""" blender_author_offset_shell.py (T-1089, route (c) offset-shell authoring) Derive a garment SHELL from our own body segment meshes — the "create-stuff- yourself" authoring pipeline that owes nothing to any vendor pack. Because the shell IS our body topology, bone weights are inherited by construction (no Surface-Deform, no Data-Transfer, no re-rig): every vertex keeps the 65-bone vertex groups it had as skin. Pipeline (t-shirt reference on average_m): 1. Import the body segments the garment covers (torso + torso_upper + upper arms), keep only the skinned body meshes (Icosphere debris filtered out). 2. Join into one mesh under a single armature; merge vertex groups by name. 3. Bone-plane SLEEVE cut — trim the upper-arm tube to short-sleeve length via a coordinate threshold derived from the upperarm bone axis (robust; no boundary-loop classification, which the segment tool warns is fragile). Neckline + hem come free as the natural segment boundaries. 4. Offset the surface outward along vertex normals (~12 mm standoff from skin). 5. Solidify (use_rim=True) — gives the cloth real thickness and caps the cut rims (sleeve openings) into hems. 6. Assign ONE flat modern-fabric material (drops all skin textures). Style pin: neutral heather tone, no trim, no fantasy anything. 7. Bake a UV0-aligned RGBA REGION MASK per-face: collar band -> R, main body -> G, sleeve trim -> B (channel-routed 4-tint shader input, G3). 8. Author a 2nd UV channel (TEXCOORD_1) projecting the front chest into [0,1] for the logo decal (G4); everything else parks outside the box. 9. Export the reference GLB (export_skins=True) + write reference_mask.png and base_albedo.png sidecars. The output reference is authored on average_m only; G1 (blender_batch_fit_skinned.py) fits it to the other body types. Run: tooling/blender --background --python \ tooling/garment-fit/blender_author_offset_shell.py -- \ /average_m [--offset 0.012] [--sleeve-frac 0.40] Writes: /average_m.glb reference garment (skinned) /reference_mask.png RGBA region mask (UV0-aligned) /base_albedo.png flat fabric albedo (also embedded in the GLB) Decisions: D-162 (clothing pre-fitted per body type), D-251 (in-house wardrobe). """ import sys import os import bpy import bmesh import numpy as np from mathutils import Vector # -------------------------------------------------------------------------- # Parameters # -------------------------------------------------------------------------- # Segments a t-shirt covers. Order matters only for join-active choice. COVERED_SEGMENTS = ["seg_torso", "seg_torso_upper", "seg_arm_upper_l", "seg_arm_upper_r"] OFFSET_M = 0.020 # outward standoff along vertex normals; larger than the # 10-14 mm ideal on the reference body buys clearance for # bigger bodies under Surface-Deform batch-fit (Q-060) — # the muscular/female torso otherwise pokes through. CLOTH_THICKNESS_M = 0.004 # Solidify thickness after offset (total ~24 mm standoff) SLEEVE_FRAC = 0.40 # fraction of upper-arm length kept (short sleeve) MASK_SIZE = 512 ALBEDO_SIZE = 512 # Flat modern-fabric base tone (linear-ish sRGB), neutral heather grey. FABRIC_RGB = (0.60, 0.61, 0.63) FABRIC_NOISE = 0.03 # +/- albedo jitter for a subtle woven feel # Chest logo box in body-local metres (X width, Z height). # FRONT AXIS: these Quaternius bodies face -Y in Blender (verified empirically — # a +Y test projection landed on the character's back). So "front" = -Y. FRONT_Y_SIGN = -1.0 CHEST_X = (-0.12, 0.12) CHEST_Z = (1.16, 1.44) CHEST_FRONT_Y = 0.015 # face centre must be on the front side by at least this CHEST_NORMAL_Y = 0.20 # face normal must point forward by at least this much # Region-mask classification (body-local, Z up). COLLAR_Z_MIN = 1.49 # faces above this AND near centre -> collar band (R) COLLAR_X_ABS = 0.11 # collar band stays near the neck, not the shoulders SLEEVE_X_ABS = 0.20 # faces with |center X| beyond this -> sleeve cap (B) def log(msg): print(f"[offset-shell] {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): """A real skinned body segment mesh — not Icosphere debris.""" if obj.type != 'MESH': return False if obj.name.startswith("Icosphere"): return False if len(obj.vertex_groups) == 0: return False if len(obj.data.vertices) < 50: return False return True # -------------------------------------------------------------------------- # Build the joined shell base # -------------------------------------------------------------------------- def build_covered_mesh(body_dir): """Import covered segments, keep skinned meshes, join to one mesh + armature.""" body_meshes = [] armature = None for seg in COVERED_SEGMENTS: path = os.path.join(body_dir, f"{seg}.glb") if not os.path.isfile(path): log(f"WARNING: missing segment {path} — skipping") continue objs = import_glb(path) for o in objs: if o.type == 'ARMATURE' and armature is None: armature = o elif o.type == 'ARMATURE': # drop extra armature copies (identical rest pose) bpy.data.objects.remove(o, do_unlink=True) elif is_body_mesh(o): body_meshes.append(o) else: # Icosphere / debris bpy.data.objects.remove(o, do_unlink=True) if not body_meshes: raise RuntimeError("no skinned body meshes imported for covered segments") if armature is None: raise RuntimeError("no armature found in covered segments") # Join meshes (vertex groups merge by name across segments). bpy.ops.object.select_all(action='DESELECT') for m in body_meshes: m.select_set(True) bpy.context.view_layer.objects.active = body_meshes[0] bpy.ops.object.join() shell = bpy.context.active_object shell.name = "garment_shell" # Re-point the armature modifier at the surviving armature; re-parent. for mod in list(shell.modifiers): if mod.type == 'ARMATURE': mod.object = armature shell.parent = armature shell.matrix_parent_inverse = armature.matrix_world.inverted() log(f"joined shell: {len(shell.data.vertices)} verts, " f"{len(shell.data.polygons)} faces, {len(shell.vertex_groups)} vgroups") return shell, armature # -------------------------------------------------------------------------- # Bone-plane sleeve cut # -------------------------------------------------------------------------- def sleeve_cut(shell, armature): """Delete sleeve-tip verts beyond the short-sleeve plane on each upper arm. The upper arm runs along +/-X (shoulder head -> elbow tail). We keep the fraction SLEEVE_FRAC of that length from the shoulder and delete the rest. Torso verts stay (|X| < shoulder head), so a single coordinate threshold is safe and needs no per-vertex weight test. """ bones = armature.data.bones cut_planes = [] # (axis_sign, threshold_x) for bone_name, sign in [("upperarm_l", +1), ("upperarm_r", -1)]: b = bones.get(bone_name) if b is None: log(f"WARNING: bone {bone_name} missing — sleeve not cut on that side") continue head_x = b.head_local.x tail_x = b.tail_local.x thr = head_x + SLEEVE_FRAC * (tail_x - head_x) cut_planes.append((sign, thr)) log(f"sleeve cut {bone_name}: keep |x| up to {thr:.3f} " f"(shoulder {head_x:.3f} -> elbow {tail_x:.3f})") bm = bmesh.new() bm.from_mesh(shell.data) bm.verts.ensure_lookup_table() to_delete = [] for v in bm.verts: for sign, thr in cut_planes: if sign > 0 and v.co.x > thr: to_delete.append(v) break if sign < 0 and v.co.x < thr: to_delete.append(v) break bmesh.ops.delete(bm, geom=to_delete, context='VERTS') bm.to_mesh(shell.data) bm.free() shell.data.update() log(f"sleeve cut removed {len(to_delete)} verts; " f"{len(shell.data.vertices)} remain") # -------------------------------------------------------------------------- # Outward offset + solidify # -------------------------------------------------------------------------- def offset_outward(shell, offset): """Push every vertex outward along its (smoothed) normal by `offset` m.""" me = shell.data me.calc_normals_split() if hasattr(me, "calc_normals_split") else None bm = bmesh.new() bm.from_mesh(me) bm.normal_update() for v in bm.verts: v.co += v.normal * offset bm.to_mesh(me) bm.free() me.update() log(f"offset surface outward by {offset*1000:.0f} mm along normals") def solidify(shell, thickness): """Solidify with use_rim to give cloth thickness and cap the cut rims.""" bpy.ops.object.select_all(action='DESELECT') shell.select_set(True) bpy.context.view_layer.objects.active = shell # consistent outward normals first 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 = shell.modifiers.new(name="Solidify", type='SOLIDIFY') sol.thickness = thickness sol.offset = 1.0 # grow outward only sol.use_rim = True # cap open boundaries (sleeve/neck/hem) sol.use_rim_only = False bpy.ops.object.modifier_apply(modifier=sol.name) log(f"solidified: {thickness*1000:.0f} mm, use_rim; " f"{len(shell.data.vertices)} verts") # -------------------------------------------------------------------------- # Material (flat fabric albedo) # -------------------------------------------------------------------------- def make_base_albedo_image(seed=1089): img = bpy.data.images.new("garment_base_albedo", ALBEDO_SIZE, ALBEDO_SIZE, alpha=False) rng = np.random.default_rng(seed) base = np.array(FABRIC_RGB, dtype=np.float32) noise = (rng.random((ALBEDO_SIZE * ALBEDO_SIZE, 1), dtype=np.float32) - 0.5) * 2.0 * FABRIC_NOISE rgb = np.clip(base[None, :] + noise, 0.0, 1.0) rgba = np.concatenate([rgb, np.ones((ALBEDO_SIZE * ALBEDO_SIZE, 1), dtype=np.float32)], axis=1) img.pixels.foreach_set(rgba.reshape(-1)) img.update() return img def assign_fabric_material(shell, albedo_img): shell.data.materials.clear() mat = bpy.data.materials.new("garment_fabric") mat.use_nodes = True nt = mat.node_tree bsdf = nt.nodes.get("Principled BSDF") tex = nt.nodes.new("ShaderNodeTexImage") tex.image = albedo_img nt.links.new(tex.outputs["Color"], bsdf.inputs["Base Color"]) if "Roughness" in bsdf.inputs: bsdf.inputs["Roughness"].default_value = 0.9 shell.data.materials.append(mat) log("assigned flat fabric material (skin textures dropped)") # -------------------------------------------------------------------------- # Region mask bake (UV0-aligned, per-face rasterization) # -------------------------------------------------------------------------- def _classify_region(center): """Return an RGBA region colour for a face centre (body-local coords).""" x, y, z = center.x, center.y, center.z if abs(x) >= SLEEVE_X_ABS: return (0.0, 0.0, 1.0, 0.0) # sleeve caps -> B (tint[2]) if z >= COLLAR_Z_MIN and abs(x) < COLLAR_X_ABS: return (1.0, 0.0, 0.0, 0.0) # neck collar band -> R (tint[0]) return (0.0, 1.0, 0.0, 0.0) # main body -> G (tint[1]) def _tris_from_face(face, uv_layer): """Fan-triangulate a bmesh face into (uv, uv, uv) tuples in [0,1] space.""" loops = face.loops[:] uvs = [l[uv_layer].uv.copy() for l in loops] tris = [] for i in range(1, len(uvs) - 1): tris.append((uvs[0], uvs[i], uvs[i + 1])) return tris def bake_region_mask(shell, out_path): """Rasterize each face's UV0 triangle with its region colour into MASK_SIZE^2. Background initialised to main-body green so bilinear bleed at island edges never lands on an untinted (all-zero) texel. """ W = H = MASK_SIZE buf = np.zeros((H, W, 4), dtype=np.float32) buf[:, :, 1] = 1.0 # green background = main body me = shell.data bm = bmesh.new() bm.from_mesh(me) bm.faces.ensure_lookup_table() uv_layer = bm.loops.layers.uv.active if uv_layer is None: raise RuntimeError("no active UV layer for region mask bake") yy, xx = np.mgrid[0:H, 0:W] for face in bm.faces: color = _classify_region(face.calc_center_median()) for a, b, c in _tris_from_face(face, uv_layer): _raster_tri(buf, a, b, c, color, W, H) bm.free() # Blender image is bottom-up; buf row 0 is V=0 (bottom) already since we # rasterise with row = v*(H-1). Save via Blender to match the texture pipe. img = bpy.data.images.new("garment_region_mask", W, H, alpha=True) img.pixels.foreach_set(buf.reshape(-1)) img.update() img.filepath_raw = out_path img.file_format = 'PNG' img.save() log(f"baked region mask -> {out_path}") def _raster_tri(buf, a, b, c, color, W, H): """Barycentric fill of a UV triangle into buf (V=0 at row 0 = bottom).""" ax, ay = a.x * (W - 1), a.y * (H - 1) bx, by = b.x * (W - 1), b.y * (H - 1) cx, cy = c.x * (W - 1), c.y * (H - 1) minx = max(int(np.floor(min(ax, bx, cx))), 0) maxx = min(int(np.ceil(max(ax, bx, cx))), W - 1) miny = max(int(np.floor(min(ay, by, cy))), 0) maxy = min(int(np.ceil(max(ay, by, cy))), H - 1) if minx > maxx or miny > maxy: return denom = (by - cy) * (ax - cx) + (cx - bx) * (ay - cy) if abs(denom) < 1e-9: return ys, xs = np.mgrid[miny:maxy + 1, minx:maxx + 1] px = xs + 0.5 py = ys + 0.5 w0 = ((by - cy) * (px - cx) + (cx - bx) * (py - cy)) / denom w1 = ((cy - ay) * (px - cx) + (ax - cx) * (py - cy)) / denom w2 = 1.0 - w0 - w1 inside = (w0 >= -1e-4) & (w1 >= -1e-4) & (w2 >= -1e-4) if not inside.any(): return region = buf[miny:maxy + 1, minx:maxx + 1, :] col = np.array(color, dtype=np.float32) region[inside] = col # -------------------------------------------------------------------------- # Logo UV2 chest channel # -------------------------------------------------------------------------- def author_logo_uv(shell): """Create a 2nd UV layer projecting front chest faces into [0,1]; park the rest outside the box (shader guards uv2 in [0,1]).""" me = shell.data # Keep exactly two UV layers: primary (albedo/mask) + logo. Remove extras. while len(me.uv_layers) > 1: me.uv_layers.remove(me.uv_layers[-1]) logo_uv = me.uv_layers.new(name="logo_uv") me.uv_layers.active = me.uv_layers[0] # keep albedo layer active for mask bake safety bm = bmesh.new() 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: -- /average_m " "[--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()