Source tier purchase provides 3 body types × 2 genders with .blend source files: Regular (→Average), Superhero (→Muscular), Teen (→Thin). Only Heavy body type still needs hand-authoring. Surface Deform pipeline validated: clothing authored for Regular body successfully fitted to Superhero and Teen bodies with zero bind failures across all 12 outfit × body combinations. Adds source-bodies/, outfits-fitted-source/, outfits-fitted-source-female/, and Blender fitting scripts for both genders. Showcase updated with 8 body type entries and per-body-type fitted outfit scanning. Resolves Q-062 (Source tier contents: Regular + Teen confirmed). Partially resolves Q-060 (Surface Deform quality: binds succeed, visual clipping is a compositor concern, not pipeline failure). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
212 lines
7.0 KiB
Python
212 lines
7.0 KiB
Python
"""
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Fit Fantasy outfits to Quaternius Source tier body types.
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Uses Surface Deform to refit clothing from Regular body (native fit)
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to Superhero and Teen bodies. Regular gets a straight copy since
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the outfits were authored for it.
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Run via:
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tooling/blender --background --python \
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spikes/quaternius-aesthetic/scripts/blender/fit_outfits_source.py \
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-- <source_bodies_dir> <outfits_dir> <output_dir>
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source_bodies_dir: contains Regular_Male_FullBody.gltf, Superhero_Male_FullBody.gltf, etc.
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outfits_dir: contains Male_Peasant.gltf, Male_Ranger.gltf
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output_dir: fitted outfits per body type
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"""
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import bpy
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import sys
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import os
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argv = sys.argv
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argv = argv[argv.index("--") + 1:] if "--" in argv else []
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if len(argv) < 3:
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print("Usage: -- <source_bodies_dir> <outfits_dir> <output_dir>")
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sys.exit(1)
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BODIES_DIR = argv[0]
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OUTFITS_DIR = argv[1]
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OUTPUT_DIR = argv[2]
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os.makedirs(OUTPUT_DIR, exist_ok=True)
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# Body type mapping: our name -> Quaternius filename
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BODY_MAP = {
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"regular": "Regular_Male_FullBody.gltf",
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"superhero": "Superhero_Male_FullBody.gltf",
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"teen": "Teen_Male_FullBody.gltf",
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}
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# Find outfits
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OUTFITS = []
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for f in sorted(os.listdir(OUTFITS_DIR)):
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if f.endswith(".gltf") and f.startswith("Male_"):
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OUTFITS.append(f)
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print("=== Fit outfits to Source tier bodies ===")
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print(f" Bodies: {BODIES_DIR}")
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print(f" Outfits: {OUTFITS}")
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print(f" Output: {OUTPUT_DIR}")
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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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for c in list(bpy.data.collections):
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bpy.data.collections.remove(c)
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def import_gltf(path):
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before = set(bpy.data.objects)
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bpy.ops.import_scene.gltf(filepath=path)
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return list(set(bpy.data.objects) - before)
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def find_armature(objects):
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for obj in objects:
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if obj.type == 'ARMATURE':
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return obj
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return None
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def find_meshes(objects):
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return [obj for obj in objects if obj.type == 'MESH']
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def find_largest_mesh(objects):
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meshes = find_meshes(objects)
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if not meshes:
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return None
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return max(meshes, key=lambda m: len(m.data.vertices))
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for body_name, body_file in BODY_MAP.items():
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body_path = os.path.join(BODIES_DIR, body_file)
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if not os.path.exists(body_path):
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print(f"\n SKIP {body_name}: {body_file} not found")
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continue
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out_dir = os.path.join(OUTPUT_DIR, body_name)
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os.makedirs(out_dir, exist_ok=True)
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for outfit_file in OUTFITS:
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outfit_name = os.path.splitext(outfit_file)[0]
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output_path = os.path.join(out_dir, f"{outfit_name}.glb")
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print(f"\n {body_name} / {outfit_name}...")
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clear_scene()
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# Import body
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body_objects = import_gltf(body_path)
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body_armature = find_armature(body_objects)
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body_mesh = find_largest_mesh(body_objects)
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if not body_armature or not body_mesh:
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print(f" ERROR: body import failed")
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continue
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print(f" Body: {body_mesh.name} ({len(body_mesh.data.vertices)} verts)")
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# Import outfit
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outfit_path = os.path.join(OUTFITS_DIR, outfit_file)
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outfit_objects = import_gltf(outfit_path)
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outfit_armature = find_armature(outfit_objects)
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outfit_meshes = find_meshes(outfit_objects)
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if not outfit_meshes:
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print(f" ERROR: no outfit meshes")
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continue
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print(f" Outfit meshes: {len(outfit_meshes)}")
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# For regular body: outfits already fit, just re-export with this armature
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# For other bodies: Surface Deform to refit
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if body_name != "regular":
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for mi in outfit_meshes:
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# Apply Surface Deform to bind clothing to body surface
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bpy.context.view_layer.objects.active = mi
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mi.select_set(True)
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sd = mi.modifiers.new(name="SurfaceDeform", type='SURFACE_DEFORM')
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sd.target = body_mesh
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sd.falloff = 4.0
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try:
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bpy.ops.object.surfacedeform_bind(modifier=sd.name)
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if sd.is_bound:
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bpy.ops.object.modifier_apply(modifier=sd.name)
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print(f" Surface Deform applied: {mi.name}")
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else:
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print(f" WARNING: Surface Deform bind failed for {mi.name}")
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mi.modifiers.remove(sd)
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except Exception as e:
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print(f" WARNING: Surface Deform error for {mi.name}: {e}")
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if sd.name in [m.name for m in mi.modifiers]:
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mi.modifiers.remove(sd)
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mi.select_set(False)
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# Reparent outfit meshes to body armature
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for mi in outfit_meshes:
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# Remove old armature modifier
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for mod in list(mi.modifiers):
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if mod.type == 'ARMATURE':
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mi.modifiers.remove(mod)
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# Parent to body armature
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mi.parent = body_armature
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mi.matrix_parent_inverse = body_armature.matrix_world.inverted()
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arm_mod = mi.modifiers.new(name="Armature", type='ARMATURE')
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arm_mod.object = body_armature
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# Re-transfer weights from body mesh
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bpy.context.view_layer.objects.active = mi
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mi.select_set(True)
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dt = mi.modifiers.new(name="WeightTransfer", type='DATA_TRANSFER')
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dt.object = body_mesh
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dt.use_vert_data = True
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dt.data_types_verts = {'VGROUP_WEIGHTS'}
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dt.vert_mapping = 'POLYINTERP_NEAREST'
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dt.layers_vgroup_select_src = 'ALL'
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dt.layers_vgroup_select_dst = 'NAME'
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bpy.ops.object.datalayout_transfer(modifier=dt.name)
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bpy.ops.object.modifier_apply(modifier=dt.name)
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mi.select_set(False)
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# Hide body mesh, export outfit + armature
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body_mesh.hide_set(True)
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for obj in body_objects:
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if obj.type == 'MESH':
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obj.hide_set(True)
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# Remove outfit's original armature
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if outfit_armature:
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outfit_armature.hide_set(True)
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bpy.ops.object.select_all(action='DESELECT')
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body_armature.select_set(True)
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body_armature.hide_set(False)
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for mi in outfit_meshes:
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mi.select_set(True)
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mi.hide_set(False)
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bpy.context.view_layer.objects.active = body_armature
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bpy.ops.export_scene.gltf(
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filepath=output_path,
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export_format='GLB',
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use_selection=True,
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export_apply=False,
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export_animations=False,
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export_skins=True,
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)
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size_kb = os.path.getsize(output_path) // 1024
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print(f" Exported: {output_path} ({size_kb} KB)")
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print("\n=== Done ===")
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for body_name in BODY_MAP:
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for outfit_file in OUTFITS:
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outfit_name = os.path.splitext(outfit_file)[0]
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path = os.path.join(OUTPUT_DIR, body_name, f"{outfit_name}.glb")
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status = "[OK]" if os.path.exists(path) else "[MISSING]"
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print(f" {status} {body_name}/{outfit_name}.glb")
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