#!/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 -- \ [--height 1.75] [--keep-root-motion] Writes .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 math 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"} def spring_class(name): """Which secondary-motion class this bone belongs to, or None. Whole token first, then a SHORT positional suffix — the same rule as rig_map.is_cosmetic, and it must be the same rule, because a bone that reads as cosmetic there and as nothing here is left out of every chain and its geometry never moves. DANDADAN's hair is HairFL / HairFR / HairF_Top, which tokenise to "hairfl" and matched no class at all: she imported with six chains, all of them her bust, and not one strand of hair. """ for t in tokens(name): if t in SPRING_CLASSES: return t for c in SPRING_CLASSES: if len(t) - len(c) <= 2 and t.startswith(c) and len(t) > len(c): return c return None # --------------------------------------------------------------------- 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, roles=None): """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() # STAND THE CHARACTER UP before measuring anything. # # The scale below normalises the bounding box along Z because Z is up in # Blender. For a model that arrives lying along another axis that measures # the character's THICKNESS — about 0.25 m — so it gets scaled by ~7 and left # on its back. One assumption, both symptoms, and invisible afterwards # because the exporter maps Blender Z to glTF Y: "is the height 1.75" comes # out true on a character who is 7.5 m tall lying down. # # Which way is up is not a convention to assume, it is a property of the # skeleton: the head is above the hips. Snapped to the nearest axis rather # than aligned exactly, so a character with a slight lean in their rest pose # is stood up, not straightened. # Measured from the FEET to the HIPS, not from the hips to the head. # # The head is not a reliable landmark. The spine walk ends on whatever the # last non-cosmetic bone in the chain is, and on a rig with a facial skeleton # that can be a bone sitting BELOW the hips — which points this vector # downwards and stands the character neatly on her head. Momo did exactly # that. Feet cannot be mistaken: they are the bottom of a standing character # on every rig, and foot.L/R resolve on every source met so far. if roles is not None and roles.hips: hips_b = arm.data.bones.get(roles.hips) feet = [arm.data.bones.get(roles.limb.get(("foot", s), "")) for s in ("L", "R")] feet = [f for f in feet if f] ref = None if feet: ref = sum((f.head_local for f in feet), Vector()) / len(feet) elif roles.head and arm.data.bones.get(roles.head): # No feet — fall back to the head, and accept the risk above. ref = hips_b.head_local - ( arm.data.bones[roles.head].head_local - hips_b.head_local) if hips_b and ref is not None: d = hips_b.head_local - ref k = max(range(3), key=lambda i: abs(d[i])) src = Vector((0.0, 0.0, 0.0)) src[k] = 1.0 if d[k] > 0 else -1.0 up = Vector((0.0, 0.0, 1.0)) if src.dot(up) < 0.999: axis = src.cross(up) if axis.length < 1e-6: axis = Vector((1.0, 0.0, 0.0)) # upside down R = Matrix.Rotation(src.angle(up), 4, axis.normalized()) for obj in [arm] + meshes: obj.matrix_world = R @ obj.matrix_world apply_all() print(f"Stood the character up: feet->hips ran along " f"{'XYZ'[k]}{'+' if d[k] > 0 else '-'}, rotated to Z+") 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, min_weight=0.25): """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. `min_weight` is how strongly a vertex must belong to its bone to count. The collider pass raises it: a vertex split 0.3/0.3/0.4 across hip, thigh and glute is a BLEND, and letting those in put the hip flare back into the thigh's band samples — the fitted capsule came out 0.18 m at the head. """ 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 > min_weight: 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 _hull_samples(arm, bone, owned, limit=10): """A few points spread across the geometry a cloth bone actually drives, in that bone's own rest space. The runtime collides THESE, not points along the bone. A skirt panel is a wide sheet hanging off a single stick from the waist, so keeping the stick out of the thigh is nearly meaningless: measured over a movement sweep, the bones were clear by ~1 mm while the leg was 85 mm inside the skirt MESH with 190 vertices swallowed. Chosen by farthest-point sampling so the handful of points spans the panel (edges, hem, middle) instead of clustering wherever the mesh is dense. """ pts = owned.get(bone, []) if len(pts) < 4: return [] inv = (arm.matrix_world @ arm.data.bones[bone].matrix_local).inverted() local = [inv @ p for p in pts] picked = [max(local, key=lambda v: v.length)] while len(picked) < min(limit, len(local)): far = max(local, key=lambda v: min((v - q).length for q in picked)) if min((far - q).length for q in picked) < 1e-4: break picked.append(far) return [[round(v.x, 5), round(v.y, 5), round(v.z, 5)] for v in picked] # How far off the skin a garment sits — its own thickness, plus the fact that # cloth drapes over a limb rather than being painted onto it. CLOTH_CLEARANCE = 0.008 def _pct(sorted_values, p): """Value at percentile `p` of an already-sorted list.""" i = int(round(p * (len(sorted_values) - 1))) return sorted_values[max(0, min(len(sorted_values) - 1, i))] def _body_points(meshes): """Every skinned vertex that is NOT cloth, in world space. The waist lid is sized from these. Including the garment measured the skirt itself — a 0.24 m radius that would have held it out in a bell. """ out = [] 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: cloth_w = sum(g.weight for g in v.groups if spring_class(gname.get(g.group, ""))) if cloth_w < 0.35: out.append(mw @ v.co) return out def _leg_colliders(arm, roles, owned, body_pts=None): """TAPERED 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. Three things the obvious version got wrong, all measured on Taila: * A limb is not a cylinder. Her thigh is ~0.10 m across at the hip and ~0.055 m just above the knee, so one radius is either too fat at the knee or too thin at the hip. Head and tail radii are stored separately and interpolated at runtime. * A leg's own vertices are not the leg. Most of the thigh belongs to the TWIST bone (`DEF-thigh.L.001`); what is left dominated by `DEF-thigh.L` is mostly the hip flare, which measured a 0.154 m radius — a 30 cm thigh. Twist children are folded in. * Neither a low percentile nor a high one works on a POOLED bucket. The 70th tracked that flare; the median then left half the limb's surface outside its own collider, so cloth pushed out to it was clear of the capsule while the thigh was visibly through it in the render; and the 88th over-measured the shaft by 30% because the top bucket still holds the hip. Measured per band along the bone instead and fitted as the line it actually is, dropping the contaminated end bands. * Garments have thickness and hang OFF a leg rather than painted onto it, so a small clearance is added on top. Without it the cloth's rest state is exactly tangent to the limb and every frame is a contact. """ names = set(b.name for b in arm.data.bones) out = [] # A LID across the waist first. # # Magica Cloth 2's skirt guide is blunt about this: put "one big sphere # collider on your waist", because it "acts as a lid that prevents particles # in the skirt from slipping into the body". Leg capsules alone only stop # cloth going through a thigh — nothing stops a panel being swung INWARD # between the legs and ending up inside the pelvis, which is where several # of the worst contacts here were sitting. trunk = [roles.hips] + [n for n in roles.spine if n != roles.hips] if len(trunk) >= 2 and trunk[0] in names and trunk[1] in names: a = (arm.matrix_world @ arm.data.bones[trunk[0]].matrix_local).translation b = (arm.matrix_world @ arm.data.bones[trunk[1]].matrix_local).translation # Sized from the geometry that actually surrounds the pelvis, not from # the hip bone's own vertices: on a Rigify rig the hips own almost # nothing (2 vertices here, and spine.001 none) because the torso # belongs to spine.002, so there is nothing there to measure. ab = b - a d2 = ab.dot(ab) pts = [] if d2 > 1e-9: for p in (body_pts or []): t = (p - a).dot(ab) / d2 if 0.0 <= t <= 1.0: pts.append(p) if len(pts) >= 12: rr = sorted(_seg_distance(p, a, b) for p in pts) # 60th percentile, not the 90th used for limbs: the lid only has to # stop cloth being swung INTO the body. Sized to the widest thing # near the hips it would hold the whole skirt out in a bell. r = _pct(rr, 0.60) + CLOTH_CLEARANCE out.append({ "bone": trunk[0], "child": trunk[1], "from": 0.0, "radius_head": round(r, 4), "radius_tail": round(r, 4), "radius": round(r, 4), # A lid is something to stay OUT of, not a limb to be carried by. "lid": True, }) 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 ab = b - a d2 = ab.dot(ab) if d2 < 1e-9: continue # This bone plus any twist segment hanging off it — together they # are the limb. pts = list(owned.get(name, [])) for other in names: if other != name and other.startswith(name + ".") \ and is_segment_of(other, names): pts.extend(owned.get(other, [])) if len(pts) < 12: continue # A limb is a TAPER, so measure it as one. Ten bands along the # bone, the 90th percentile radius in each, and a least-squares # line through them. Two pooled buckets could not do this: the top # bucket is contaminated by the hip flare and the bottom one by the # knee and boot, so whatever percentile was chosen came out wrong # at one end or the other — a median under-measured the limb by # half its surface, and a high percentile over-measured it by 30% # along the whole shaft. The two end bands are dropped for exactly # that reason; the fit extrapolates back through them. bands = [[] for _ in range(10)] for p in pts: t = max(0.0, min(1.0, (p - a).dot(ab) / d2)) bands[min(int(t * 10.0), 9)].append(_seg_distance(p, a, b)) samples = [] for k in range(1, 9): if len(bands[k]) < 3: continue bands[k].sort() samples.append(((k + 0.5) / 10.0, _pct(bands[k], 0.90))) if len(samples) < 3: continue n = len(samples) mt = sum(t for t, _ in samples) / n mr = sum(r for _, r in samples) / n den = sum((t - mt) ** 2 for t, _ in samples) slope = sum((t - mt) * (r - mr) for t, r in samples) / den if den > 1e-9 else 0.0 head = mr + slope * (0.0 - mt) + CLOTH_CLEARANCE tail = mr + slope * (1.0 - mt) + CLOTH_CLEARANCE # A limb never widens toward the joint below it, and a fit through # noisy bands occasionally says otherwise. tail = max(0.01, min(tail, head)) head = max(head, tail) # The capsule starts BELOW the hip joint. # # The top of a thigh is not a free limb, it is the hip, and it is # buried inside the body the skirt hangs from. Colliding against it # asks the solver for something it cannot do: those cloth points sit # 20-30 mm from their own bone's head, and rotating a bone moves a # point near its pivot by almost nothing — measured, 24 mm of lever # against 86 mm of overlap, where the most any rotation can achieve # is twice the lever. The solver spent all six passes saturated at # its per-pass cap and still left 60-90 mm. # # Only the sphere cap buried in the pelvis is cut. The upper thigh # itself stays covered, because the runtime can also SHIFT a chain # bodily (SpringBones.PUSH_MAX) and a shift does not care how much # lever the bone has: rotation handles the contacts with leverage, # translation handles the ones without. Trimming 30% instead of 10% # stopped the solver even trying across the top of the thigh, and # that band is exactly what then showed through the skirt. head_t = 0.10 out.append({ "bone": name, "child": child, "from": head_t, "radius_head": round(head + (tail - head) * head_t, 4), "radius_tail": round(tail, 4), # Kept so an older runtime still gets a usable single radius. "radius": round(tail, 4), }) return out def _cloth_neighbours(meshes, cloth_names): """bone -> {neighbouring bone: how strongly they share the same mesh}. Two cloth bones are neighbours when the SAME VERTICES are weighted to both. That is the only definition that matters here: a vertex driven half by one skirt panel and half by the next is the piece of mesh that has to absorb any difference between them, and linear-blend skinning absorbs it by pulling itself apart. Measured with debug/cloth_stretch_check.gd, adjacent panels taking drape shares of 0.85 and 0.48 stretched the edge between them to 3.3x its rest length — an 80 mm hole in the front of the skirt, which is the skirt "breaking" around the thigh rather than deforming over it. Adjacency by NAME or by rest distance would both be guesses; the artist already answered the question in the weights. """ shared = defaultdict(lambda: defaultdict(float)) for m in meshes: gname = {g.index: g.name for g in m.vertex_groups} for v in m.data.vertices: here = [(gname.get(g.group, ""), g.weight) for g in v.groups if gname.get(g.group, "") in cloth_names and g.weight > 0.05] for a_name, aw in here: for b_name, bw in here: if a_name != b_name: shared[a_name][b_name] += aw * bw return {a: dict(d) for a, d in shared.items()} 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 spring_class(b.name)} neighbours = _cloth_neighbours(meshes, set(springy)) 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 = [] hulls = [] 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)]) hulls.append(_hull_samples(arm, path[i], owned)) fallback = t chains.append({ "class": spring_class(path[0]) or "cloth", "root_parent": bone.parent.name if bone.parent else None, "bones": path, "tips": tips, "hulls": hulls, # Which other cloth bones share mesh with each of these, # so the runtime can stop neighbours drifting apart. See # _cloth_neighbours. "neighbours": [neighbours.get(n, {}) for n in path], }) 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, _dominant_vertices(meshes, arm, min_weight=0.6), _body_points(meshes)), "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) subdivide_cloth_panels(arm, meshes, roles) unbind_cloth_from_legs(arm, meshes, roles) flatten_and_scale(arm, meshes, TARGET_HEIGHT, roles) 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 kept_clips = set() 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) kept_clips.add(clip) merged += 1 if merged == 0: print("ERROR: no clips retargeted") sys.exit(1) # Drop anything animated that we did not put here. # # Clearing bpy.data.actions before the library import is not enough: a # character can carry its own clip in an NLA track that survives, and it is # then exported alongside ours. `hikari` shipped two — " Girl|Loli Anime # GirlAction" — which are keyed for a rig that no longer exists after the # retarget, so they export as frozen rest-pose statues and the build fails a # check that is right to fail it. # Across EVERY object, not just the armature we retargeted onto. The export # runs in NLA_TRACKS mode, so anything sitting in an NLA track anywhere in # the file ships — including a second armature the model happened to carry, # which is where hikari's two were hiding. def _strip_foreign(ad): if ad is None: return for track in list(ad.nla_tracks): if not any(st.action and st.action.name in kept_clips for st in track.strips): ad.nla_tracks.remove(track) if ad.action is not None and ad.action.name not in kept_clips: ad.action = None for obj in list(bpy.data.objects): _strip_foreign(obj.animation_data) if obj.type == "MESH" and obj.data.shape_keys: _strip_foreign(obj.data.shape_keys.animation_data) for a in list(bpy.data.actions): if a.name not in kept_clips: a.use_fake_user = False bpy.data.actions.remove(a) print(f"Kept {len(kept_clips)} clips; dropped everything else") 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.") def subdivide_cloth_panels(arm, meshes, roles, segments=4): """Split single-bone cloth panels into a CHAIN so they can bend. A skirt panel modelled as one rigid bone off the waist cannot ride up over a thigh, because riding up is a FOLD: the top of the panel stays at the waist while the lower part lifts. One bone can only rotate the whole sheet about the waist, so the hem swings forward while the middle stays put and the thigh comes straight through it. No amount of collision or drape strength fixes that — the degree of freedom does not exist. Taila's skirt is 21 such bones (see rebuild_hierarchy: the panels export flat, and their real 3-segment chains are not recoverable from the file). So the segments are BUILT here: each panel bone gains `segments - 1` children strung along the direction it actually covers, and the vertices it drives are handed to whichever segment spans them. The runtime spring solver already treats chains properly, so the lower segment can lift over the leg while the top stays anchored. SIX segments, not three. Magica Cloth 2's skirt guide: "if the bone position deviates from the shape of the skirt, or if the bones are spaced too far apart, the accuracy of collision detection will be significantly reduced." That is measurable here — a collision is resolved by ROTATING a bone, which moves a point at most twice its distance from that bone's head, and with three segments the front panels had contacts sitting 10-48 mm from their own pivot against a thigh 100 mm inside them. No amount of tuning can clear that; the pivot has to be closer to the contact. Runs before flatten_and_scale, in the source's own units. """ owned = _dominant_vertices(meshes, arm) panels = [] for bone in arm.data.bones: if not is_cosmetic(bone.name): continue cls = spring_class(bone.name) if cls is None or cls == "hair": continue if bone.children: continue # already a chain — the artist's own topology wins pts = owned.get(bone.name, []) if len(pts) < 12: continue rest = arm.matrix_world @ bone.matrix_local tip = _bone_tip(arm, bone.name, [bone.name], 0, owned, Vector((0.0, 0.0, -0.06))) if tip.length < 1e-4: continue panels.append((bone.name, rest, tip)) if not panels: return 0 bpy.context.view_layer.objects.active = arm bpy.ops.object.mode_set(mode="EDIT") eb = arm.data.edit_bones made = {} for name, rest, tip_local in panels: parent = eb[name] head = parent.head.copy() step = (rest.to_3x3() @ tip_local) / segments chain = [name] prev = parent for s in range(1, segments): seg = eb.new("%s.seg%d" % (name, s)) seg.head = head + step * s seg.tail = head + step * (s + 1) seg.parent = prev seg.use_connect = False prev = seg chain.append(seg.name) parent.tail = head + step made[name] = chain bpy.ops.object.mode_set(mode="OBJECT") # Spread each vertex across the TWO nearest segments, so the panel bends # where the geometry is and the mesh stays continuous while it does. # # Handing every vertex to exactly one segment puts a hard cut through the # sheet: the vertices either side of a segment boundary are then driven # 100% by different bones, and the moment those bones rotate apart the mesh # opens along that line. Measured with debug/cloth_stretch_check.gd over a # movement sweep, an edge inside DEF-skirt.L.003 grew 270 mm — 11.7x its own # rest length. That is the skirt visibly BREAKING around a thigh instead of # stretching over it, and it looks nothing like a collision bug. # # Weighting to the two nearest segment CENTRES instead makes the transition # linear, which is the same trick that stops a limb tearing at an elbow. for m in meshes: for name, chain in made.items(): vg = m.vertex_groups.get(name) if vg is None: continue groups = [vg] + [m.vertex_groups.new(name=n) for n in chain[1:]] rest = arm.matrix_world @ arm.data.bones[name].matrix_local origin = rest.translation axis = (rest.to_3x3() @ _bone_tip( arm, name, [name], 0, owned, Vector((0.0, 0.0, -0.06)))) span = axis.length if span < 1e-5: continue axis = axis / span mw = m.matrix_world for v in m.data.vertices: w = 0.0 for g in v.groups: if g.group == vg.index: w = g.weight if w <= 0.0: continue t = max(0.0, min(1.0, (mw @ v.co - origin).dot(axis) / span)) # Position measured in segment-CENTRE space: the ends of the # panel sit on one segment outright, everything between is a # blend of the two it lies between. u = t * segments - 0.5 lo = int(math.floor(u)) f = u - lo if lo < 0: lo, f = 0, 0.0 elif lo >= segments - 1: lo, f = segments - 1, 0.0 groups[0].remove([v.index]) if w * (1.0 - f) > 1e-5: groups[lo].add([v.index], w * (1.0 - f), "REPLACE") if f > 1e-5: groups[lo + 1].add([v.index], w * f, "REPLACE") print(f"Subdivided {len(made)} cloth panels into {segments} segments each") return len(made) def unbind_cloth_from_legs(arm, meshes, roles): """Take the LIMBS out of any vertex the cloth chains own. A source model auto-weighted in Rigify leaves a band of skirt vertices partly weighted to the thigh, and the vertices immediately next to them not at all. Nothing about that is smooth: when the thigh swings, one vertex follows it and its neighbour does not, and the mesh splits along the join. Measured with debug/cloth_stretch_check.gd during a slide, two adjacent front-panel vertices — identical weights except that one carried DEF-thigh.L at 0.24 — pulled 80 mm apart, 3.3x their rest length. 0.24 of the thigh's ~0.35 m of travel is 84 mm, so that is the whole of it. On screen it is the skirt "breaking" around the thigh instead of stretching over it. Smoothing the field instead of deleting it does NOT work, and the arithmetic says why: differential motion is the weight GRADIENT times how far the limb travels. Holding an edge to under 10 mm against a thigh that moves 350 mm needs less than 0.03 of weight difference across it, and this skirt's edges are ~48 mm long, so the falloff would have to span most of the character. Tried it — a 1.7-radius falloff put 0.24 on one vertex and 0.00 on its neighbour and tore by 95 mm. Any leg weighting on this cloth tears. Which is the project's own rule anyway: cloth moves by spring bones, never by weights. Keeping the leg out of the weights is also what leaves the spring solver able to move these vertices at all — see the note below on bind_cloth_to_legs, which was this same mistake made deliberately. """ limbs = set() for (role, side), name in roles.limb.items(): if role not in ("thigh", "shin", "foot"): continue limbs.add(name) # ...and the twist segments hanging off them, which are the same limb. for b in arm.data.bones: if b.name != name and b.name.startswith(name + "."): limbs.add(b.name) cloth = set(b.name for b in arm.data.bones if any(t in SPRING_CLASSES for t in tokens(b.name))) if not limbs or not cloth: return 0 freed = 0 for m in meshes: gname = {g.index: g.name for g in m.vertex_groups} for v in m.data.vertices: cloth_w = 0.0 limb_w = 0.0 for g in v.groups: n = gname.get(g.group, "") if n in cloth: cloth_w += g.weight elif n in limbs: limb_w += g.weight # The cloth has to actually own the vertex. A thigh vertex with a # little skirt on it is a LEG and must keep following the leg. if limb_w <= 0.0 or cloth_w < 0.5 or cloth_w <= limb_w: continue scale = (cloth_w + limb_w) / cloth_w for g in list(v.groups): n = gname.get(g.group, "") if n in limbs: m.vertex_groups[g.group].remove([v.index]) elif n in cloth: m.vertex_groups[g.group].add( [v.index], min(1.0, g.weight * scale), "REPLACE") freed += 1 print(f"Freed {freed} cloth vertices from the legs they were skinned to") return freed # Cloth is NOT skinned to the legs. # # There was a bind_cloth_to_legs() here that gave every cloth vertex near a # thigh a share of that thigh, so the skirt would ride the leg the way a real # one does. It was written because the drape and collision in # characters/spring_bones.gd appeared to do nothing however hard they were # driven — and they did nothing because of two bugs since fixed there (the # drape rotated the spring's target but not the bone, so it cancelled out at # equilibrium; and the collision's answer was read back off the bone tip, which # discards the twist that is most of what lifts a sheet off a leg). # # With those fixed the binding is actively harmful. A vertex weighted 0.9 to a # thigh cannot be moved by its own cloth bone, so the solver loses the authority # to push it out of the leg — and the leg still overtakes it, because 0.9 of a # rotation always lags the surface doing 1.0 of it. It also poisoned the # collider measurement below: 2258 skirt vertices counted as thigh geometry and # fitted a 0.28 m thigh. # # Measured on the run cycle with debug/skirt_clip_view.gd, which paints cloth # magenta so leg-in-front-of-cloth is unambiguous: removing it made the frames # it was supposed to fix cleaner, not worse. main()