#!/usr/bin/env python3 """ Check a built character GLB against the things that have actually gone wrong. Every assertion here corresponds to a real defect this project shipped, so a green run means those specific failures are gone rather than that the file merely loads: CROSS-LEG BLEED A vertex pulled by both legs sits between them and stays there while they separate, stretching every triangle around it. The old nearest-bone rebind left 2817 of these on Taila, worst at a dead 50/50 — the boots and thighs that characters/skin_leg_repair.gd was written to patch at runtime. Authored weights have none. INFLUENCE SPREAD 86% of vertices carrying the full four influences is the signature of K=4 Euclidean weighting, not of an artist. Real weights are mostly one or two bones. PART SPLIT One joined mesh means body, cloth and hair deform under one rule. Separate meshes per material is what lets a thigh stay solid while a skirt drapes. ORPHAN CHAINS A Rigify DEF-rig exports its chain roots on the armature root. If the rebuild missed one, that limb or strand floats in place while the body moves. CLIP MOTION A retarget that silently fails produces clips that exist but never move — the rest-pose statue this pipeline has produced before. Every clip must actually rotate the hips and the legs. CLOTH IS FREE Cloth bones must carry no keys, or the clips would fight the spring solver for them. Usage: blender --background --python tools/verify_character.py -- [rig.json] Exits non-zero if any check fails, so it can gate the pipeline. """ import bpy import json import os import sys from collections import defaultdict from mathutils import Vector argv = sys.argv argv = argv[argv.index("--") + 1:] if "--" in argv else [] if not argv: print(__doc__) sys.exit(1) PATH = argv[0] SIDECAR = argv[1] if len(argv) > 1 else os.path.splitext(PATH)[0] + ".rig.json" LEG_HINTS = ("thigh", "shin", "foot", "toe", "upleg", "calf") # Resolved bone roles from the sidecar — filled in below. Every check that needs # to know "which bones are the legs" asks THIS, not the name hints. # # The hints are a fallback for a build with no sidecar, and they are only ever # right for rigs that happen to spell things the way the library does. A VRoid # rig calls its thigh J_Bip_L_UpperLeg: no hint matches it, so the cross-leg # bleed check found no leg vertex groups at all and PASSED vacuously, and the # leg-motion check declared every locomotion clip static while the legs were in # fact animating perfectly. Two green-looking lies from one missing lookup. ROLE_LEGS = {"L": set(), "R": set()} failures = [] warnings = [] # Set from the sidecar. A model whose source had no skeleton at all has to go # through autorig, and its weights are then a nearest-bone fit by construction — # there is no better result to demand. The deformation checks still RUN and # still print, so the cost is visible, but they cannot fail a build that had no # alternative; SkinLegRepair covers those models at load time instead. weights_authored = True def check(ok, label, detail="", needs_authored_weights=False, advisory=False): soft = advisory or (needs_authored_weights and not weights_authored) tag = "PASS" if ok else ("WARN" if soft else "FAIL") print(f" [{tag}] {label}" + (f" — {detail}" if detail else "")) if ok: return if soft: warnings.append(f"{label} — {detail}") else: failures.append(label) def side_of(name): if name in ROLE_LEGS["L"]: return -1 if name in ROLE_LEGS["R"]: return 1 n = name.lower() if not any(h in n for h in LEG_HINTS): return 0 if n.endswith(".l") or ".l." in n or "left" in n: return -1 if n.endswith(".r") or ".r." in n or "right" in n: return 1 return 0 SIDECAR_INFO = {} if os.path.exists(SIDECAR): with open(SIDECAR, "r", encoding="utf-8") as f: SIDECAR_INFO = json.load(f) weights_authored = bool(SIDECAR_INFO.get("weights_authored", True)) _roles = SIDECAR_INFO.get("roles", {}) for _r in ("thigh", "shin", "foot", "toe"): for _s in ("L", "R"): _b = _roles.get(f"{_r}.{_s}") if _b: ROLE_LEGS[_s].add(_b) bpy.ops.object.select_all(action="SELECT") bpy.ops.object.delete() bpy.ops.import_scene.gltf(filepath=PATH) arms = [o for o in bpy.data.objects if o.type == "ARMATURE"] if not arms: print("FAIL: no armature") sys.exit(1) arm = max(arms, key=lambda a: len(a.data.bones)) meshes = [o for o in bpy.data.objects if o.type == "MESH" and o.vertex_groups] print(f"\n=== {os.path.basename(PATH)} — {len(arm.data.bones)} bones, " f"{len(meshes)} meshes, {sum(len(m.data.vertices) for m in meshes)} verts ===\n") # ---------------------------------------------------------------- deformation total_bleed = 0 worst_bleed = 0.0 infl = defaultdict(int) 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 infl[n] += 1 if wl > 0.005 and wr > 0.005: total_bleed += 1 worst_bleed = max(worst_bleed, min(wl, wr) / (wl + wr)) nverts = sum(infl.values()) or 1 four = infl.get(4, 0) / nverts # Not zero: a skirt hem genuinely spans both legs, and Taila's artist left 17 # such vertices (0.1%) on purpose. The failure mode being caught is the SOLVER # signature — the nearest-bone rebind put 16% of the model in this state. bleed_frac = total_bleed / nverts check(bleed_frac < 0.005, "cross-leg blending is limited to draping cloth", f"{total_bleed} verts ({bleed_frac * 100:.1f}%), worst minority share {worst_bleed:.2f}", needs_authored_weights=True) check(four < 0.5, "influences look authored, not solved", f"{four * 100:.0f}% of verts carry 4 influences; spread {dict(sorted(infl.items()))}", needs_authored_weights=True) # ADVISORY, not a gate. Several meshes is what we want — it is how body, cloth # and hair stay separable for materials, for the outline pass and for the cloth # solver's hull extraction — but the OUTPUT cannot tell "the pipeline joined # them" from "the artist authored one mesh". Quaternius' mannequin is a single # mesh on purpose and was failing a check about damage that had not happened. # # The join path leaves two signatures that ARE unambiguous, and both are hard # checks above: cross-leg weight bleed, and the 4-influences-everywhere spread # of a nearest-bone rebind. Those catch what this was standing in for. check(len(meshes) > 1, "model keeps its per-part meshes", f"{len(meshes)} mesh{'es' if len(meshes) != 1 else ''}" + (" — fine for a single-piece model; a costume should be several" if len(meshes) == 1 else ""), advisory=True) # ------------------------------------------------------------------- posture # # Is this character the right size and the right way up? # # Nothing asked before, and it is the single cheapest check in the file. The # scale step normalises the bounding box along Blender's Z because Z is up — for # a model that arrives lying along Y that measures the character's THICKNESS, so # it gets scaled by ~7 and left on its back. Three of seven shipped that way. # # The trap is that the normalised number always comes out right: the export maps # Blender Z to glTF Y, so "is the height 1.75" passes on a character who is # 7.5 m tall lying down. The real question is whether the axis that was # normalised is the one the SKELETON is tall along. # From the VERTICES, not from object.bound_box — that is cached and is still # stale immediately after an import, which quietly reported a 1.75 m character # as 1.18 m tall. lo = [1e9] * 3 hi = [-1e9] * 3 for m in meshes: mw = m.matrix_world for v in m.data.vertices: p = mw @ v.co for k in range(3): lo[k] = min(lo[k], p[k]) hi[k] = max(hi[k], p[k]) ext = [hi[k] - lo[k] for k in range(3)] up_axis = None _hips = arm.data.bones.get(SIDECAR_INFO.get("roles", {}).get("hips", "")) _head = arm.data.bones.get(SIDECAR_INFO.get("roles", {}).get("head", "")) if _hips and _head: d = [abs(_head.head_local[k] - _hips.head_local[k]) for k in range(3)] up_axis = d.index(max(d)) if up_axis is not None and max(ext) > 1e-4: tall = ext.index(max(ext)) others = [ext[k] for k in range(3) if k != up_axis] detail = ("%.2f m tall along %s, %.2f x %.2f m across" % (ext[up_axis], "XYZ"[up_axis], others[0], others[1])) # Against WORLD up (Blender Z), not against the widest axis. A model that has # been rotated as a whole is internally consistent — its spine IS its longest # axis — so comparing the two agrees with itself and catches nothing. The # question is whether the character stands up in the world the game runs in. check(up_axis == 2, "character stands up in world space", detail + ("" if up_axis == 2 else " — the spine runs along %s, not Z, so the character is " "lying down; whatever was normalised to the target height " "was not their height" % "XYZ"[up_axis])) check(max(others) < 2.5, "character is a plausible size", detail) check(1.2 < ext[up_axis] < 2.4, "character is a plausible height", detail) # --------------------------------------------------- reachable from the runtime # # The game looks these up to attach a weapon and to drive the pose layer. It used # to do it with hardcoded spellings, so four characters whose roles resolved # perfectly still could not hold a gun. The roles are the contract; if one the # runtime needs is missing from the sidecar, the character will be subtly broken # in a way no other check here can see. _roles = SIDECAR_INFO.get("roles", {}) if _roles: needed = ["hips", "head", "hand.R", "hand.L", "upper_arm.R", "upper_arm.L", "forearm.R", "forearm.L", "thigh.L", "thigh.R", "shin.L", "shin.R"] absent = [r for r in needed if not _roles.get(r) or _roles[r] not in arm.data.bones] check(not absent, "every role the runtime needs is resolved", "missing or unresolvable: %s" % absent) # ------------------------------------------------------------------- skeleton def is_rootish(b): if b is None: return True # Some production rigs call their weighted pelvis simply ``root``. The # role sidecar is the anatomical authority; treating that pelvis as a # disposable scene root falsely reports every attached limb as orphaned. if b.name == SIDECAR_INFO.get("roles", {}).get("hips"): return False return any(t in b.name.lower() for t in ("root", "master", "armature")) orphans = [b.name for b in arm.data.bones if is_rootish(b.parent) and not is_rootish(b)] root_names = {bone.name for bone in arm.data.bones} root_allowance = 2 if {"全ての親", "操作中心"}.issubset(root_names) else 1 check(len(orphans) <= root_allowance, "every chain is attached to the body", f"{len(orphans)} bones still on the armature root: {orphans[:6]}") # ----------------------------------------------------------------------- clips actions = {a.name: a for a in bpy.data.actions} print(f"\n {len(actions)} clips: {', '.join(sorted(actions))}\n") required_clips = { "Idle", "Walk", "Run", "Sprint", "Jump", "Fall", "Land", "CrouchIdle", "CrouchWalk", "Dash", "Slide", "RunForward", "RunBackward", "RunLeft", "RunRight", "StrafeWalkForward", "StrafeWalkBackward", "StrafeWalkLeft", "StrafeWalkRight", "WallRunLeft", "WallRunRight", "Grapple", } missing_clips = sorted(required_clips - actions.keys()) check(not missing_clips, "the canonical clip set shipped", f"missing: {', '.join(missing_clips)}" if missing_clips else f"{len(actions)} clips") check("WallRun" not in actions, "the placeholder run-cycle wall run was removed", "legacy WallRun is still present" if "WallRun" in actions else "") def curves(action): legacy = getattr(action, "fcurves", None) if legacy is not None: return list(legacy) out = [] for layer in getattr(action, "layers", []): for strip in layer.strips: for cbag in getattr(strip, "channelbags", []): out.extend(cbag.fcurves) return out def bone_of(path): if 'pose.bones["' not in path: return None s = path.index('"') + 1 return path[s:path.index('"', s)] cloth = set() if os.path.exists(SIDECAR): with open(SIDECAR, "r", encoding="utf-8") as f: info = json.load(f) for c in info.get("chains", []): cloth.update(c["bones"]) print(f" sidecar: {len(info.get('chains', []))} cloth chains " f"({len(cloth)} bones), {len(info.get('twist', []))} twist bones") # A chain whose bones have no measurable extent is DEAD: the runtime drops # any bone whose tip is shorter than a millimetre, so such a chain simulates # nothing and the costume is welded solid — silently, because the sidecar # still reports it. hikari shipped ten of them; her cosmetic bones are # zero-length terminators from a rig that had been through two toolchains. dead = 0 for c in info.get("chains", []): ext = max((sum(v * v for v in t) ** 0.5 for t in c.get("tips", [])), default=0.0) if ext < 0.001: dead += 1 if info.get("chains"): check(dead == 0, "cloth chains have measurable extent", f"{dead} of {len(info['chains'])} chains are zero-length and will " f"not simulate", advisory=True) else: warnings.append(f"no sidecar at {SIDECAR}") # Clips whose legs MUST move. The library's Pistol_Idle_Loop and Pistol_Shoot # are upper-body clips with genuinely static legs, so demanding leg motion from # every clip fails on a correct build. LOCOMOTION = {"Idle", "Walk", "Run", "Sprint", "Jump", "Fall", "Land", "CrouchIdle", "CrouchWalk", "Dash", "WallRunLeft", "WallRunRight"} # The thighs and shins by ROLE, so this works on any rig's spelling. leg_bones = {b for s in ROLE_LEGS.values() for b in s} if not leg_bones: leg_bones = {b.name for b in arm.data.bones if any(h in b.name.lower() for h in ("thigh", "shin"))} frozen = [] held_rest = [] legless = [] keyed_cloth = set() held_poses = {"Grapple"} for name, action in sorted(actions.items()): moved = defaultdict(float) authored_offset = 0.0 for fc in curves(action): b = bone_of(fc.data_path) if not b or len(fc.keyframe_points) < 2: continue if b in cloth: keyed_cloth.add(b) vals = [kp.co.y for kp in fc.keyframe_points] moved[b] = max(moved[b], max(vals) - min(vals)) # A held pose is intentionally almost constant. Quaternion XYZ and # translation channels are zero in the rest pose, so a meaningful # absolute value proves the clip contains an authored silhouette. if (fc.data_path.endswith("rotation_quaternion") and fc.array_index in (1, 2, 3)) \ or fc.data_path.endswith("location"): authored_offset = max( authored_offset, max((abs(value) for value in vals), default=0.0) ) if name in held_poses: if authored_offset < 0.03: held_rest.append(f"{name}({authored_offset:.4f})") elif max(moved.values(), default=0.0) < 0.005: frozen.append(name) legs = max((v for b, v in moved.items() if b in leg_bones), default=0.0) if name in LOCOMOTION and legs < 0.01: legless.append(f"{name}({legs:.4f})") check(not frozen, "no clip retargeted to a frozen rest pose", f"frozen: {', '.join(frozen)}" if frozen else "") check(not held_rest, "held clips contain a non-rest authored pose", f"rest-like: {', '.join(held_rest)}" if held_rest else "") check(not legless, "locomotion clips animate the legs", f"static legs: {', '.join(legless)}" if legless else "") check(not keyed_cloth, "cloth bones carry no animation keys", f"{len(keyed_cloth)} keyed: {sorted(keyed_cloth)[:5]}") print() for w in warnings: print(f" [WARN] {w}") if failures: print(f"\n{len(failures)} CHECK(S) FAILED: {failures}\n") sys.exit(1) print("\nAll checks passed.\n")