Files
Papay-Shooter/tools/rig_map.py
T
Nicholas ButzkeandClaude Opus 5 682597a0d2 feat(weapons): scale the gun to the arm, and close the hands around it
The hold was wrong on every character in three independent ways, all of
them a constant standing where a measurement belonged.

MOUNT. set_weapon seated the weapon with rotation_degrees = (0, 90, -90).
A bone attachment is expressed in the BONE's axes and no two rigs agree on
those, so one constant mounted the gun differently on every model. It never
needed to be right — the pose layer aims by rotating the wrist until the
weapon's forward lies on the aim line, so the identity means "forward is
the hand bone's -Z", true on any rig, and the wrist absorbs the roll.

SIZE. The set is modelled at real-world scale; an M4 is 0.84 m butt to
muzzle and these characters have 0.47 m arms against an adult 0.52. That
put the handguard 0.66 m from the support shoulder, 0.2 m past reach, so
the support hand was slid back down the weapon until it fitted — on Taila
from an authored 0.35 m to 0.083 m, which puts both fists together at the
grip. Two hands on a pistol, not a rifle.

Fixed by solving the support arm's triangle rather than picking a factor:
its hand must reach stock+fore ahead of the pocket from a shoulder half a
shoulder-width off the axis, so scale the gun to the largest that keeps the
handguard inside that reach. Taila and Kiyoko now come out at their own
scales (0.217 and 0.213 m of hand separation) with the support hand at its
FULL authored handguard distance and the slide-back loop never firing. The
loop also has a floor now: a straight support arm beats no handguard hold.

FINGERS. Nothing posed them — every hand was flat and open, which is the
loudest possible tell that a character is not holding anything. They close
now, about an axis derived from each hand's own anatomy in the rest pose:
along = wrist to middle knuckle, palm = middle knuckle to thumb tip (the
thumb opposes the fingers, so it marks the palm side by construction), curl
= along x palm. The trigger finger gets a much shallower curl than the
rest, because it lies along the trigger.

Finger bones resolve by ROLE across all three naming families met so far —
Rigify DEF-f_index.01.L, VRoid J_Bip_L_Index1, Blender IndexFinger1_L —
ordered by depth below the hand rather than by the number in the name,
which is not consistent between them.

Verified by render on Taila and by measurement on Kiyoko: stock at the
shoulder, trigger hand on the grip, support hand out on the handguard,
fingers wrapped, arms not crossing. Smoke 0 failures.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-26 19:02:11 -04:00

452 lines
19 KiB
Python

#!/usr/bin/env python3
"""
Work out which bone on one rig means the same thing as which bone on another.
This is the piece that lets us STOP throwing away a character's own skeleton.
The old pipeline discarded any foreign rig (tools/strip_rig.py) because
merge_animations.py retargeted by exact bone NAME, so a rig that named things
differently produced a rest-pose statue. Rebinding the mesh to the library
skeleton then destroyed everything an artist had done: per-part weights, skirt
and hair bone chains, limb twist bones. Solving the naming problem here is what
makes keeping the original rig possible.
Roles are resolved STRUCTURALLY wherever a name would lie:
* `hips` is the lowest common ancestor of both thighs and the head, not
whatever is called "hips". Rigify calls it `DEF-spine`; Mixamo calls it
`mixamorig:Hips`; both land on the same bone this way.
* The spine chain is walked from the hips upward, refusing to turn down a
limb or a cosmetic chain (hair/skirt/face). The bone it ends on is the
head. That matters because a stock Rigify rig has NO bone with "head" in
its name — the head is `DEF-spine.006`.
* Chains of different length are matched by normalised position along the
chain, so a 4-bone torso drives a 3-bone one and vice versa.
Only bones the CLIPS need are mapped. Everything else on the character rig —
skirt chains, hair chains, twist bones, face bones — is deliberately left
unmapped so it rests relative to its parent and is free to be driven by
secondary motion at runtime. That is the whole point: the locomotion library
animates the body, physics animates the cloth.
"""
import re
# Names that are never part of the body proper. Walking the spine must not turn
# down one of these, and they must never claim a limb role.
#
# Matched as whole NAME TOKENS, never as substrings. A plain `"ear" in name`
# test marks every `DEF-forearm.L` cosmetic — which silently cost both rigs
# their forearms and is exactly the class of bug this file exists to avoid.
COSMETIC = ("hair", "skirt", "cloth", "ribbon", "tail", "cape", "coat",
"scarf", "sleeve", "breast", "bust", "ear", "horn", "wing",
"face", "cheek", "nose", "mouth", "eye", "brow", "jaw", "tongue",
"teeth", "tooth", "lip", "chin", "accessory", "prop", "weapon",
"bell", "strap", "belt", "buckle", "feather", "antenna")
# role -> ordered alternative stems. Ordered because "leg" must not win before
# "upleg" has had its chance: Mixamo's LeftUpLeg is a thigh and its LeftLeg is
# a shin, so the more specific spelling has to be tested first.
LIMB_ROLES = {
"thigh": ("upleg", "upperleg", "thigh", "leg_upper", "upper_leg", "hip"),
"shin": ("lowerleg", "lowleg", "shin", "calf", "knee", "leg_lower", "leg"),
"foot": ("foot", "ankle"),
"toe": ("toebase", "toe", "ball"),
"shoulder": ("shoulder", "clavicle", "collar"),
"upper_arm": ("upperarm", "upper_arm", "arm_upper", "armupper", "arm"),
"forearm": ("forearm", "lowerarm", "lowarm", "arm_lower", "elbow"),
"hand": ("hand", "wrist"),
}
# Longest-first inside each role, so "upperarm" is tried before "arm".
LIMB_ORDER = ["toe", "foot", "shin", "thigh", "shoulder", "hand", "forearm", "upper_arm"]
# digit -> spellings. Every rig met so far uses one of three families:
# Rigify DEF-f_index.01.L canon "findex01l"
# VRoid J_Bip_L_Index1 canon "index1"
# Blender IndexFinger1_L canon "indexfinger1l"
# so a substring test on the canon form covers all of them. The pinky is called
# "little" on VRoid and half the Blender exports.
DIGITS = {
"thumb": ("thumb",),
"index": ("index",),
"middle": ("middle",),
"ring": ("ring",),
"pinky": ("pinky", "little"),
}
_PREFIXES = re.compile(
r"^(def[-_]|org[-_]|mch[-_]|ctrl[-_]|mixamorig\d*[:_]|bip\d*[-_ ]|"
r"j_bip_[clr]_|j_sec_[clr]_|valvebiped\.|bone_|b_)", re.I)
# The glTF importer appends _<node index> to every bone name; strip it so
# `DEF-spine.006_2` reads as `DEF-spine.006`.
_GLTF_SUFFIX = re.compile(r"_\d+$")
def strip_gltf_suffix(name: str) -> str:
return _GLTF_SUFFIX.sub("", name)
def canon(name: str) -> str:
"""Bone name reduced to a comparable stem: no rig prefix, no separators."""
n = strip_gltf_suffix(name).lower()
while True:
stripped = _PREFIXES.sub("", n)
if stripped == n:
break
n = stripped
return re.sub(r"[^a-z0-9]", "", n)
def side_of(name: str):
"""'L', 'R' or None. Checked on the ORIGINAL name so `.L` survives."""
n = strip_gltf_suffix(name).lower()
if re.search(r"(^|[._\- ])l($|[._\- 0-9])", n) or "left" in n:
return "L"
if re.search(r"(^|[._\- ])r($|[._\- 0-9])", n) or "right" in n:
return "R"
return None
def tokens(name: str):
"""Name split into alphabetic words: `DEF-hair.L.001` -> def, hair, l."""
return [t for t in re.split(r"[^a-z]+", strip_gltf_suffix(name).lower()) if t]
def is_cosmetic(name: str) -> bool:
"""Whole-token match, plus a short positional suffix — see COSMETIC.
A bare token match misses the very common habit of gluing a position onto
the word: DANDADAN's hair bones are HairFL / HairFR / HairF_Top (front-left,
front-right, front-top), which tokenise to "hairfl" and match nothing, so
her hair was not detected as hair at all and none of it moved.
Only a SHORT remainder counts — two characters at most, which covers l/r/f/b
and the fl/fr/bl/br pairs and nothing else. That is what keeps the original
rule intact: "forearm" still does not begin with any cosmetic stem, and
"earring" has a four-character remainder and is not swept in by accident.
"""
for t in tokens(name):
if t in COSMETIC:
return True
for c in COSMETIC:
if len(t) - len(c) <= 2 and t.startswith(c) and len(t) > len(c):
return True
return False
def is_segment_of(name: str, all_names: set) -> bool:
"""True for twist/segment bones like `DEF-upper_arm.L.001`.
Rigify subdivides a limb into a main bone plus numbered twist bones. Those
must never claim the limb's role — the clip would drive the twist bone and
the real limb would stay put. Detected by construction rather than by a
name list: strip a trailing `.001` and see whether the parent spelling is
itself a bone on this rig.
"""
base = strip_gltf_suffix(name)
m = re.match(r"^(.*)\.(\d{3})$", base)
if not m or m.group(2) == "000":
return False
stem = m.group(1)
return any(strip_gltf_suffix(n) == stem for n in all_names)
class RigRoles:
"""Resolved anatomy of one armature."""
def __init__(self, arm):
self.arm = arm
self.bones = {b.name: b for b in arm.data.bones}
self.names = set(self.bones)
self.limb = {} # ("thigh", "L") -> bone name
self.fingers = {} # ("index", "L") -> [proximal, middle, distal]
self.spine = [] # hips-exclusive chain, ordered, ending on the head
self.hips = None
self.head = None
self.neck = None
self._resolve_limbs()
self._fill_limbs_by_anatomy()
self._resolve_spine()
self._resolve_fingers()
# ---------------------------------------------------------------- limbs
def _resolve_limbs(self):
"""Claim limb roles by the MOST SPECIFIC spelling that matches.
Not by walking LIMB_ORDER and taking the first role that matches at all.
That let a catch-all stem in an early role beat an exact one in a later
role, and the result depended on the order bones happened to arrive in:
J_Bip_L_UpperLeg canon "upperleg"
shin matches "leg" <- claimed it, because shin is first
thigh matches "upperleg" <- never consulted
J_Bip_L_LowerLeg canon "lowerleg"
shin already taken; nothing in thigh matches -> unclaimed
so a VRoid rig resolved with no thighs at all and the build stopped. The
same trap catches Mixamo, whose LeftUpLeg is a thigh and LeftLeg a shin —
it stayed hidden only because every character imported so far used the
Rigify DEF- spellings, where each role has an exact stem of its own.
Every plausible claim is collected, then granted longest-stem first, so
"upperleg" always beats "leg" whatever order the bones are in.
"""
claims = []
for name in self.names:
if is_cosmetic(name) or is_segment_of(name, self.names):
continue
side = side_of(name)
if side is None:
continue
stem = canon(name)
for role in LIMB_ORDER:
hits = [alt.replace("_", "") for alt in LIMB_ROLES[role]
if alt.replace("_", "") in stem]
if hits:
claims.append((len(max(hits, key=len)), role, side, name))
# Longest stem wins; LIMB_ORDER breaks ties, so a bone matching two roles
# equally well still resolves the way the list intends.
order = {role: i for i, role in enumerate(LIMB_ORDER)}
claims.sort(key=lambda c: (-c[0], order[c[1]]))
used = set()
for _, role, side, name in claims:
if (role, side) in self.limb or name in used:
continue
self.limb[(role, side)] = name
used.add(name)
# A leg is thigh -> shin -> foot, whatever the bones are called. Walk it.
#
# Names alone cannot settle this and it is not a matter of adding more
# spellings. A bare "leg" is the SHIN on a Mixamo rig (whose thigh is
# "UpLeg") and the THIGH on a rig whose shin is called "knee" — the same
# token means opposite bones, and both rigs are common. What does not vary
# is the skeleton: the foot's parent is the shin and the shin's parent is
# the thigh.
#
# Only ever FILLS IN what the names could not resolve; a confident name
# match is never overridden. Twist bones are stepped over, since a rig may
# put one between the thigh and the shin.
def _fill_limbs_by_anatomy(self):
for side in ("L", "R"):
chain = []
b = self.bones.get(self.limb.get(("foot", side), ""))
while b is not None and len(chain) < 6:
b = b.parent
if b is None or b.name not in self.names:
break
if is_cosmetic(b.name) or is_segment_of(b.name, self.names):
continue # a twist segment is not a joint of its own
chain.append(b.name)
# chain is now [shin, thigh, hips, ...] going up from the foot.
for role, up in (("shin", 0), ("thigh", 1)):
if (role, side) in self.limb or up >= len(chain):
continue
name = chain[up]
# Never claim a bone another role already owns, and never claim
# the trunk — a two-bone leg would otherwise take the hips.
if name in self.limb.values():
continue
if side_of(name) != side:
continue
self.limb[(role, side)] = name
# -------------------------------------------------------------- fingers
def _resolve_fingers(self):
"""digit+side -> its bones, ordered from the knuckle outwards.
Ordered by DEPTH BELOW THE HAND rather than by the number in the name.
The numbering is not consistent — Rigify counts .01/.02/.03, VRoid counts
1/2/3, and some exports number from the tip — but the hierarchy always
runs knuckle to fingertip, so walking it is the only spelling-independent
way to know which segment is which.
"""
for side in ("L", "R"):
hand = self.limb.get(("hand", side))
if not hand or hand not in self.bones:
continue
depth = {}
def walk(b, d):
depth[b.name] = d
for c in b.children:
walk(c, d + 1)
for c in self.bones[hand].children:
walk(c, 0)
for digit, stems in DIGITS.items():
got = [n for n in depth
if any(st in canon(n) for st in stems)
and side_of(n) == side]
if got:
self.fingers[(digit, side)] = sorted(got, key=lambda n: depth[n])
# ---------------------------------------------------------------- spine
def _resolve_spine(self):
"""Find the trunk as the LONGEST chain of non-limb, non-cosmetic bones.
Deliberately not "lowest common ancestor of the two thighs", which is
the obvious thing and is wrong on the rigs we actually get. A Rigify
DEF-rig exports its chain ROOTS parented straight to the armature root
(Rigify drives them by constraint, not by hierarchy), so on Taila the
thighs, shoulders, skirt and hair all hang off `rootJoint` and the LCA
is that root — which makes the hips the root bone and the spine one
bone long. Taking the longest trunk chain instead reads the same rig
correctly whether or not its hierarchy survived export.
"""
blocked = set(self.limb.values())
def candidate(name):
if name in blocked or is_cosmetic(name):
return False
return not any(t in ("root", "master", "armature", "scene", "rootjoint")
for t in tokens(name))
def walk(start):
chain = [start]
cur = self.bones[start]
while True:
nxt = [c for c in cur.children if candidate(c.name)]
if not nxt:
break
# If the walk forks, follow whichever branch reaches highest —
# the torso continues upward, a stray nub does not.
cur = max(nxt, key=self._branch_height)
chain.append(cur.name)
return chain
best = []
for name in self.names:
if not candidate(name):
continue
parent = self.bones[name].parent
if parent is not None and candidate(parent.name):
continue # not the base of a chain
chain = walk(name)
if len(chain) > len(best):
best = chain
if not best:
return
self.hips = best[0]
self.spine = best[1:]
if self.spine:
self.head = self.spine[-1]
named = [n for n in self.spine if "neck" in tokens(n)]
self.neck = named[0] if named else (
self.spine[-2] if len(self.spine) > 1 else None)
def _branch_height(self, bone):
"""How high this branch reaches, in WORLD space.
Measured on bone HEADS. glTF has no concept of a bone tail — joints are
just nodes — so the tails Blender's importer shows are synthesised, and
on Taila every skirt bone comes back with an identical 0.78 m tail.
Heads are the only authored positions here.
World space, not armature-local: the importer leaves the Y-up-to-Z-up
correction on the armature OBJECT, so a local-space test picked the
pelvis over the spine and the walk stopped one bone in.
"""
mw = self.arm.matrix_world
best = (mw @ bone.matrix_local.translation).z
for c in bone.children:
best = max(best, self._branch_height(c))
return best
# --------------------------------------------------------------- report
def missing_core(self):
need = [("thigh", "L"), ("thigh", "R"), ("shin", "L"), ("shin", "R"),
("foot", "L"), ("foot", "R"), ("upper_arm", "L"), ("upper_arm", "R"),
("forearm", "L"), ("forearm", "R"), ("hand", "L"), ("hand", "R")]
miss = [f"{r}.{s}" for r, s in need if (r, s) not in self.limb]
if not self.hips:
miss.append("hips")
if not self.head:
miss.append("head")
return miss
def describe(self):
lines = [f" hips {self.hips}", f" spine {' -> '.join(self.spine)}"]
for key in sorted(self.limb):
lines.append(f" {key[0]}.{key[1]:<10s} {self.limb[key]}")
return "\n".join(lines)
def _match_chains(src_chain, tgt_chain):
"""Pair up two ordered chains of possibly different length.
Each target bone takes the source bone nearest it in NORMALISED position,
so a 4-bone torso can be driven by a 3-bone one. Because the retarget
copies ABSOLUTE world orientation rather than composing local rotations,
two target bones sharing one source bone simply end up parallel — the chain
still finishes where the source says it does, it does not double the bend.
"""
pairs = []
if not src_chain or not tgt_chain:
return pairs
for i, tgt in enumerate(tgt_chain):
t = (i + 0.5) / len(tgt_chain)
j = min(range(len(src_chain)),
key=lambda k: abs((k + 0.5) / len(src_chain) - t))
pairs.append((src_chain[j], tgt))
return pairs
def build_map(src: RigRoles, tgt: RigRoles, overrides: dict = None) -> dict:
"""target bone name -> source bone name, for the core body only."""
mapping = {}
if src.hips and tgt.hips:
mapping[tgt.hips] = src.hips
# Split both spines at the neck so a head never drives a chest, then match
# torso-to-torso and neck-to-neck by position.
def split(roles):
chain = roles.spine
if not chain:
return [], [], None
head = chain[-1]
rest = chain[:-1]
if roles.neck and roles.neck in rest:
i = rest.index(roles.neck)
return rest[:i], rest[i:], head
return rest, [], head
s_torso, s_neck, s_head = split(src)
t_torso, t_neck, t_head = split(tgt)
for a, b in _match_chains(s_torso, t_torso):
mapping[b] = a
for a, b in _match_chains(s_neck or s_torso[-1:], t_neck):
mapping[b] = a
if s_head and t_head:
mapping[t_head] = s_head
for key, tgt_name in tgt.limb.items():
src_name = src.limb.get(key)
if src_name:
mapping[tgt_name] = src_name
# Fingers and anything else that happens to share a spelling: map by
# canonical stem + side. Cheap, and it makes a shared trigger-finger pose
# come across when both rigs have fingers.
src_by_stem = {}
for n in src.names:
src_by_stem.setdefault((canon(n), side_of(n)), n)
for n in tgt.names:
if n in mapping or is_cosmetic(n) or is_segment_of(n, tgt.names):
continue
hit = src_by_stem.get((canon(n), side_of(n)))
if hit:
mapping[n] = hit
if overrides:
for tgt_name, src_name in overrides.items():
if src_name is None:
mapping.pop(tgt_name, None)
else:
mapping[tgt_name] = src_name
return mapping