feat(assets): wardrobe engine + proof t-shirt — batch-fit, offset-shell, 4-region tint, thrds logo (T-1089)
Engine: tooling/garment-fit/blender_batch_fit_skinned.py (G1 — the skinned Surface-Deform batch the old script couldn't produce; self-check green), blender_author_offset_shell.py (route c: garment shells from OUR body segments, weights inherited by construction, bone-plane cuts, procedural RGBA region mask, UV2 chest channel), make_logo.py. Shader: toon_garment.gdshader — channel-blended 4-region tint + UV2 logo composited after tint / before toon shading. Proof: tshirt_modern fitted to the six healthy bodies, manifest entry with style:modern + logo_capable, thrds wordmark, 18-assertion test suite, 216-capture chromakey QA. Key finding (Q-060 evidence): single-reference SD-fit of an offset-shell degrades on girth-divergent bodies (muscular_m worst) — 24mm standoff tripled headroom but the mechanism limits. Route guidance recorded on T-1089: per-body shell authoring for offset-shell garments; SD-fit for derived/hand-authored ones. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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"""
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blender_author_offset_shell.py (T-1089, route (c) offset-shell authoring)
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Derive a garment SHELL from our own body segment meshes — the "create-stuff-
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yourself" authoring pipeline that owes nothing to any vendor pack. Because the
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shell IS our body topology, bone weights are inherited by construction (no
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Surface-Deform, no Data-Transfer, no re-rig): every vertex keeps the 65-bone
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vertex groups it had as skin.
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Pipeline (t-shirt reference on average_m):
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1. Import the body segments the garment covers (torso + torso_upper + upper
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arms), keep only the skinned body meshes (Icosphere debris filtered out).
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2. Join into one mesh under a single armature; merge vertex groups by name.
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3. Bone-plane SLEEVE cut — trim the upper-arm tube to short-sleeve length via
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a coordinate threshold derived from the upperarm bone axis (robust; no
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boundary-loop classification, which the segment tool warns is fragile).
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Neckline + hem come free as the natural segment boundaries.
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4. Offset the surface outward along vertex normals (~12 mm standoff from skin).
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5. Solidify (use_rim=True) — gives the cloth real thickness and caps the cut
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rims (sleeve openings) into hems.
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6. Assign ONE flat modern-fabric material (drops all skin textures). Style pin:
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neutral heather tone, no trim, no fantasy anything.
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7. Bake a UV0-aligned RGBA REGION MASK per-face: collar band -> R, main body
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-> G, sleeve trim -> B (channel-routed 4-tint shader input, G3).
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8. Author a 2nd UV channel (TEXCOORD_1) projecting the front chest into [0,1]
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for the logo decal (G4); everything else parks outside the box.
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9. Export the reference GLB (export_skins=True) + write reference_mask.png and
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base_albedo.png sidecars.
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The output reference is authored on average_m only; G1
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(blender_batch_fit_skinned.py) fits it to the other body types.
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Run:
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tooling/blender --background --python \
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tooling/garment-fit/blender_author_offset_shell.py -- \
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<bodies_dir>/average_m <out_dir> [--offset 0.012] [--sleeve-frac 0.40]
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Writes:
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<out_dir>/average_m.glb reference garment (skinned)
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<out_dir>/reference_mask.png RGBA region mask (UV0-aligned)
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<out_dir>/base_albedo.png flat fabric albedo (also embedded in the GLB)
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Decisions: D-162 (clothing pre-fitted per body type), D-251 (in-house wardrobe).
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"""
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import sys
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import os
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import bpy
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import bmesh
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import numpy as np
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from mathutils import Vector
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# --------------------------------------------------------------------------
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# Parameters
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# --------------------------------------------------------------------------
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# Segments a t-shirt covers. Order matters only for join-active choice.
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COVERED_SEGMENTS = ["seg_torso", "seg_torso_upper", "seg_arm_upper_l", "seg_arm_upper_r"]
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OFFSET_M = 0.020 # outward standoff along vertex normals; larger than the
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# 10-14 mm ideal on the reference body buys clearance for
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# bigger bodies under Surface-Deform batch-fit (Q-060) —
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# the muscular/female torso otherwise pokes through.
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CLOTH_THICKNESS_M = 0.004 # Solidify thickness after offset (total ~24 mm standoff)
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SLEEVE_FRAC = 0.40 # fraction of upper-arm length kept (short sleeve)
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MASK_SIZE = 512
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ALBEDO_SIZE = 512
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# Flat modern-fabric base tone (linear-ish sRGB), neutral heather grey.
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FABRIC_RGB = (0.60, 0.61, 0.63)
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FABRIC_NOISE = 0.03 # +/- albedo jitter for a subtle woven feel
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# Chest logo box in body-local metres (X width, Z height).
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# FRONT AXIS: these Quaternius bodies face -Y in Blender (verified empirically —
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# a +Y test projection landed on the character's back). So "front" = -Y.
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FRONT_Y_SIGN = -1.0
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CHEST_X = (-0.12, 0.12)
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CHEST_Z = (1.16, 1.44)
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CHEST_FRONT_Y = 0.015 # face centre must be on the front side by at least this
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CHEST_NORMAL_Y = 0.20 # face normal must point forward by at least this much
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# Region-mask classification (body-local, Z up).
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COLLAR_Z_MIN = 1.49 # faces above this AND near centre -> collar band (R)
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COLLAR_X_ABS = 0.11 # collar band stays near the neck, not the shoulders
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SLEEVE_X_ABS = 0.20 # faces with |center X| beyond this -> sleeve cap (B)
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def log(msg):
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print(f"[offset-shell] {msg}")
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# --------------------------------------------------------------------------
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# Scene helpers
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# --------------------------------------------------------------------------
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def clear_scene():
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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bpy.ops.outliner.orphans_purge(do_recursive=True)
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def import_glb(path):
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before = set(bpy.context.scene.objects)
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bpy.ops.import_scene.gltf(filepath=path)
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return [o for o in bpy.context.scene.objects if o not in before]
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def is_body_mesh(obj):
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"""A real skinned body segment mesh — not Icosphere debris."""
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if obj.type != 'MESH':
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return False
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if obj.name.startswith("Icosphere"):
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return False
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if len(obj.vertex_groups) == 0:
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return False
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if len(obj.data.vertices) < 50:
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return False
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return True
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# --------------------------------------------------------------------------
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# Build the joined shell base
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# --------------------------------------------------------------------------
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def build_covered_mesh(body_dir):
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"""Import covered segments, keep skinned meshes, join to one mesh + armature."""
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body_meshes = []
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armature = None
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for seg in COVERED_SEGMENTS:
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path = os.path.join(body_dir, f"{seg}.glb")
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if not os.path.isfile(path):
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log(f"WARNING: missing segment {path} — skipping")
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continue
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objs = import_glb(path)
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for o in objs:
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if o.type == 'ARMATURE' and armature is None:
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armature = o
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elif o.type == 'ARMATURE':
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# drop extra armature copies (identical rest pose)
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bpy.data.objects.remove(o, do_unlink=True)
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elif is_body_mesh(o):
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body_meshes.append(o)
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else:
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# Icosphere / debris
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bpy.data.objects.remove(o, do_unlink=True)
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if not body_meshes:
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raise RuntimeError("no skinned body meshes imported for covered segments")
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if armature is None:
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raise RuntimeError("no armature found in covered segments")
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# Join meshes (vertex groups merge by name across segments).
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bpy.ops.object.select_all(action='DESELECT')
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for m in body_meshes:
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m.select_set(True)
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bpy.context.view_layer.objects.active = body_meshes[0]
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bpy.ops.object.join()
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shell = bpy.context.active_object
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shell.name = "garment_shell"
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# Re-point the armature modifier at the surviving armature; re-parent.
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for mod in list(shell.modifiers):
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if mod.type == 'ARMATURE':
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mod.object = armature
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shell.parent = armature
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shell.matrix_parent_inverse = armature.matrix_world.inverted()
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log(f"joined shell: {len(shell.data.vertices)} verts, "
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f"{len(shell.data.polygons)} faces, {len(shell.vertex_groups)} vgroups")
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return shell, armature
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# --------------------------------------------------------------------------
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# Bone-plane sleeve cut
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# --------------------------------------------------------------------------
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def sleeve_cut(shell, armature):
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"""Delete sleeve-tip verts beyond the short-sleeve plane on each upper arm.
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The upper arm runs along +/-X (shoulder head -> elbow tail). We keep the
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fraction SLEEVE_FRAC of that length from the shoulder and delete the rest.
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Torso verts stay (|X| < shoulder head), so a single coordinate threshold is
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safe and needs no per-vertex weight test.
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"""
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bones = armature.data.bones
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cut_planes = [] # (axis_sign, threshold_x)
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for bone_name, sign in [("upperarm_l", +1), ("upperarm_r", -1)]:
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b = bones.get(bone_name)
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if b is None:
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log(f"WARNING: bone {bone_name} missing — sleeve not cut on that side")
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continue
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head_x = b.head_local.x
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tail_x = b.tail_local.x
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thr = head_x + SLEEVE_FRAC * (tail_x - head_x)
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cut_planes.append((sign, thr))
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log(f"sleeve cut {bone_name}: keep |x| up to {thr:.3f} "
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f"(shoulder {head_x:.3f} -> elbow {tail_x:.3f})")
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bm = bmesh.new()
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bm.from_mesh(shell.data)
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bm.verts.ensure_lookup_table()
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to_delete = []
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for v in bm.verts:
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for sign, thr in cut_planes:
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if sign > 0 and v.co.x > thr:
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to_delete.append(v)
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break
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if sign < 0 and v.co.x < thr:
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to_delete.append(v)
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break
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bmesh.ops.delete(bm, geom=to_delete, context='VERTS')
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bm.to_mesh(shell.data)
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bm.free()
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shell.data.update()
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log(f"sleeve cut removed {len(to_delete)} verts; "
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f"{len(shell.data.vertices)} remain")
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# --------------------------------------------------------------------------
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# Outward offset + solidify
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# --------------------------------------------------------------------------
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def offset_outward(shell, offset):
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"""Push every vertex outward along its (smoothed) normal by `offset` m."""
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me = shell.data
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me.calc_normals_split() if hasattr(me, "calc_normals_split") else None
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bm = bmesh.new()
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bm.from_mesh(me)
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bm.normal_update()
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for v in bm.verts:
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v.co += v.normal * offset
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bm.to_mesh(me)
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bm.free()
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me.update()
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log(f"offset surface outward by {offset*1000:.0f} mm along normals")
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def solidify(shell, thickness):
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"""Solidify with use_rim to give cloth thickness and cap the cut rims."""
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bpy.ops.object.select_all(action='DESELECT')
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shell.select_set(True)
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bpy.context.view_layer.objects.active = shell
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# consistent outward normals first
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.mesh.normals_make_consistent(inside=False)
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bpy.ops.object.mode_set(mode='OBJECT')
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sol = shell.modifiers.new(name="Solidify", type='SOLIDIFY')
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sol.thickness = thickness
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sol.offset = 1.0 # grow outward only
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sol.use_rim = True # cap open boundaries (sleeve/neck/hem)
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sol.use_rim_only = False
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bpy.ops.object.modifier_apply(modifier=sol.name)
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log(f"solidified: {thickness*1000:.0f} mm, use_rim; "
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f"{len(shell.data.vertices)} verts")
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# --------------------------------------------------------------------------
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# Material (flat fabric albedo)
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# --------------------------------------------------------------------------
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def make_base_albedo_image(seed=1089):
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img = bpy.data.images.new("garment_base_albedo", ALBEDO_SIZE, ALBEDO_SIZE, alpha=False)
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rng = np.random.default_rng(seed)
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base = np.array(FABRIC_RGB, dtype=np.float32)
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noise = (rng.random((ALBEDO_SIZE * ALBEDO_SIZE, 1), dtype=np.float32) - 0.5) * 2.0 * FABRIC_NOISE
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rgb = np.clip(base[None, :] + noise, 0.0, 1.0)
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rgba = np.concatenate([rgb, np.ones((ALBEDO_SIZE * ALBEDO_SIZE, 1), dtype=np.float32)], axis=1)
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img.pixels.foreach_set(rgba.reshape(-1))
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img.update()
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return img
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def assign_fabric_material(shell, albedo_img):
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shell.data.materials.clear()
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mat = bpy.data.materials.new("garment_fabric")
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mat.use_nodes = True
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nt = mat.node_tree
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bsdf = nt.nodes.get("Principled BSDF")
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tex = nt.nodes.new("ShaderNodeTexImage")
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tex.image = albedo_img
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nt.links.new(tex.outputs["Color"], bsdf.inputs["Base Color"])
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if "Roughness" in bsdf.inputs:
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bsdf.inputs["Roughness"].default_value = 0.9
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shell.data.materials.append(mat)
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log("assigned flat fabric material (skin textures dropped)")
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# --------------------------------------------------------------------------
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# Region mask bake (UV0-aligned, per-face rasterization)
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# --------------------------------------------------------------------------
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def _classify_region(center):
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"""Return an RGBA region colour for a face centre (body-local coords)."""
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x, y, z = center.x, center.y, center.z
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if abs(x) >= SLEEVE_X_ABS:
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return (0.0, 0.0, 1.0, 0.0) # sleeve caps -> B (tint[2])
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if z >= COLLAR_Z_MIN and abs(x) < COLLAR_X_ABS:
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return (1.0, 0.0, 0.0, 0.0) # neck collar band -> R (tint[0])
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return (0.0, 1.0, 0.0, 0.0) # main body -> G (tint[1])
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def _tris_from_face(face, uv_layer):
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"""Fan-triangulate a bmesh face into (uv, uv, uv) tuples in [0,1] space."""
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loops = face.loops[:]
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uvs = [l[uv_layer].uv.copy() for l in loops]
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tris = []
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for i in range(1, len(uvs) - 1):
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tris.append((uvs[0], uvs[i], uvs[i + 1]))
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return tris
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def bake_region_mask(shell, out_path):
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"""Rasterize each face's UV0 triangle with its region colour into MASK_SIZE^2.
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Background initialised to main-body green so bilinear bleed at island edges
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never lands on an untinted (all-zero) texel.
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"""
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W = H = MASK_SIZE
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buf = np.zeros((H, W, 4), dtype=np.float32)
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buf[:, :, 1] = 1.0 # green background = main body
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me = shell.data
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bm = bmesh.new()
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bm.from_mesh(me)
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bm.faces.ensure_lookup_table()
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uv_layer = bm.loops.layers.uv.active
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if uv_layer is None:
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raise RuntimeError("no active UV layer for region mask bake")
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yy, xx = np.mgrid[0:H, 0:W]
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for face in bm.faces:
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color = _classify_region(face.calc_center_median())
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for a, b, c in _tris_from_face(face, uv_layer):
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_raster_tri(buf, a, b, c, color, W, H)
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bm.free()
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# Blender image is bottom-up; buf row 0 is V=0 (bottom) already since we
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# rasterise with row = v*(H-1). Save via Blender to match the texture pipe.
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img = bpy.data.images.new("garment_region_mask", W, H, alpha=True)
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img.pixels.foreach_set(buf.reshape(-1))
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img.update()
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img.filepath_raw = out_path
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img.file_format = 'PNG'
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img.save()
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log(f"baked region mask -> {out_path}")
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def _raster_tri(buf, a, b, c, color, W, H):
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"""Barycentric fill of a UV triangle into buf (V=0 at row 0 = bottom)."""
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ax, ay = a.x * (W - 1), a.y * (H - 1)
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bx, by = b.x * (W - 1), b.y * (H - 1)
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cx, cy = c.x * (W - 1), c.y * (H - 1)
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minx = max(int(np.floor(min(ax, bx, cx))), 0)
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maxx = min(int(np.ceil(max(ax, bx, cx))), W - 1)
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miny = max(int(np.floor(min(ay, by, cy))), 0)
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maxy = min(int(np.ceil(max(ay, by, cy))), H - 1)
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if minx > maxx or miny > maxy:
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return
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denom = (by - cy) * (ax - cx) + (cx - bx) * (ay - cy)
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if abs(denom) < 1e-9:
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return
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ys, xs = np.mgrid[miny:maxy + 1, minx:maxx + 1]
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px = xs + 0.5
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py = ys + 0.5
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w0 = ((by - cy) * (px - cx) + (cx - bx) * (py - cy)) / denom
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w1 = ((cy - ay) * (px - cx) + (ax - cx) * (py - cy)) / denom
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w2 = 1.0 - w0 - w1
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inside = (w0 >= -1e-4) & (w1 >= -1e-4) & (w2 >= -1e-4)
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if not inside.any():
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return
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region = buf[miny:maxy + 1, minx:maxx + 1, :]
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col = np.array(color, dtype=np.float32)
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region[inside] = col
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# --------------------------------------------------------------------------
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# Logo UV2 chest channel
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# --------------------------------------------------------------------------
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||||
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def author_logo_uv(shell):
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"""Create a 2nd UV layer projecting front chest faces into [0,1]; park the
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rest outside the box (shader guards uv2 in [0,1])."""
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me = shell.data
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# Keep exactly two UV layers: primary (albedo/mask) + logo. Remove extras.
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while len(me.uv_layers) > 1:
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me.uv_layers.remove(me.uv_layers[-1])
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logo_uv = me.uv_layers.new(name="logo_uv")
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me.uv_layers.active = me.uv_layers[0] # keep albedo layer active for mask bake safety
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bm = bmesh.new()
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bm.from_mesh(me)
|
||||
bm.faces.ensure_lookup_table()
|
||||
bm.normal_update()
|
||||
uvl = bm.loops.layers.uv.get("logo_uv")
|
||||
|
||||
x0, x1 = CHEST_X
|
||||
z0, z1 = CHEST_Z
|
||||
placed = 0
|
||||
for face in bm.faces:
|
||||
center = face.calc_center_median()
|
||||
on_chest = (
|
||||
center.y * FRONT_Y_SIGN > CHEST_FRONT_Y
|
||||
and x0 <= center.x <= x1
|
||||
and z0 <= center.z <= z1
|
||||
and face.normal.y * FRONT_Y_SIGN > CHEST_NORMAL_Y
|
||||
)
|
||||
for loop in face.loops:
|
||||
if on_chest:
|
||||
co = loop.vert.co
|
||||
# Empirically calibrated for the -Y front so the wordmark reads
|
||||
# upright and left-to-right from the camera (see report: a plain
|
||||
# projection came out 180deg-rotated on this rig).
|
||||
u = (co.x - x0) / (x1 - x0)
|
||||
v = (co.z - z0) / (z1 - z0)
|
||||
loop[uvl].uv = (min(max(u, 0.0), 1.0), min(max(v, 0.0), 1.0))
|
||||
else:
|
||||
loop[uvl].uv = (2.0, 2.0) # parked outside box
|
||||
if on_chest:
|
||||
placed += 1
|
||||
bm.to_mesh(me)
|
||||
bm.free()
|
||||
me.update()
|
||||
log(f"logo UV2 authored on {placed} chest faces")
|
||||
if placed == 0:
|
||||
log("WARNING: no chest faces matched — check CHEST_* box / front axis")
|
||||
|
||||
|
||||
# --------------------------------------------------------------------------
|
||||
# Export
|
||||
# --------------------------------------------------------------------------
|
||||
|
||||
def export_reference(shell, armature, out_path):
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
shell.select_set(True)
|
||||
armature.select_set(True)
|
||||
bpy.context.view_layer.objects.active = armature
|
||||
bpy.ops.export_scene.gltf(
|
||||
filepath=out_path,
|
||||
export_format='GLB',
|
||||
use_selection=True,
|
||||
export_apply=False, # keep Armature modifier for skinning
|
||||
export_animations=False,
|
||||
export_skins=True,
|
||||
export_yup=True,
|
||||
export_texcoords=True,
|
||||
export_normals=True,
|
||||
export_materials='EXPORT',
|
||||
export_image_format='AUTO',
|
||||
)
|
||||
size_kb = os.path.getsize(out_path) // 1024
|
||||
log(f"exported reference -> {out_path} ({size_kb} KB)")
|
||||
|
||||
|
||||
def save_albedo_sidecar(albedo_img, out_path):
|
||||
albedo_img.filepath_raw = out_path
|
||||
albedo_img.file_format = 'PNG'
|
||||
albedo_img.save()
|
||||
log(f"saved base albedo -> {out_path}")
|
||||
|
||||
|
||||
# --------------------------------------------------------------------------
|
||||
# Entry
|
||||
# --------------------------------------------------------------------------
|
||||
|
||||
def main():
|
||||
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
|
||||
if len(argv) < 2:
|
||||
print("Usage: -- <bodies_dir>/average_m <out_dir> "
|
||||
"[--offset M] [--sleeve-frac F]")
|
||||
sys.exit(1)
|
||||
body_dir = argv[0]
|
||||
out_dir = argv[1]
|
||||
|
||||
global OFFSET_M, SLEEVE_FRAC
|
||||
if "--offset" in argv:
|
||||
OFFSET_M = float(argv[argv.index("--offset") + 1])
|
||||
if "--sleeve-frac" in argv:
|
||||
SLEEVE_FRAC = float(argv[argv.index("--sleeve-frac") + 1])
|
||||
|
||||
os.makedirs(out_dir, exist_ok=True)
|
||||
clear_scene()
|
||||
|
||||
shell, armature = build_covered_mesh(body_dir)
|
||||
sleeve_cut(shell, armature)
|
||||
offset_outward(shell, OFFSET_M)
|
||||
solidify(shell, CLOTH_THICKNESS_M)
|
||||
|
||||
albedo_img = make_base_albedo_image()
|
||||
assign_fabric_material(shell, albedo_img)
|
||||
|
||||
author_logo_uv(shell) # do UV2 before mask bake (mask uses UV0/active)
|
||||
bake_region_mask(shell, os.path.join(out_dir, "reference_mask.png"))
|
||||
save_albedo_sidecar(albedo_img, os.path.join(out_dir, "base_albedo.png"))
|
||||
|
||||
export_reference(shell, armature, os.path.join(out_dir, "average_m.glb"))
|
||||
log("DONE")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1,445 @@
|
||||
"""
|
||||
blender_batch_fit_skinned.py (T-1089 gap G1 — the biggest wardrobe gap)
|
||||
|
||||
Fit a reference clothing GLB (authored on average_m) to every body type and
|
||||
export ANIMATABLE skinned variants. This supersedes
|
||||
tooling/blender_surface_deform_batch.py, whose output used export_skins=False
|
||||
(:142) — those variants cannot animate on the shared skeleton, which is how the
|
||||
runtime loads clothing (character_visual.gd:582-594).
|
||||
|
||||
It merges three proven codepaths that had never been combined:
|
||||
* the 11-body loop + headless temp_override Surface-Deform bind + Shrinkwrap
|
||||
fallback + pipeline_log.json — from blender_surface_deform_batch.py
|
||||
* the weight flow — from
|
||||
spikes/quaternius-aesthetic/scripts/blender/fit_outfits_to_bodies.py:160-257
|
||||
Surface Deform bind -> apply -> Data Transfer VGROUP_WEIGHTS
|
||||
(POLYINTERP_NEAREST) from the fitted body -> normalize -> retarget the
|
||||
armature modifier to the body's armature -> export_skins=True
|
||||
* optional Solidify — from tooling/convert_outfit.py (skipped by
|
||||
default; offset-shell references are already solidified)
|
||||
|
||||
Per body type:
|
||||
average_m (REFERENCE_BODY): direct copy of the reference GLB (already correct).
|
||||
others: SD-bind the reference garment to the target body surface, bake the
|
||||
deformed rest shape, transfer + normalise weights from that body, retarget the
|
||||
armature, export a skinned GLB.
|
||||
|
||||
Run:
|
||||
tooling/blender --background --python \
|
||||
tooling/garment-fit/blender_batch_fit_skinned.py -- \
|
||||
<reference_glb> <bodies_dir> <output_dir> \
|
||||
[--only average_m,average_f,...] [--solidify 0.0] [--self-check]
|
||||
|
||||
Output:
|
||||
<output_dir>/<body_type>.glb one skinned variant per fitted body type
|
||||
<output_dir>/pipeline_log.json per-variant method (surface_deform/shrinkwrap/
|
||||
copy) + status, for the review gate
|
||||
|
||||
Decisions: D-162 (clothing pre-fitted per body type), D-251 (in-house wardrobe).
|
||||
"""
|
||||
|
||||
import sys
|
||||
import os
|
||||
import json
|
||||
import glob
|
||||
import shutil
|
||||
import bpy
|
||||
|
||||
BODY_TYPES = [
|
||||
"thin_m", "thin_f", "average_m", "average_f", "muscular_m", "muscular_f",
|
||||
"teen_m", "teen_f", "heavy_m", "heavy_f", "child",
|
||||
]
|
||||
REFERENCE_BODY = "average_m"
|
||||
SHRINKWRAP_OFFSET = 0.002
|
||||
SD_FALLOFF = 4.0 # generous — clothing sits proud of the body (fit_outfits :212)
|
||||
|
||||
|
||||
def log(msg):
|
||||
print(f"[batch-fit] {msg}")
|
||||
|
||||
|
||||
# --------------------------------------------------------------------------
|
||||
# Scene helpers
|
||||
# --------------------------------------------------------------------------
|
||||
|
||||
def clear_scene():
|
||||
bpy.ops.object.select_all(action='SELECT')
|
||||
bpy.ops.object.delete()
|
||||
bpy.ops.outliner.orphans_purge(do_recursive=True)
|
||||
|
||||
|
||||
def import_glb(path):
|
||||
before = set(bpy.context.scene.objects)
|
||||
bpy.ops.import_scene.gltf(filepath=path)
|
||||
return [o for o in bpy.context.scene.objects if o not in before]
|
||||
|
||||
|
||||
def is_body_mesh(obj):
|
||||
"""Skinned body-segment mesh — excludes Icosphere debris that rides in GLBs."""
|
||||
return (
|
||||
obj.type == 'MESH'
|
||||
and not obj.name.startswith("Icosphere")
|
||||
and len(obj.vertex_groups) > 0
|
||||
and len(obj.data.vertices) >= 50
|
||||
)
|
||||
|
||||
|
||||
def deselect_all():
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
|
||||
|
||||
def set_active(obj):
|
||||
bpy.context.view_layer.objects.active = obj
|
||||
|
||||
|
||||
# --------------------------------------------------------------------------
|
||||
# Body surface (join of skinned segments) + one target armature
|
||||
# --------------------------------------------------------------------------
|
||||
|
||||
def build_body(bodies_dir, body_type):
|
||||
"""Import all seg_*.glb for a body; return (body_surface_mesh, armature).
|
||||
|
||||
The surface is a join of the skinned segment meshes (keeps merged vertex
|
||||
groups so it can serve as both the Surface-Deform target and the weight
|
||||
source). One armature is kept as the retarget destination; extras dropped.
|
||||
"""
|
||||
body_dir = os.path.join(bodies_dir, body_type)
|
||||
if not os.path.isdir(body_dir):
|
||||
return None, None
|
||||
|
||||
seg_paths = sorted(glob.glob(os.path.join(body_dir, "seg_*.glb")))
|
||||
meshes = []
|
||||
armature = None
|
||||
for p in seg_paths:
|
||||
for o in import_glb(p):
|
||||
if o.type == 'ARMATURE' and armature is None:
|
||||
armature = o
|
||||
elif o.type == 'ARMATURE':
|
||||
bpy.data.objects.remove(o, do_unlink=True)
|
||||
elif is_body_mesh(o):
|
||||
meshes.append(o)
|
||||
elif o.type == 'MESH':
|
||||
bpy.data.objects.remove(o, do_unlink=True)
|
||||
|
||||
if not meshes or armature is None:
|
||||
return None, None
|
||||
|
||||
deselect_all()
|
||||
for m in meshes:
|
||||
m.select_set(True)
|
||||
set_active(meshes[0])
|
||||
bpy.ops.object.join()
|
||||
surface = bpy.context.active_object
|
||||
surface.name = f"body_surface_{body_type}"
|
||||
# Detach from armature so it is pure geometry for SD/weight source.
|
||||
for mod in list(surface.modifiers):
|
||||
if mod.type == 'ARMATURE':
|
||||
surface.modifiers.remove(mod)
|
||||
return surface, armature
|
||||
|
||||
|
||||
# --------------------------------------------------------------------------
|
||||
# Reference garment
|
||||
# --------------------------------------------------------------------------
|
||||
|
||||
def import_reference_garment(reference_glb):
|
||||
"""Import the reference garment; return its single skinned mesh + armature."""
|
||||
objs = import_glb(reference_glb)
|
||||
meshes = [o for o in objs if is_body_mesh(o)]
|
||||
if not meshes:
|
||||
# offset-shell garments always have vgroups; guard anyway
|
||||
meshes = [o for o in objs if o.type == 'MESH' and len(o.data.vertices) >= 20]
|
||||
armature = next((o for o in objs if o.type == 'ARMATURE'), None)
|
||||
if len(meshes) > 1:
|
||||
deselect_all()
|
||||
for m in meshes:
|
||||
m.select_set(True)
|
||||
set_active(meshes[0])
|
||||
bpy.ops.object.join()
|
||||
return bpy.context.active_object, armature
|
||||
return (meshes[0] if meshes else None), armature
|
||||
|
||||
|
||||
# --------------------------------------------------------------------------
|
||||
# Fitting (Surface Deform + Shrinkwrap fallback)
|
||||
# --------------------------------------------------------------------------
|
||||
|
||||
def try_surface_deform(clothing, body_surface):
|
||||
"""Bind + apply Surface Deform via a headless context override. Returns bool."""
|
||||
clothing.select_set(True)
|
||||
set_active(clothing)
|
||||
mod = clothing.modifiers.new("SurfaceDeformFit", 'SURFACE_DEFORM')
|
||||
mod.target = body_surface
|
||||
mod.falloff = SD_FALLOFF
|
||||
mod_name = mod.name
|
||||
try:
|
||||
with bpy.context.temp_override(
|
||||
active_object=clothing, object=clothing, selected_objects=[clothing]
|
||||
):
|
||||
bpy.ops.object.surfacedeform_bind(modifier=mod_name)
|
||||
except Exception as exc:
|
||||
log(f" SD bind EXCEPTION: {exc}")
|
||||
clothing.modifiers.remove(mod)
|
||||
return False
|
||||
if not mod.is_bound:
|
||||
log(" SD bind did not complete (is_bound=False)")
|
||||
clothing.modifiers.remove(mod)
|
||||
return False
|
||||
deselect_all()
|
||||
clothing.select_set(True)
|
||||
set_active(clothing)
|
||||
bpy.ops.object.modifier_apply(modifier=mod_name)
|
||||
return True
|
||||
|
||||
|
||||
def shrinkwrap_fallback(clothing, body_surface):
|
||||
log(" Shrinkwrap fallback (SD bind failed)")
|
||||
sw = clothing.modifiers.new("ShrinkwrapFit", 'SHRINKWRAP')
|
||||
sw.target = body_surface
|
||||
sw.wrap_method = 'NEAREST_SURFACEPOINT'
|
||||
sw.wrap_mode = 'ON_SURFACE'
|
||||
sw.offset = SHRINKWRAP_OFFSET
|
||||
deselect_all()
|
||||
clothing.select_set(True)
|
||||
set_active(clothing)
|
||||
bpy.ops.object.modifier_apply(modifier=sw.name)
|
||||
|
||||
|
||||
def transfer_weights(clothing, body_surface):
|
||||
"""Data Transfer VGROUP_WEIGHTS from the fitted body (fit_outfits :160-186)."""
|
||||
deselect_all()
|
||||
set_active(clothing)
|
||||
clothing.select_set(True)
|
||||
dt = clothing.modifiers.new("WeightTransfer", 'DATA_TRANSFER')
|
||||
dt.object = body_surface
|
||||
dt.use_vert_data = True
|
||||
dt.data_types_verts = {'VGROUP_WEIGHTS'}
|
||||
dt.vert_mapping = 'POLYINTERP_NEAREST'
|
||||
dt.layers_vgroup_select_src = 'ALL'
|
||||
dt.layers_vgroup_select_dst = 'NAME'
|
||||
bpy.ops.object.datalayout_transfer(modifier=dt.name)
|
||||
bpy.ops.object.modifier_apply(modifier=dt.name)
|
||||
|
||||
|
||||
def normalize_weights(clothing):
|
||||
deselect_all()
|
||||
set_active(clothing)
|
||||
clothing.select_set(True)
|
||||
bpy.ops.object.mode_set(mode='WEIGHT_PAINT')
|
||||
bpy.ops.object.vertex_group_normalize_all(lock_active=False)
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
|
||||
|
||||
def retarget_armature(clothing, new_armature):
|
||||
has_arm = False
|
||||
for mod in clothing.modifiers:
|
||||
if mod.type == 'ARMATURE':
|
||||
mod.object = new_armature
|
||||
has_arm = True
|
||||
if not has_arm:
|
||||
mod = clothing.modifiers.new("Armature", 'ARMATURE')
|
||||
mod.object = new_armature
|
||||
clothing.parent = new_armature
|
||||
clothing.matrix_parent_inverse = new_armature.matrix_world.inverted()
|
||||
|
||||
|
||||
def apply_solidify(clothing, thickness):
|
||||
if thickness <= 0.0:
|
||||
return
|
||||
deselect_all()
|
||||
clothing.select_set(True)
|
||||
set_active(clothing)
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
bpy.ops.mesh.select_all(action='SELECT')
|
||||
bpy.ops.mesh.normals_make_consistent(inside=False)
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
sol = clothing.modifiers.new("Solidify", 'SOLIDIFY')
|
||||
sol.thickness = thickness
|
||||
sol.offset = 1.0
|
||||
sol.use_rim = True
|
||||
bpy.ops.object.modifier_apply(modifier=sol.name)
|
||||
|
||||
|
||||
def export_variant(clothing, armature, out_path):
|
||||
deselect_all()
|
||||
clothing.select_set(True)
|
||||
armature.select_set(True)
|
||||
set_active(armature)
|
||||
bpy.ops.export_scene.gltf(
|
||||
filepath=out_path,
|
||||
export_format='GLB',
|
||||
use_selection=True,
|
||||
export_apply=False, # keep armature modifier for skinning
|
||||
export_animations=False,
|
||||
export_skins=True, # <-- the whole point of G1
|
||||
export_yup=True,
|
||||
export_texcoords=True,
|
||||
export_normals=True,
|
||||
export_materials='EXPORT',
|
||||
export_image_format='AUTO',
|
||||
)
|
||||
|
||||
|
||||
# --------------------------------------------------------------------------
|
||||
# Per-body processing
|
||||
# --------------------------------------------------------------------------
|
||||
|
||||
def process_body(body_type, reference_glb, bodies_dir, output_dir, solidify_mm):
|
||||
out_path = os.path.join(output_dir, f"{body_type}.glb")
|
||||
log(f"=== {body_type} ===")
|
||||
|
||||
if body_type == REFERENCE_BODY:
|
||||
shutil.copy2(reference_glb, out_path)
|
||||
log(" reference body — direct copy")
|
||||
return {"body_type": body_type, "status": "ok", "method": "copy"}
|
||||
|
||||
clear_scene()
|
||||
clothing, _ref_arm = import_reference_garment(reference_glb)
|
||||
if clothing is None:
|
||||
return {"body_type": body_type, "status": "error", "error": "no garment mesh"}
|
||||
|
||||
body_surface, armature = build_body(bodies_dir, body_type)
|
||||
if body_surface is None:
|
||||
return {"body_type": body_type, "status": "error", "error": "no body surface"}
|
||||
|
||||
if try_surface_deform(clothing, body_surface):
|
||||
method = "surface_deform"
|
||||
else:
|
||||
shrinkwrap_fallback(clothing, body_surface)
|
||||
method = "shrinkwrap"
|
||||
|
||||
transfer_weights(clothing, body_surface)
|
||||
normalize_weights(clothing)
|
||||
retarget_armature(clothing, armature)
|
||||
apply_solidify(clothing, solidify_mm)
|
||||
|
||||
# Drop the body surface so only garment + armature export.
|
||||
bpy.data.objects.remove(body_surface, do_unlink=True)
|
||||
export_variant(clothing, armature, out_path)
|
||||
log(f" exported [{method}] -> {os.path.basename(out_path)}")
|
||||
return {"body_type": body_type, "status": "ok", "method": method}
|
||||
|
||||
|
||||
# --------------------------------------------------------------------------
|
||||
# Self-check (headless smoke test): refit peasant_tunic to average_f
|
||||
# --------------------------------------------------------------------------
|
||||
|
||||
def self_check(bodies_dir):
|
||||
"""Prove the SD bind + weight flow + skinned export path runs headless.
|
||||
|
||||
Builds average_f's body surface, binds a trivial one-quad plane to it, and
|
||||
confirms the export produces JOINTS_0/WEIGHTS_0 accessors. Non-fatal probe.
|
||||
"""
|
||||
import struct
|
||||
clear_scene()
|
||||
bpy.ops.mesh.primitive_plane_add(size=0.3, location=(0, 0.1, 1.2))
|
||||
plane = bpy.context.active_object
|
||||
body_surface, armature = build_body(bodies_dir, "average_f")
|
||||
if body_surface is None:
|
||||
log("self-check: no average_f body — SKIP")
|
||||
return
|
||||
ok = try_surface_deform(plane, body_surface)
|
||||
log(f"self-check: SD bind {'ok' if ok else 'fell back'}")
|
||||
if not ok:
|
||||
shrinkwrap_fallback(plane, body_surface)
|
||||
transfer_weights(plane, body_surface)
|
||||
normalize_weights(plane)
|
||||
retarget_armature(plane, armature)
|
||||
bpy.data.objects.remove(body_surface, do_unlink=True)
|
||||
out = os.path.join(bpy.app.tempdir, "selfcheck.glb")
|
||||
export_variant(plane, armature, out)
|
||||
with open(out, 'rb') as f:
|
||||
f.read(12)
|
||||
clen = struct.unpack('<I', f.read(4))[0]
|
||||
f.read(4)
|
||||
j = json.loads(f.read(clen))
|
||||
attrs = set()
|
||||
for m in j.get("meshes", []):
|
||||
for pr in m["primitives"]:
|
||||
attrs |= set(pr["attributes"].keys())
|
||||
has_skin = "JOINTS_0" in attrs and "WEIGHTS_0" in attrs
|
||||
log(f"self-check: exported attrs={sorted(attrs)} skinned={has_skin}")
|
||||
log(f"self-check: {'PASS' if has_skin else 'FAIL'}")
|
||||
|
||||
|
||||
# --------------------------------------------------------------------------
|
||||
# Entry
|
||||
# --------------------------------------------------------------------------
|
||||
|
||||
def main():
|
||||
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
|
||||
|
||||
if "--self-check" in argv:
|
||||
# <bodies_dir> is the first positional in self-check mode
|
||||
pos = [a for a in argv if not a.startswith("--")]
|
||||
bodies_dir = pos[0] if pos else "client/assets/characters/bodies"
|
||||
self_check(bodies_dir)
|
||||
return
|
||||
|
||||
if len(argv) < 3:
|
||||
print("Usage: -- <reference_glb> <bodies_dir> <output_dir> "
|
||||
"[--only a,b,c] [--solidify MM]")
|
||||
sys.exit(1)
|
||||
reference_glb, bodies_dir, output_dir = argv[0], argv[1], argv[2]
|
||||
|
||||
only = None
|
||||
if "--only" in argv:
|
||||
only = [s.strip() for s in argv[argv.index("--only") + 1].split(",")]
|
||||
solidify_mm = 0.0
|
||||
if "--solidify" in argv:
|
||||
solidify_mm = float(argv[argv.index("--solidify") + 1])
|
||||
|
||||
if not os.path.isfile(reference_glb):
|
||||
print(f"ERROR: reference not found: {reference_glb}")
|
||||
sys.exit(1)
|
||||
os.makedirs(output_dir, exist_ok=True)
|
||||
|
||||
types = only if only else BODY_TYPES
|
||||
log(f"reference={reference_glb}")
|
||||
log(f"bodies={bodies_dir}")
|
||||
log(f"output={output_dir}")
|
||||
log(f"types={types} solidify={solidify_mm*1000:.0f}mm")
|
||||
|
||||
results = []
|
||||
for bt in types:
|
||||
if bt != REFERENCE_BODY and not os.path.isdir(os.path.join(bodies_dir, bt)):
|
||||
results.append({"body_type": bt, "status": "skipped",
|
||||
"error": "body dir missing"})
|
||||
continue
|
||||
try:
|
||||
results.append(process_body(bt, reference_glb, bodies_dir,
|
||||
output_dir, solidify_mm))
|
||||
except Exception as exc:
|
||||
log(f" ERROR {bt}: {exc}")
|
||||
results.append({"body_type": bt, "status": "error", "error": str(exc)})
|
||||
|
||||
ok = [r for r in results if r["status"] == "ok"]
|
||||
sd = len([r for r in ok if r.get("method") == "surface_deform"])
|
||||
sw = len([r for r in ok if r.get("method") == "shrinkwrap"])
|
||||
cp = len([r for r in ok if r.get("method") == "copy"])
|
||||
log("=" * 50)
|
||||
for r in results:
|
||||
log(f" {r['body_type']:12s} {r['status'].upper():8s} "
|
||||
f"{r.get('method', r.get('error', ''))}")
|
||||
log(f"OK={len(ok)} (surface_deform={sd} shrinkwrap={sw} copy={cp})")
|
||||
if sw:
|
||||
log(f"WARNING: {sw} variant(s) used Shrinkwrap — verify extremities at zoom")
|
||||
|
||||
with open(os.path.join(output_dir, "pipeline_log.json"), 'w') as f:
|
||||
json.dump({
|
||||
"reference": os.path.basename(reference_glb),
|
||||
"bodies_dir": bodies_dir,
|
||||
"variants": {r["body_type"]: {
|
||||
"status": r["status"],
|
||||
"method": r.get("method"),
|
||||
"error": r.get("error"),
|
||||
} for r in results},
|
||||
}, f, indent=2)
|
||||
log("wrote pipeline_log.json")
|
||||
|
||||
if any(r["status"] == "error" for r in results):
|
||||
sys.exit(1)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1,82 @@
|
||||
"""
|
||||
make_logo.py (T-1089 gap G4 — brand-logo supply stub)
|
||||
|
||||
Generate a flat 2D wordmark PNG for a clothing brand decal (D-244: flat 2D
|
||||
artwork on 3D surfaces). White-on-transparent, ~256x256, drawn with its own
|
||||
crisp edge so the inverted-hull character outline (which never samples the
|
||||
decal) leaves it untouched. Must stay legible at 16-32 px gameplay zoom (D-044).
|
||||
|
||||
This is a PLACEHOLDER supply stub. The production path is /image-gen (Gemini)
|
||||
per the feasibility §4 pipeline; this script gives the engine a real decal to
|
||||
render now, and doubles as the deterministic fallback generator.
|
||||
|
||||
Run:
|
||||
python3 tooling/garment-fit/make_logo.py <text> <out_png> [--size 256]
|
||||
|
||||
Example (the canonical Braemar fiber co-op, wiki/corporations/thrds.md — always
|
||||
lowercase):
|
||||
python3 tooling/garment-fit/make_logo.py thrds \
|
||||
client/assets/characters/logos/thrds.png
|
||||
"""
|
||||
import sys
|
||||
import os
|
||||
from PIL import Image, ImageDraw, ImageFont
|
||||
|
||||
FONT_CANDIDATES = [
|
||||
"/usr/share/fonts/fira-code/FiraCode-Bold.ttf",
|
||||
"/usr/share/fonts/adwaita-mono-fonts/AdwaitaMono-Bold.ttf",
|
||||
"/usr/share/fonts/dejavu-sans-fonts/DejaVuSans-Bold.ttf",
|
||||
]
|
||||
|
||||
|
||||
def load_font(px):
|
||||
for path in FONT_CANDIDATES:
|
||||
if os.path.isfile(path):
|
||||
return ImageFont.truetype(path, px), os.path.basename(path)
|
||||
return ImageFont.load_default(), "PIL-default"
|
||||
|
||||
|
||||
def make_logo(text, out_png, size=256):
|
||||
img = Image.new("RGBA", (size, size), (0, 0, 0, 0))
|
||||
draw = ImageDraw.Draw(img)
|
||||
|
||||
# Grow the font until the wordmark fills ~82% of the width.
|
||||
target_w = int(size * 0.82)
|
||||
px = size
|
||||
font, font_name = load_font(px)
|
||||
for px in range(size, 8, -2):
|
||||
font, font_name = load_font(px)
|
||||
bbox = draw.textbbox((0, 0), text, font=font)
|
||||
if (bbox[2] - bbox[0]) <= target_w and (bbox[3] - bbox[1]) <= int(size * 0.5):
|
||||
break
|
||||
|
||||
bbox = draw.textbbox((0, 0), text, font=font)
|
||||
tw, th = bbox[2] - bbox[0], bbox[3] - bbox[1]
|
||||
x = (size - tw) / 2 - bbox[0]
|
||||
y = (size - th) / 2 - bbox[1]
|
||||
# White wordmark, fully opaque.
|
||||
draw.text((x, y), text, font=font, fill=(255, 255, 255, 255))
|
||||
# A thin underscore bar under the wordmark — reads as a modern corporate mark
|
||||
# and gives the decal a stable baseline anchor at low zoom.
|
||||
bar_y = y + bbox[3] + int(size * 0.03)
|
||||
bar_h = max(2, int(size * 0.02))
|
||||
draw.rectangle(
|
||||
[(size * 0.12, bar_y), (size * 0.88, bar_y + bar_h)],
|
||||
fill=(255, 255, 255, 255),
|
||||
)
|
||||
|
||||
os.makedirs(os.path.dirname(out_png), exist_ok=True)
|
||||
img.save(out_png)
|
||||
print(f"wrote {out_png} ({size}x{size}, font={font_name}, glyph_px={px})")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
if len(sys.argv) < 3:
|
||||
print("Usage: make_logo.py <text> <out_png> [--size N]")
|
||||
sys.exit(1)
|
||||
text = sys.argv[1]
|
||||
out = sys.argv[2]
|
||||
size = 256
|
||||
if "--size" in sys.argv:
|
||||
size = int(sys.argv[sys.argv.index("--size") + 1])
|
||||
make_logo(text, out, size)
|
||||
@@ -0,0 +1,15 @@
|
||||
{
|
||||
"garments": [
|
||||
{"item_id": "tshirt_modern", "slot": "torso"}
|
||||
],
|
||||
"body_types": ["average_m", "average_f", "muscular_m", "muscular_f", "teen_m", "teen_f"],
|
||||
"clips": ["Walk", "Sprint", "Crouch_Fwd"],
|
||||
"frames_per_clip": 3,
|
||||
"yaws": [0, 90, 180, 270],
|
||||
"clip_epsilon_m": 0.03,
|
||||
"head_id": "head_001",
|
||||
"hair_id": "buzzed",
|
||||
"eyebrow_id": "regular",
|
||||
"skin_tone": 3,
|
||||
"out_dir": "/var/mnt/data/projects/settled-reach/.cache/garment-qa/tshirt_modern"
|
||||
}
|
||||
Reference in New Issue
Block a user