Files
settled-reach/spikes/quaternius-aesthetic/scripts/spike/screenshot_cycle.gd
T
jpmschweitzerandClaude Opus 4.6 c380ef8a84 feat(assets): add Quaternius aesthetic validation spike
Complete character pipeline spike validating the Quaternius rig as
foundation for The Settled Reach's 3D character system.

Validated:
- 65-bone skeleton + Universal Animation Library as rig foundation
- Body segmentation into 15 bone-group regions with 1-ring vertex overlap
- Trellis-generated heads via BoneAttachment3D
- Skin tone texture generation pipeline (9 variants from source)
- Toon shader + inverted hull outline at gameplay zoom
- CharacterVisual class as compositor prototype

Failed (documented):
- Trellis clothing auto-rigging (sculptures, not garments)
- Bone scaling for body type variants (catastrophic joint deformation)
- Runtime per-segment clothing scaling (same failure as Blender-side)

Includes: Blender pipeline scripts (segmentation, auto-rigging, Surface
Deform fitting), Godot showcase with interactive controls, automated
screenshot cycle, smoke tests, team reviews, and VERDICT.md.

D-158 through D-164 locked. Q-060 through Q-062 opened.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-19 13:29:22 +01:00

238 lines
6.9 KiB
GDScript

extends Node3D
## Automated screenshot cycle -- segmented bodies x outfits x angles x zoom levels.
## Launch: godot --path . scenes/screenshot_cycle.tscn
const ANGLES := {
"dramatic": Vector3(-30.0, 45.0, 0.0),
"frontal": Vector3(-5.0, 45.0, 0.0),
}
const ZOOMS := {
"gameplay": 5.0,
"heavy": 2.5,
}
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
## Bodies to cycle through. Each uses the segmented architecture.
const BODIES := [
{
"name": "male_segmented",
"segmented": "res://models/quaternius/segmented-male/",
},
{
"name": "female_segmented",
"segmented": "res://models/quaternius/segmented-female/",
},
]
## Outfits directory -- scan for Male_*.gltf files.
const OUTFITS_DIR := "res://models/quaternius/outfits-fantasy/full/"
var _camera: Camera3D
var _character: CharacterVisual
var _light: DirectionalLight3D
var _world_env: WorldEnvironment
var _shots: Array[Dictionary] = []
var _shot_index: int = 0
var _settle_frames: int = 0
var _out_dir: String
var _current_body: String = ""
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/quaternius-spike-%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()
_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
_world_env = WorldEnvironment.new()
_world_env.environment = env
add_child(_world_env)
_build_shot_list()
_load_body_for_shot(_shots[0])
_setup_shot(_shots[0])
print("Screenshot cycle: %d shots queued" % _shots.size())
func _process(_delta: float) -> void:
if _shot_index >= _shots.size():
print("Screenshot cycle complete: %d shots captured" % _shots.size())
get_tree().quit()
return
_settle_frames += 1
if _settle_frames < 15:
return
_capture_shot(_shots[_shot_index])
_shot_index += 1
if _shot_index < _shots.size():
_load_body_for_shot(_shots[_shot_index])
_setup_shot(_shots[_shot_index])
_settle_frames = 0
func _build_shot_list() -> void:
# Scan available outfits
var outfit_paths: Array[String] = []
var dir := DirAccess.open(OUTFITS_DIR)
if dir:
dir.list_dir_begin()
var file_name := dir.get_next()
while file_name != "":
if file_name.ends_with(".gltf") and file_name.begins_with("Male_"):
outfit_paths.append(OUTFITS_DIR + file_name)
file_name = dir.get_next()
dir.list_dir_end()
outfit_paths.sort()
for body in BODIES:
var body_name: String = body["name"]
# Bare body at both angles
for angle_name in ANGLES:
_shots.append({
"body": body,
"angle_name": angle_name,
"angle": ANGLES[angle_name],
"zoom_name": "gameplay",
"zoom": ZOOMS["gameplay"],
"outfit_name": "bare",
"outfit_path": "",
})
# Each outfit at dramatic gameplay + frontal heavy zoom
for outfit_path in outfit_paths:
var outfit_name := outfit_path.get_file().get_basename()
_shots.append({
"body": body,
"angle_name": "dramatic",
"angle": ANGLES["dramatic"],
"zoom_name": "gameplay",
"zoom": ZOOMS["gameplay"],
"outfit_name": outfit_name,
"outfit_path": outfit_path,
})
_shots.append({
"body": body,
"angle_name": "frontal",
"angle": ANGLES["frontal"],
"zoom_name": "heavy",
"zoom": ZOOMS["heavy"],
"outfit_name": outfit_name,
"outfit_path": outfit_path,
})
func _load_body_for_shot(shot: Dictionary) -> void:
var body: Dictionary = shot["body"]
if body["name"] == _current_body:
return
_current_body = body["name"]
if _character:
remove_child(_character)
_character.free()
_character = null
_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)
if body.has("segmented"):
_character.load_body(body["segmented"])
else:
_character.load_unsegmented_body(body["path"])
print(" Body loaded: %s (skeleton: %d bones)" % [body["name"], _character.get_bone_count()])
var anims := _character.load_animation_library(ANIM_PATH)
for anim_name in anims:
if "Idle" in anim_name:
_character.play_animation(anim_name)
break
func _setup_shot(shot: Dictionary) -> void:
_character.detach_all_outfits()
_character.set_body_visible(true)
if shot["outfit_path"] != "":
_character.attach_outfit(shot["outfit_path"])
_character.shader_mode = CharacterVisual.ShaderMode.TEXTURED
_character.outline_enabled = true
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 _capture_shot(shot: Dictionary) -> void:
var img := get_viewport().get_texture().get_image()
var body_name: String = (shot["body"] as Dictionary)["name"]
var desc := "%02d-%s-%s-%s-%s" % [
_shot_index + 1, body_name, shot["outfit_name"], shot["angle_name"], shot["zoom_name"]
]
var filename := "%s.png" % desc
img.save_png(_out_dir.path_join(filename))
print(" [%d/%d] %s" % [_shot_index + 1, _shots.size(), filename])
func _build_floor() -> void:
const FLOOR_HALF_SIZE := 4
for x in range(-FLOOR_HALF_SIZE, FLOOR_HALF_SIZE + 1):
for z in range(-FLOOR_HALF_SIZE, FLOOR_HALF_SIZE + 1):
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)