fix(assets): T-1090 — five fork bodies rebuilt; mesh+armature scale baked together

Root cause was double: (1) segment_body's apply_scale scaled fork MESH
vertices but not each segment's embedded armature — the shared-skeleton
compositor relocates segments by bone name, so internally-inconsistent
segments exploded (child worst at 0.72x: head bone 0.35m above its mesh —
detached heads, spider arms); (2) thin/heavy were stale high-poly artifacts
from an older segmentation, missing seg_hips. Fix: apply_fork_scale bakes
mesh AND embedded armature via transform_apply (edit-bone poking shears
chains — first attempt proved it); new blender_rebuild_forks.py rebuilds
exactly the five from the owned UBC Source exports. All five now 19 low-poly
segments matching the healthy six.

QA on the real compositor (idle+walk, front+side): 5/5 coherent; healthy
controls unchanged. Q-060 answered at the extremes: 15/15 peasant-garment
Surface Deform binds on the forks, zero shrinkwrap fallbacks, no
bust-through — the 6-of-11 placeholder debt is paid (fork garment variants
included). Follow-up filed: T-1094 (child/teen composite at adult height —
pre-existing shared-skeleton normalization, not a regression).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-06 22:06:10 +02:00
co-authored by Claude Fable 5
parent c82ea3ec92
commit b54b8189d9
176 changed files with 245 additions and 51 deletions
+104
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@@ -0,0 +1,104 @@
"""
blender_rebuild_forks.py
Usage: tooling/blender --background --python tooling/blender_rebuild_forks.py -- <source_dir> <output_base_dir> [body_type ...]
Rebuilds ONLY the fork body types (thin_m/f, heavy_m/f, child) through the same
segmentation pipeline that produced the healthy six (blender_segment_body.py),
using the T-1090 fix: the fork scale is applied to the mesh AND the embedded
armature rest pose so each segment stays internally consistent with its own
skeleton (required by the shared-skeleton compositor in character_visual.gd).
Sources (Source-tier Godot - UE exports):
Regular_Male_FullBody.gltf + scale (0.82, 1.0, 0.88) -> thin_m
Regular_Female_FullBody.gltf + scale (0.82, 1.0, 0.88) -> thin_f
Regular_Male_FullBody.gltf + scale (1.20, 1.08, 1.0) -> heavy_m
Regular_Female_FullBody.gltf + scale (1.20, 1.08, 1.0) -> heavy_f
Teen_Male_FullBody.gltf + scale (0.75, 0.72, 0.75) -> child [gender-neutral]
The fork scale factors and source mapping are unchanged from
blender_process_bodies.py — this driver reuses the same table so the healthy six
are never touched. Output layout matches production: <out>/{body_type}/seg_*.glb.
"""
import sys
import os
script_dir = os.path.dirname(os.path.abspath(__file__))
sys.path.insert(0, script_dir)
from blender_segment_body import segment_body
# (gltf_filename, body_type_key, scale, source_label) — forks only.
FORK_MANIFEST = [
("Regular_Male_FullBody.gltf", "thin_m", (0.82, 1.0, 0.88), "Regular_Male_FullBody.gltf"),
("Regular_Female_FullBody.gltf", "thin_f", (0.82, 1.0, 0.88), "Regular_Female_FullBody.gltf"),
("Regular_Male_FullBody.gltf", "heavy_m", (1.20, 1.08, 1.0), "Regular_Male_FullBody.gltf"),
("Regular_Female_FullBody.gltf", "heavy_f", (1.20, 1.08, 1.0), "Regular_Female_FullBody.gltf"),
("Teen_Male_FullBody.gltf", "child", (0.75, 0.72, 0.75), "Teen_Male_FullBody.gltf"),
]
FORK_README = """\
# Fork body type — auto-generated from mesh + armature scaling (T-1090)
This directory contains **{body_type}** body segments, generated by applying a
proportional scale to the source body ({source}) mesh AND its armature rest pose
together, then segmenting:
Scale: ({sx:.2f}, {sy:.2f}, {sz:.2f})
The scale is applied to the mesh vertices and the embedded armature rest pose
with the SAME affine (T-1090 fix). This keeps each segment internally consistent
with its own skeleton, which the shared-skeleton compositor
(character_visual.gd) requires — a mesh-only scale detaches the head and
explodes the limbs on relocation.
Cross-sectional differentiation (thin = narrow, heavy = wide) survives the
composite; global height normalises to the shared skeleton (see T-1090 report /
Q-060 for the shared-skeleton scale-normalisation note).
Status: auto-generated (rebuilt T-1090), 18 segments incl. seg_hips
"""
def write_fork_readme(output_dir, body_type, source, scale):
sx, sy, sz = scale
with open(os.path.join(output_dir, "README.md"), "w") as f:
f.write(FORK_README.format(body_type=body_type, source=source, sx=sx, sy=sy, sz=sz))
if __name__ == "__main__":
argv = sys.argv
args = argv[argv.index("--") + 1:] if "--" in argv else []
if len(args) < 2:
print("Usage: -- <source_dir> <output_base_dir> [body_type ...]")
sys.exit(1)
source_dir = args[0]
output_base_dir = args[1]
only = set(args[2:]) # optional subset filter
manifest = [m for m in FORK_MANIFEST if not only or m[1] in only]
unique_sources = {gltf for (gltf, _, _, _) in manifest}
missing = [
os.path.join(source_dir, f)
for f in sorted(unique_sources)
if not os.path.exists(os.path.join(source_dir, f))
]
if missing:
print("\nERROR: Missing source GLTF files:")
for p in missing:
print(f" {p}")
sys.exit(1)
results = []
for (gltf_filename, body_type, scale, source_label) in manifest:
gltf_path = os.path.join(source_dir, gltf_filename)
output_dir = os.path.join(output_base_dir, body_type)
print(f"\n{'='*60}\n Fork: {body_type} scale={scale}\n Source: {gltf_filename}")
exported, skipped = segment_body(gltf_path, output_dir, scale)
write_fork_readme(output_dir, body_type, source_label, scale)
results.append((body_type, exported, skipped))
print(f"\n{'='*60}\n=== Fork rebuild complete ===")
for body_type, exported, skipped in results:
print(f" {body_type}: {len(exported)} exported, {len(skipped)} skipped")
+64 -5
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@@ -125,6 +125,65 @@ def apply_scale(mesh_obj, sx, sy, sz):
mesh_obj.data.update()
def apply_fork_scale(body_mesh, special_meshes, armature, sx, sy, sz):
"""
Scale a fork body (thin/heavy/child) so mesh AND armature stay CONSISTENT.
This is the load-bearing fix for fork body types (T-1090). The segment GLBs
are reparented onto a single SHARED skeleton at runtime (character_visual.gd
loads skeleton/armature.glb and drives all segments by bone name). A segment
composites coherently ONLY if its mesh matches its own embedded armature's
rest pose — the shared skeleton then relocates the whole segment as a rigid
unit (this is why the pristine-rig teen body composites fine despite a very
different rig; see the T-1090 report).
The previous behaviour scaled mesh vertices ALONE, leaving the armature at
source scale: the head mesh dropped ~0.35 m below the Head bone, limbs flung
apart on relocation — the "detached head / spider arms" misrender.
The scale must be BAKED by Blender via object transform_apply, NOT by poking
edit-bone head/tail directly: manual head/tail edits do not recompute bone
roll or honour connected-chain constraints, so long chains (arm→hand→fingers,
neck→head) accumulate error and still explode. transform_apply rebuilds the
bone matrices correctly.
Method: de-parent meshes (keep transform) so mesh and armature are
independent objects sharing the world origin, give each the SAME object
scale, then apply. Identical affine about the same origin → mesh verts and
bone rest move together; the Armature modifier + vertex groups re-derive a
consistent bind, which the glTF exporter bakes into the inverse-bind
matrices.
"""
if sx == 1.0 and sy == 1.0 and sz == 1.0:
return
print(f" Applying baked fork scale: ({sx:.3f}, {sy:.3f}, {sz:.3f})")
meshes = [body_mesh] + [m for m in special_meshes if m is not None]
if armature.mode != 'OBJECT':
bpy.context.view_layer.objects.active = armature
bpy.ops.object.mode_set(mode='OBJECT')
# De-parent meshes from the armature (keep world transform). The Armature
# MODIFIER and vertex groups are untouched — only the parenting relationship
# is cleared, so scaling each object about the origin is not double-applied.
bpy.ops.object.select_all(action='DESELECT')
for m in meshes:
if m.parent is armature:
m.select_set(True)
if bpy.context.selected_objects:
bpy.context.view_layer.objects.active = meshes[0]
bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM')
# Scale armature + all meshes by the same object scale, then bake.
objs = [armature] + meshes
bpy.ops.object.select_all(action='DESELECT')
for o in objs:
o.select_set(True)
o.scale = (sx, sy, sz)
bpy.context.view_layer.objects.active = armature
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
def export_glb(objects, output_path):
"""Select the given objects and export as GLB."""
bpy.ops.object.select_all(action='DESELECT')
@@ -353,13 +412,13 @@ def segment_body(gltf_path, output_dir, scale=(1.0, 1.0, 1.0)):
remaining_names = [o.name for o in bpy.context.scene.objects]
print(f" Removed {removed} utility objects. Scene now: {remaining_names}")
# Apply optional scale transform (for fork body types)
# Apply optional scale transform (for fork body types). Mesh AND armature
# are scaled together and baked by Blender so the segment stays internally
# consistent when reparented onto the shared runtime skeleton (T-1090 fix —
# see apply_fork_scale).
sx, sy, sz = scale
apply_scale(body_mesh, sx, sy, sz)
# Also scale Eyes/Eyebrows for child (uniform scale applies to all meshes)
if scale != (1.0, 1.0, 1.0):
for obj in special.values():
apply_scale(obj, sx, sy, sz)
apply_fork_scale(body_mesh, list(special.values()), armature, sx, sy, sz)
os.makedirs(output_dir, exist_ok=True)