A third playable character, built with the pipeline skill from a source that was already in the repo: the animation library ships a rigged Mannequin mesh on the exact 53-joint reference skeleton, CC0, so it needed no download and retargets perfectly. 18 clips, 0.3% cross-leg bleed, 7% of verts at four influences — a clean authored-weight import. Licence recorded in mannequin.license.json as the other skins do. It has no cloth chains, correctly: it is a mannequin and has neither hair nor clothes. Importing it turned up two real bugs, both of which would have hit any flat-coloured or single-piece model: - LevelMaterials.apply_character_look treated ANY untextured surface on a character as the model's own outline shell and hid it, so the mannequin rendered as a solid black silhouette — its body and joint materials are untextured flat colours, not ink. _is_line_work() now asks whether the surface is named eyes*, is drawn front-face-culled (the inverted-hull setup), or is near-black. Taila and Miku are unaffected: their materials are textured and never reach that branch. Verified by render. - verify_character.py failed the build for having one mesh. That check cannot tell "the pipeline joined them" from "the artist authored one mesh" — Quaternius' mannequin is one piece on purpose. It is advisory now; the join path's two unambiguous signatures, cross-leg bleed and the 4-influences-everywhere spread, are still hard checks. Also restored Miku's description, which the re-import had blanked. 3 GLB skins selectable (6 with the built-in colour skins). Smoke 0 failures, 11/11 movement tests, cloth idle 0.024-0.078 deg/frame. Co-Authored-By: Claude Opus 5 <[email protected]>
86 lines
4.2 KiB
Markdown
86 lines
4.2 KiB
Markdown
# Stylization — the cel-shaded look
|
|
|
|
Two passes, applied at load in `SkinnedPlayerModel.load_model`:
|
|
|
|
```gdscript
|
|
LevelMaterials.apply_toon_recursive(scene) # world-wide toon shading
|
|
LevelMaterials.apply_character_look(scene) # character-only corrections
|
|
```
|
|
|
|
## The trap: imported models bring their own line-work
|
|
|
|
Anime models exported from MMD/VRoid/Blender toon setups very often ship the
|
|
outline **as geometry** — an inverted-hull shell of the mesh with a flat black,
|
|
UNTEXTURED material, plus separate flat cards for the eye whites, irises and the
|
|
pupil highlight. The mesh you import is not just the character; part of it is
|
|
already the drawing.
|
|
|
|
Toon-lighting that shell is what put a **white rim on every hair strand**. It is
|
|
an inverted hull whose normals face away from you; a lighting model that adds a
|
|
rim term lights it brightly exactly where it is supposed to read as ink.
|
|
|
|
`apply_character_look` therefore looks for the model's own line-work and handles
|
|
it flat and unshaded. "Untextured" alone is NOT the test — that made every
|
|
flat-coloured model render as a black silhouette, because Quaternius' mannequin
|
|
has two untextured materials (a yellow body, lilac joints) and both were hidden
|
|
as though they were an outline shell. `_is_line_work()` asks three things
|
|
instead: is it named `eyes*`, is it drawn front-face-culled (the classic
|
|
inverted-hull setup), or is its albedo near-black. An ink shell is black; a
|
|
flat-coloured character is any colour at all.
|
|
|
|
What it then does:
|
|
|
|
- **Outline hull** → made fully transparent rather than deleted. Deleting a
|
|
surface would renumber the rest and break the mesh's own skin bindings. The
|
|
game draws its own outline.
|
|
- **Eye cards** (`resource_name` starts with `eyes`) → flat ink, except anything
|
|
with `HL` in the name, which is the glint in the pupil and really is white.
|
|
|
|
If a newly imported character comes out with a white halo, a black silhouette,
|
|
or black eyes that should have irises, `_is_line_work()` and the name-matching
|
|
below it are where to look. The conventions vary by source and this is the one
|
|
place they are read.
|
|
|
|
Taila's eyes still render as black cards rather than amber irises. Her eye
|
|
surfaces are untextured, and the glTF import hands every untextured surface a
|
|
default near-white albedo, so colour cannot tell an iris card from a lash card
|
|
on her — the name is all there is, and `eyes*` currently means "ink". Unfixed.
|
|
|
|
## Materials on import: the unlit problem
|
|
|
|
Anime glTFs are very often exported "unlit": `KHR_materials_unlit`, a **black**
|
|
`baseColorFactor`, and the real texture wired to `emissiveTexture`. Renderers
|
|
honouring the unlit extension use base colour and ignore emission — so Blender
|
|
reads black, never references the images, and imports with `bpy.data.images`
|
|
**empty**. The character comes out a silhouette, and there is no node graph left
|
|
to patch afterwards.
|
|
|
|
`tools/gltf_fix.py` rewrites the container **before** import: emissive becomes
|
|
base colour, the unlit flag is dropped. It must run first — this is the first
|
|
thing `retarget.py::main` does, before `import_any`.
|
|
|
|
`fix_unlit_materials(meshes)` then repairs anything left inside Blender.
|
|
|
|
## What the toon pass does
|
|
|
|
`apply_toon_recursive` gives everything the game's banded ramp. `apply_character_look`
|
|
then softens the banding on characters, because re-banding an already-shaded
|
|
anime texture reads as gloss — the texture already contains its own shading and
|
|
the second pass fights it.
|
|
|
|
## Convention alignment
|
|
|
|
The Hoyoverse-class look is, broadly: a ramp texture indexed by NdotL for the
|
|
body, a separate ramp and often a dedicated shader for the face, an inverted-hull
|
|
outline whose width is vertex-colour-modulated, and specific handling for eyes
|
|
and hair highlights. This project does the simplified version — one banded ramp
|
|
plus a screen-space-ish ink treatment, and the model's own outline shell hidden
|
|
in favour of the game's. The face is NOT specially shaded here; if a character
|
|
comes out with harsh shadow shapes across the nose, that is the missing piece.
|
|
|
|
## Outline thickness
|
|
|
|
Lives with the toon material in `scenes/maps/level_materials.gd`
|
|
(`CHARACTER_INK` and the outline settings). This is the branch it was last
|
|
touched on — `feat/outline-thickness-and-tp-weapon-hold`.
|