Files
settled-reach/tooling/scripts/blender/blender_author_buttondown.py
jpmschweitzerandClaude Opus 5 201dabd19b refactor(tooling): T-1273 — the Blender carve-out, and a guard that keeps it carved
35 payloads move to tooling/scripts/blender/ and stay outside package scope.
They run under Blender's bundled Python, which cannot see the repo venv, so
they physically cannot import tooling.core — holding them to the D-263 contract
would either fail the gate forever or force the contract to be weakened for
everyone, and the second is how a gate stops meaning anything.

Count verified by import rather than filename: 33 import bpy/bmesh directly,
and the two that do not are still payloads per their own usage lines.
garment-fit/make_logo.py is the one genuine non-payload and stays for T-1290.

The bash wrapper is retired rather than kept. Keeping it would have put the
install-resolution logic in two places, which is the duplication T-1286 had
just finished collapsing three copies of. domains/blender/service.py owns the
decisions — resolve_blender (native beats flatpak, ordering preserved),
resolve_payload, absolutise — and only run_payload performs. test_blender.py
pins all of them without launching Blender, which matters here more than
usual: the thing being launched is a 200 MB GUI application that writes GLBs.

`reach blender run` takes a registered payload name OR a path to any script,
because the wrapper served both — the spikes and the glb-gen skill hand it
one-off scripts of their own. An unknown name enumerates all 35 and exits 2.

The exclusion now defends itself. check_carve_out_stays_carved fails if
`scripts` is added to PACKAGE_ROOTS, if the payload directory empties (an empty
exclusion proves nothing), or if an __init__.py appears there (which would make
the payloads importable — the coupling the carve-out exists to prevent). All
three arms mutation-proved.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-02 20:55:52 +02:00

427 lines
17 KiB
Python

"""
blender_author_buttondown.py (T-1089, buttondown_modern — per-body offset shell)
Button-down shirt authored per body via the offset-shell route. Imports
blender_author_offset_shell.py as a module and reuses its scene/build/offset/
solidify/logo-UV/export helpers; this file adds what the button-down needs
beyond the t-shirt base:
* long-sleeve coverage — torso + torso_upper + BOTH full arms (upper+lower),
with a wrist-plane cut derived from the lowerarm bone (SLEEVE_END_FRAC),
replacing the base script's upper-arm short-sleeve cut
* seam WELD after join — the body segments share exact duplicated boundary
rings (probe: 24-38 coincident verts/seam, zero near-misses), so a
remove-doubles pass gives continuous normals across segment seams ->
crack-free outward offset and no internal solidify rims (UVs live on
loops, so UV seams survive the weld; weights are identical by construction)
* per-PIXEL region mask bake (barycentric-interpolated body-local positions)
instead of the base per-face classification — the placket and cuff
boundaries cut through the middle of low-poly faces
* PAINTED albedo — texture-carried identity per the style pin: placket band
with stitch lines, button dots, collar + cuff seam lines, over the flat
toon fabric noise. Baked per body because each body archetype has its own
UV atlas (the shell inherits body UVs).
Region convention (spec): collar=R (tint_0), body=G (tint_1),
cuffs+placket=B (tint_2). A unused. Logo-capable OFF, but the UV2 chest
channel is still authored (costs nothing; enables future brand variants).
Run (per-body only — this garment ships the per-body route):
tooling/blender --background --python \
tooling/garment-fit/blender_author_buttondown.py -- \
client/assets/characters/bodies \
client/assets/characters/clothing/buttondown_modern \
[--bodies average_m,child,...] [--offset 0.009]
Writes per body: <out_dir>/<body>.glb + <out_dir>/<body>_mask.png
Plus: <out_dir>/base_albedo.png (average_m's painted albedo)
<out_dir>/reference_mask.png (copy of average_m_mask.png)
Decisions: D-162 (pre-fitted per body), D-251 (in-house wardrobe), Q-060
(per-body authoring for offset shells).
"""
import os
import shutil
import sys
import bmesh
import bpy
import numpy as np
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import blender_author_offset_shell as base # noqa: E402
# --------------------------------------------------------------------------
# Garment parameters (average_m metres; scaled per body by shoulder ratio)
# --------------------------------------------------------------------------
COVERED_SEGMENTS = [
"seg_torso", "seg_torso_upper",
"seg_arm_upper_l", "seg_arm_upper_r",
"seg_arm_lower_l", "seg_arm_lower_r",
]
OFFSET_M = 0.009 # slimmer standoff than the tee (12 mm) — dress shirt
CLOTH_THICKNESS_M = 0.003 # thinner cloth than the tee (4 mm)
SLEEVE_END_FRAC = 0.92 # of lowerarm bone length — long sleeve, ends above wrist
CUFF_START_FRAC = 0.62 # of lowerarm bone length — last ~38% of forearm = cuff (B)
WELD_DIST = 0.0002 # merge duplicated segment-boundary rings (0.2 mm)
MASK_SIZE = 512
ALBEDO_SIZE = 1024 # painted detail (buttons ~8 px radius) needs 1024
# Style dimensions on average_m (shoulder |x| = base._REF_SHOULDER_X);
# scaled per body by shoulder_x ratio so proportions hold from child to heavy_m.
PLACKET_HALF_M = 0.022 # placket half-width (4.4 cm total band)
STITCH_W_M = 0.0025 # stitch/seam line half-width
BUTTON_R_M = 0.0095 # button disc radius (chunky toon read)
SEAM_HALF_M = 0.0022 # collar seam line half-height
BUTTON_COUNT = 6
FRONT_MIN_Y = 0.004 # body-local front test: y * FRONT_Y_SIGN > this
# Flat toon oxford base tone + painted feature colours (luma carries through
# the luminance-preserving region tint in toon_garment.gdshader).
FABRIC_RGB = (0.63, 0.64, 0.66)
FABRIC_NOISE = 0.02
PLACKET_BAND_MUL = 1.07 # subtle lift so the band reads under any tint
STITCH_MUL = 0.52 # dark stitch lines
SEAM_MUL = 0.55 # collar/cuff seam lines
BUTTON_RGB_OUTER = (0.10, 0.10, 0.12)
BUTTON_RGB_CORE = (0.24, 0.24, 0.27)
def log(msg):
print(f"[buttondown] {msg}")
# --------------------------------------------------------------------------
# Threshold derivation (extends base.derive_thresholds with arm + style dims)
# --------------------------------------------------------------------------
def derive_arm_thresholds(armature):
"""Wrist cut planes + cuff start from the lowerarm bones (X-axis arms)."""
bones = armature.data.bones
la_l = bones.get("lowerarm_l")
la_r = bones.get("lowerarm_r")
if la_l is None or la_r is None:
raise RuntimeError("lowerarm bones missing — cannot derive sleeve cut")
def along(b, frac):
return b.head_local.x + frac * (b.tail_local.x - b.head_local.x)
cut_l = along(la_l, SLEEVE_END_FRAC) # left arm +x: delete x > cut_l
cut_r = along(la_r, SLEEVE_END_FRAC) # right arm -x: delete x < cut_r
cuff_x_abs = (abs(along(la_l, CUFF_START_FRAC))
+ abs(along(la_r, CUFF_START_FRAC))) / 2.0
log(f"sleeve: cut_l={cut_l:.3f} cut_r={cut_r:.3f} cuff |x|>={cuff_x_abs:.3f}")
return {"cut_l": cut_l, "cut_r": cut_r, "cuff_x_abs": cuff_x_abs}
def derive_style(armature):
"""Scale the painted-detail dimensions by this body's shoulder ratio."""
bones = armature.data.bones
ua_l = bones.get("upperarm_l")
ua_r = bones.get("upperarm_r")
if ua_l is None or ua_r is None:
s = 1.0
else:
shoulder_x = (abs(ua_l.head_local.x) + abs(ua_r.head_local.x)) / 2.0
s = shoulder_x / base._REF_SHOULDER_X
log(f"style scale {s:.3f}")
return {
"placket_half": PLACKET_HALF_M * s,
"stitch_w": STITCH_W_M * s,
"button_r": BUTTON_R_M * s,
"seam_half": SEAM_HALF_M * s,
}
def derive_buttons(shell, thr):
"""Button Z positions: evenly spaced down the placket (collar -> hem)."""
hem_z = min(v.co.z for v in shell.data.vertices)
collar_z = thr["collar_z_min"]
span = collar_z - hem_z
z_top = collar_z - 0.05 * span
z_bot = hem_z + 0.07 * span
zs = list(np.linspace(z_top, z_bot, BUTTON_COUNT))
log(f"buttons: {BUTTON_COUNT} @ z {z_bot:.3f}..{z_top:.3f} (hem {hem_z:.3f})")
return {"button_zs": zs, "hem_z": hem_z}
# --------------------------------------------------------------------------
# Geometry: seam weld + wrist cut
# --------------------------------------------------------------------------
def weld_seams(shell):
"""Merge the duplicated segment-boundary rings into one continuous shell."""
bm = bmesh.new()
bm.from_mesh(shell.data)
before = len(bm.verts)
bmesh.ops.remove_doubles(bm, verts=bm.verts[:], dist=WELD_DIST)
bm.to_mesh(shell.data)
bm.free()
shell.data.update()
log(f"seam weld: {before} -> {len(shell.data.vertices)} verts "
f"({before - len(shell.data.vertices)} merged)")
def wrist_cut(shell, thr):
"""Delete sleeve verts beyond the wrist plane on each forearm."""
bm = bmesh.new()
bm.from_mesh(shell.data)
bm.verts.ensure_lookup_table()
to_delete = [v for v in bm.verts
if v.co.x > thr["cut_l"] or v.co.x < thr["cut_r"]]
bmesh.ops.delete(bm, geom=to_delete, context='VERTS')
bm.to_mesh(shell.data)
bm.free()
shell.data.update()
log(f"wrist cut removed {len(to_delete)} verts; "
f"{len(shell.data.vertices)} remain")
# --------------------------------------------------------------------------
# Per-pixel bake: region mask + painted albedo in one pass
# --------------------------------------------------------------------------
def _gather_tris(shell):
"""Fan-triangulate every face into (uv_a, uv_b, uv_c, co_a, co_b, co_c)."""
me = shell.data
bm = bmesh.new()
bm.from_mesh(me)
bm.faces.ensure_lookup_table()
uvl = bm.loops.layers.uv[me.uv_layers[0].name] # UV0 = shared body atlas
tris = []
for face in bm.faces:
loops = face.loops[:]
uvs = [np.array((lp[uvl].uv.x, lp[uvl].uv.y)) for lp in loops]
cos = [np.array(lp.vert.co[:]) for lp in loops]
for i in range(1, len(loops) - 1):
tris.append((uvs[0], uvs[i], uvs[i + 1],
cos[0], cos[i], cos[i + 1]))
bm.free()
return tris
def _tri_cover(a, b, c, W, H):
"""Pixel centres covered by UV triangle abc -> (ys, xs, w0, w1, w2)."""
ax, ay = a[0] * (W - 1), a[1] * (H - 1)
bx, by = b[0] * (W - 1), b[1] * (H - 1)
cx, cy = c[0] * (W - 1), c[1] * (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 None
denom = (by - cy) * (ax - cx) + (cx - bx) * (ay - cy)
if abs(denom) < 1e-9:
return None # degenerate (solidify rim) — no UV area to write
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 None
return (ys[inside].ravel(), xs[inside].ravel(),
w0[inside].ravel(), w1[inside].ravel(), w2[inside].ravel())
def _interp_pos(cover, co_a, co_b, co_c):
_, _, w0, w1, w2 = cover
return (w0[:, None] * co_a[None, :]
+ w1[:, None] * co_b[None, :]
+ w2[:, None] * co_c[None, :])
def _classify_px(pos, thr):
"""Vectorized region classification -> (N,4) one-hot RGBA rows."""
x, y, z = pos[:, 0], pos[:, 1], pos[:, 2]
ax = np.abs(x)
front = y * base.FRONT_Y_SIGN > FRONT_MIN_Y
cuff = ax >= thr["cuff_x_abs"]
collar = (~cuff) & (z >= thr["collar_z_min"]) & (ax < thr["collar_x_abs"])
placket = ((~cuff) & (~collar) & front
& (ax <= thr["placket_half"]) & (z < thr["collar_z_min"]))
rgba = np.zeros((len(x), 4), dtype=np.float32)
rgba[:, 1] = 1.0 # default: body -> G
rgba[collar] = (1.0, 0.0, 0.0, 0.0) # collar band -> R
rgba[cuff | placket] = (0.0, 0.0, 1.0, 0.0) # cuffs + placket -> B
return rgba
def _paint_px(pos, rows, thr):
"""Painted albedo: placket band + stitches, seams, button dots (in-place)."""
x, y, z = pos[:, 0], pos[:, 1], pos[:, 2]
ax = np.abs(x)
front = y * base.FRONT_Y_SIGN > FRONT_MIN_Y
below_collar = z < thr["collar_z_min"]
mul = np.ones(len(x), dtype=np.float32)
band = front & below_collar & (ax <= thr["placket_half"])
mul[band] = PLACKET_BAND_MUL
stitch = front & below_collar & (np.abs(ax - thr["placket_half"])
<= thr["stitch_w"])
mul[stitch] = STITCH_MUL
collar_seam = ((np.abs(z - thr["collar_z_min"]) <= thr["seam_half"])
& (ax < thr["collar_x_abs"] * 1.8))
mul[collar_seam] = SEAM_MUL
cuff_seam = np.abs(ax - thr["cuff_x_abs"]) <= thr["stitch_w"]
mul[cuff_seam] = SEAM_MUL
out = rows * mul[:, None]
r = thr["button_r"]
for bz in thr["button_zs"]:
d2 = x * x + (z - bz) ** 2
disc = front & (d2 <= r * r)
out[disc] = BUTTON_RGB_OUTER
core = front & (d2 <= (0.45 * r) ** 2)
out[core] = BUTTON_RGB_CORE
np.clip(out, 0.0, 1.0, out)
return out
def bake_maps(shell, thr, mask_path):
"""One pass over the shell: bake <body>_mask.png + return painted albedo."""
tris = _gather_tris(shell)
mbuf = np.zeros((MASK_SIZE, MASK_SIZE, 4), dtype=np.float32)
mbuf[:, :, 1] = 1.0 # green background = main body (bilinear-bleed safe)
rng = np.random.default_rng(1090) # deterministic fabric noise
fabric = np.array(FABRIC_RGB, dtype=np.float32)
noise = (rng.random((ALBEDO_SIZE, ALBEDO_SIZE, 1), dtype=np.float32)
- 0.5) * 2.0 * FABRIC_NOISE
abuf = np.clip(fabric[None, None, :] + noise, 0.0, 1.0)
for uv_a, uv_b, uv_c, co_a, co_b, co_c in tris:
cover = _tri_cover(uv_a, uv_b, uv_c, MASK_SIZE, MASK_SIZE)
if cover is not None:
pos = _interp_pos(cover, co_a, co_b, co_c)
mbuf[cover[0], cover[1], :] = _classify_px(pos, thr)
cover = _tri_cover(uv_a, uv_b, uv_c, ALBEDO_SIZE, ALBEDO_SIZE)
if cover is not None:
pos = _interp_pos(cover, co_a, co_b, co_c)
abuf[cover[0], cover[1], :] = _paint_px(
pos, abuf[cover[0], cover[1], :], thr)
tot = MASK_SIZE * MASK_SIZE
log("mask texels: collar={:.1f}% body={:.1f}% cuff+placket={:.1f}%".format(
100.0 * float((mbuf[:, :, 0] > 0.5).sum()) / tot,
100.0 * float((mbuf[:, :, 1] > 0.5).sum()) / tot,
100.0 * float((mbuf[:, :, 2] > 0.5).sum()) / tot))
mask_img = bpy.data.images.new("garment_region_mask", MASK_SIZE, MASK_SIZE,
alpha=True)
mask_img.pixels.foreach_set(mbuf.reshape(-1))
mask_img.update()
mask_img.filepath_raw = mask_path
mask_img.file_format = 'PNG'
mask_img.save()
log(f"baked region mask -> {mask_path}")
argba = np.concatenate(
[abuf, np.ones((ALBEDO_SIZE, ALBEDO_SIZE, 1), dtype=np.float32)],
axis=2)
albedo_img = bpy.data.images.new("base_albedo", ALBEDO_SIZE, ALBEDO_SIZE,
alpha=False)
albedo_img.pixels.foreach_set(argba.reshape(-1))
albedo_img.update()
return albedo_img
# --------------------------------------------------------------------------
# Author one body
# --------------------------------------------------------------------------
def author_buttondown(body_dir, out_dir, body, offset):
base.clear_scene()
base.COVERED_SEGMENTS = COVERED_SEGMENTS # long-sleeve coverage set
shell, armature = base.build_covered_mesh(body_dir)
thr = base.derive_thresholds(armature) # collar/chest from bone landmarks
thr.update(derive_arm_thresholds(armature))
thr.update(derive_style(armature))
weld_seams(shell)
wrist_cut(shell, thr)
thr.update(derive_buttons(shell, thr))
base.offset_outward(shell, offset)
base.solidify(shell, CLOTH_THICKNESS_M)
base.author_logo_uv(shell, thr) # UV2 before bake (mask/albedo use UV0)
albedo_img = bake_maps(shell, thr, os.path.join(out_dir, f"{body}_mask.png"))
base.save_albedo_sidecar(albedo_img, os.path.join(out_dir, "base_albedo.png"))
base.assign_fabric_material(shell, albedo_img)
base.export_reference(shell, armature, os.path.join(out_dir, f"{body}.glb"))
# --------------------------------------------------------------------------
# Entry
# --------------------------------------------------------------------------
def main():
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
if len(argv) < 2:
print("Usage: -- <bodies_root> <out_dir> "
"[--bodies a,b,c] [--offset M]")
sys.exit(1)
bodies_root = argv[0]
out_dir = argv[1]
offset = OFFSET_M
if "--offset" in argv:
offset = float(argv[argv.index("--offset") + 1])
bodies = base.BODY_TYPES
if "--bodies" in argv:
bodies = [s.strip() for s in argv[argv.index("--bodies") + 1].split(",")]
os.makedirs(out_dir, exist_ok=True)
log(f"per-body mode: {len(bodies)} bodies, offset {offset*1000:.1f} mm")
avg_albedo_stash = os.path.join(out_dir, "_tmp_avg_base_albedo.png")
results = []
for body in bodies:
body_dir = os.path.join(bodies_root, body)
log(f"=== {body} ===")
if not os.path.isdir(body_dir):
results.append((body, "skipped: body dir missing"))
continue
try:
author_buttondown(body_dir, out_dir, body, offset)
if body == base.REFERENCE_BODY:
shutil.copy2(os.path.join(out_dir, "base_albedo.png"),
avg_albedo_stash)
results.append((body, "ok"))
except Exception as exc: # noqa: BLE001 — per-body isolation
log(f"ERROR {body}: {exc}")
results.append((body, f"error: {exc}"))
# Root sidecars: reference mask + albedo mirror the reference body.
ref_mask = os.path.join(out_dir, f"{base.REFERENCE_BODY}_mask.png")
if os.path.isfile(ref_mask):
shutil.copy2(ref_mask, os.path.join(out_dir, "reference_mask.png"))
log(f"copied {base.REFERENCE_BODY}_mask.png -> reference_mask.png")
if os.path.isfile(avg_albedo_stash):
shutil.move(avg_albedo_stash, os.path.join(out_dir, "base_albedo.png"))
log(f"base_albedo.png = {base.REFERENCE_BODY}'s painted albedo")
log("=" * 50)
for body, status in results:
log(f" {body:12s} {status}")
ok = sum(1 for _, s in results if s == "ok")
log(f"OK={ok}/{len(results)}")
if ok != len(results):
sys.exit(1)
log("DONE")
if __name__ == "__main__":
main()