extends Node3D ## VALIDATED APPROACH: Trellis-generated head attached to character via BoneAttachment3D. ## ## Result: head attaches correctly to the Head bone and follows animation. ## The BoneAttachment3D system works for static meshes riding single bones. ## This is the production path for per-character generated heads. ## ## Takes screenshots at multiple angles, then quits. const ANIM_PATH := "res://models/quaternius/animations/UAL2_Standard.glb" const CAM_DIST: float = 20.0 const PIVOT_Y_ZOOMED_OUT: float = 0.9 const PIVOT_Y_ZOOMED_IN: float = 1.5 const ZOOM_MIN: float = 1.5 const ZOOM_MAX: float = 30.0 var _camera: Camera3D var _character: CharacterVisual var _out_dir: String var _shots: Array[Dictionary] = [] var _shot_index: int = 0 var _settle_frames: int = 0 func _ready() -> void: var git_output: Array = [] OS.execute("git", ["rev-parse", "--show-toplevel"], git_output) var root := (git_output[0] as String).strip_edges() var timestamp := Time.get_datetime_string_from_system().replace(":", "").replace("T", "-").substr(0, 15) _out_dir = "%s/.tmp/head-smoke-%s" % [root, timestamp] DirAccess.make_dir_recursive_absolute(_out_dir) print("Output: %s" % _out_dir) _camera = Camera3D.new() _camera.projection = Camera3D.PROJECTION_ORTHOGONAL _camera.near = 0.1 _camera.far = 100.0 _camera.current = true add_child(_camera) _build_floor() _build_lighting() # Character with original Superhero body _character = CharacterVisual.new() _character.set_shaders( preload("res://shaders/spike/toon.gdshader"), preload("res://shaders/spike/toon_masked.gdshader"), preload("res://shaders/spike/outline.gdshader"), ) _character.position = Vector3(0.0, 0.04, 0.0) _character.rotation_degrees.y = 45.0 add_child(_character) _character.load_unsegmented_body("res://models/quaternius/base-characters/Superhero_Male_FullBody.gltf") var anims := _character.load_animation_library(ANIM_PATH) for anim_name in anims: if "Idle" in anim_name: _character.play_animation(anim_name) break # Attach Trellis head var ok := _character.attach_to_bone("res://models/generated/head.glb", "Head") print("Head attached: %s" % ok) # Build shots: with/without head, different angles and zooms var angles := { "dramatic": Vector3(-30.0, 45.0, 0.0), "frontal": Vector3(-5.0, 45.0, 0.0), } var zooms := {"gameplay": 5.0, "heavy": 2.5} # With Trellis head for angle_name in angles: for zoom_name in zooms: _shots.append({ "name": "head-on_%s_%s" % [angle_name, zoom_name], "angle": angles[angle_name], "zoom": zooms[zoom_name], "head": true, }) # Without head (baseline comparison) _shots.append({ "name": "head-off_dramatic_gameplay", "angle": angles["dramatic"], "zoom": 5.0, "head": false, }) _shots.append({ "name": "head-off_frontal_heavy", "angle": angles["frontal"], "zoom": 2.5, "head": false, }) _setup_shot(_shots[0]) print("Smoke test: %d shots" % _shots.size()) func _process(_delta: float) -> void: if _shot_index >= _shots.size(): print("Smoke test complete") get_tree().quit() return _settle_frames += 1 if _settle_frames < 15: return var img := get_viewport().get_texture().get_image() var filename := "%02d-%s.png" % [_shot_index + 1, _shots[_shot_index]["name"]] img.save_png(_out_dir.path_join(filename)) print(" [%d/%d] %s" % [_shot_index + 1, _shots.size(), filename]) _shot_index += 1 if _shot_index < _shots.size(): _setup_shot(_shots[_shot_index]) _settle_frames = 0 func _setup_shot(shot: Dictionary) -> void: if shot["head"]: if not _character.has_bone_attachments(): _character.attach_to_bone("res://models/generated/head.glb", "Head") else: _character.detach_all_bone_attachments() var zoom := float(shot["zoom"]) _camera.size = zoom var zoom_t := 1.0 - (zoom - ZOOM_MIN) / (ZOOM_MAX - ZOOM_MIN) var pivot_y := lerpf(PIVOT_Y_ZOOMED_OUT, PIVOT_Y_ZOOMED_IN, clampf(zoom_t, 0.0, 1.0)) var pivot := Vector3(0.0, pivot_y, 0.0) var rot := shot["angle"] as Vector3 _camera.rotation_degrees = rot var basis := Basis.from_euler(rot * (PI / 180.0)) _camera.position = pivot + basis * Vector3(0, 0, CAM_DIST) func _build_floor() -> void: for x in range(-4, 5): for z in range(-4, 5): var mi := MeshInstance3D.new() var quad := PlaneMesh.new() quad.size = Vector2(0.95, 0.95) mi.mesh = quad mi.position = Vector3(float(x), 0.0, float(z)) var mat := StandardMaterial3D.new() mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED if (abs(x) + abs(z)) % 2 == 0: mat.albedo_color = Color(0.35, 0.38, 0.42) else: mat.albedo_color = Color(0.28, 0.30, 0.34) mi.material_override = mat add_child(mi) func _build_lighting() -> void: var light := DirectionalLight3D.new() light.transform = Transform3D( Basis(Vector3(0.866, -0.354, 0.354), Vector3(0, 0.707, 0.707), Vector3(-0.5, -0.612, 0.612)), Vector3(5, 10, 5) ) light.light_energy = 0.8 add_child(light) var env := Environment.new() env.background_mode = Environment.BG_COLOR env.background_color = Color(0.18, 0.2, 0.24) env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR env.ambient_light_color = Color(0.5, 0.5, 0.55) env.ambient_light_energy = 0.6 var world_env := WorldEnvironment.new() world_env.environment = env add_child(world_env)