimensions
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max_dim = max(dims.x, dims.y, dims.z)
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print(f"Original dimensions: {dims}")
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if max_dim > 0 and max_dim < 10: # Model is in meters, needs scaling
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if max_dim > 0 and max_dim < 10:
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target_height = 1.8
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scale = target_height / max_dim
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mesh_obj.scale = (scale, scale, scale)
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bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
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print(f"Scaled by {scale:.2f}x. New dims: {mesh_obj.dimensions}")
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# Now create a custom humanoid rig
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# Separate mesh into loose parts (body, hair, twintails, etc.)
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# This is key: we need to identify which vertices belong to the body vs hair/accessories
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print("\n=== Separating mesh into parts ===")
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bpy.context.view_layer.objects.active = mesh_obj
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.mesh.separate(type='LOOSE')
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bpy.ops.object.mode_set(mode='OBJECT')
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|
||||
# List separated parts
|
||||
parts = [o for o in bpy.context.selected_objects if o.type == 'MESH']
|
||||
print(f"Separated into {len(parts)} parts:")
|
||||
for p in parts:
|
||||
print(f" {p.name}: {len(p.data.vertices)} verts, dims={p.dimensions}")
|
||||
|
||||
# Identify the body part (largest by vertex count, roughly humanoid proportions)
|
||||
# The body should be the largest part with roughly humanoid proportions
|
||||
body_part = None
|
||||
hair_parts = []
|
||||
other_parts = []
|
||||
|
||||
for p in parts:
|
||||
verts = len(p.data.vertices)
|
||||
dims = p.dimensions
|
||||
height = max(dims.x, dims.y, dims.z)
|
||||
width = min(dims.x, dims.y, dims.z)
|
||||
|
||||
# Body: largest part, height > width, reasonable humanoid proportions
|
||||
if height > 0.5 and verts > 1000:
|
||||
if body_part is None or verts > len(body_part.data.vertices):
|
||||
if body_part:
|
||||
other_parts.append(body_part)
|
||||
body_part = p
|
||||
else:
|
||||
other_parts.append(p)
|
||||
else:
|
||||
hair_parts.append(p)
|
||||
|
||||
if not body_part:
|
||||
# Fallback: just use the largest part
|
||||
body_part = max(parts, key=lambda p: len(p.data.vertices))
|
||||
hair_parts = [p for p in parts if p != body_part]
|
||||
other_parts = []
|
||||
|
||||
print(f"\nBody: {body_part.name} ({len(body_part.data.vertices)} verts)")
|
||||
print(f"Hair/accessories: {[p.name for p in hair_parts]}")
|
||||
print(f"Other: {[p.name for p in other_parts]}")
|
||||
|
||||
# Delete non-body parts (hair, twintails, accessories) - they'll be parented to bones later
|
||||
# Actually, keep them but we won't skin them to the body bones
|
||||
all_non_body = hair_parts + other_parts
|
||||
|
||||
# Create the armature
|
||||
print("\n=== Creating Rig ===")
|
||||
bpy.ops.object.armature_add(enter_editmode=True, location=(0, 0, 0))
|
||||
armature = bpy.context.active_object
|
||||
@@ -88,7 +141,6 @@ for bone in armature.data.edit_bones:
|
||||
# Define humanoid skeleton (Mixamo-compatible names)
|
||||
# Blender is Z-up, so head is at higher Z
|
||||
bone_defs = [
|
||||
# (name, head_xyz, tail_xyz)
|
||||
("mixamorig:Hips", (0.09, 0.0, 0.95), (0.09, 0.0, 1.05)),
|
||||
("mixamorig:Spine", (0.09, 0.0, 1.05), (0.09, 0.0, 1.20)),
|
||||
("mixamorig:Spine1", (0.09, 0.0, 1.20), (0.09, 0.0, 1.35)),
|
||||
@@ -135,7 +187,6 @@ bones["mixamorig:RightUpLeg"].parent = bones["mixamorig:Hips"]
|
||||
bones["mixamorig:RightLeg"].parent = bones["mixamorig:RightUpLeg"]
|
||||
bones["mixamorig:RightFoot"].parent = bones["mixamorig:RightLeg"]
|
||||
|
||||
# Connect bones for visual clarity
|
||||
for name in ["mixamorig:Spine", "mixamorig:Spine1", "mixamorig:Spine2", "mixamorig:Neck",
|
||||
"mixamorig:Head", "mixamorig:LeftArm", "mixamorig:LeftForeArm", "mixamorig:LeftHand",
|
||||
"mixamorig:RightArm", "mixamorig:RightForeArm", "mixamorig:RightHand",
|
||||
@@ -144,17 +195,40 @@ for name in ["mixamorig:Spine", "mixamorig:Spine1", "mixamorig:Spine2", "mixamor
|
||||
bones[name].use_connect = True
|
||||
|
||||
print(f"Created {len(bones)} bones")
|
||||
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
|
||||
# Parent mesh to armature with automatic weights
|
||||
print("\n=== Skinning mesh ===")
|
||||
# Skin ONLY the body part to the armature with automatic weights
|
||||
print("\n=== Skinning body mesh ===")
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
mesh_obj.select_set(True)
|
||||
body_part.select_set(True)
|
||||
armature.select_set(True)
|
||||
bpy.context.view_layer.objects.active = armature
|
||||
bpy.ops.object.parent_set(type='ARMATURE_AUTO')
|
||||
print("Mesh parented with automatic weights")
|
||||
print(f"Body '{body_part.name}' parented with automatic weights")
|
||||
|
||||
# Parent hair/accessories to the armature (no skinning, just follow)
|
||||
# They'll move with the Head bone
|
||||
print("\n=== Parenting hair/accessories ===")
|
||||
for part in all_non_body:
|
||||
# Find the closest bone to this part's center
|
||||
part_center = part.location
|
||||
closest_bone = "mixamorig:Head" # Default to head for hair
|
||||
closest_dist = float('inf')
|
||||
|
||||
for bone_name, bone in bones.items():
|
||||
bone_head = armature.matrix_world @ bone.head
|
||||
dist = (part_center - bone_head).length
|
||||
if dist < closest_dist:
|
||||
closest_dist = dist
|
||||
closest_bone = bone_name
|
||||
|
||||
# Parent to armature with empty weights (just follow the bone)
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
part.select_set(True)
|
||||
armature.select_set(True)
|
||||
bpy.context.view_layer.objects_active = armature
|
||||
bpy.ops.object.parent_set(type='ARMATURE_NAME', keep_transform=True)
|
||||
print(f" '{part.name}' -> parented to '{closest_bone}'")
|
||||
|
||||
# Now create animations
|
||||
print("\n=== Creating animations ===")
|
||||
@@ -336,10 +410,12 @@ for action in bpy.data.actions:
|
||||
# Switch to object mode
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
|
||||
# Select for export
|
||||
# Select all for export
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
mesh_obj.select_set(True)
|
||||
armature.select_set(True)
|
||||
body_part.select_set(True)
|
||||
for part in all_non_body:
|
||||
part.select_set(True)
|
||||
bpy.context.view_layer.objects.active = armature
|
||||
|
||||
# Export as GLB
|
||||
|
||||
Reference in New Issue
Block a user