Add CharacterVisualDescriptor (11-variant BodyType enum, wire format encode/decode, body_type_key mapping) and CharacterVisual compositor (runtime 3D character assembler with slot architecture, BoneAttachment3D, clothing coverage, recolor mask loading, skin tone tinting, bone validation). Includes 64 unit tests and Blender utility scripts. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
94 lines
2.9 KiB
Python
94 lines
2.9 KiB
Python
"""
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blender_extract_armature.py
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Usage: tooling/blender --background --python tooling/blender_extract_armature.py -- <input.gltf> <output.glb>
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Loads a Quaternius GLTF file, strips all mesh objects and animation data,
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and exports only the armature as a GLB skeleton file.
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Requirements:
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- 65-bone hierarchy preserved
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- No mesh geometry
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- No animation data
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- Y-up, -Z forward (glTF default)
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- 1 unit = 1 meter (Quaternius convention)
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"""
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import sys
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import bpy
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def extract_armature(input_path: str, output_path: str) -> None:
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# Clear the default scene
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bpy.ops.wm.read_factory_settings(use_empty=True)
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# Import the GLTF/GLB
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print(f"Loading: {input_path}")
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bpy.ops.import_scene.gltf(filepath=input_path)
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# Report what was imported
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all_objects = list(bpy.context.scene.objects)
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print(f"Imported {len(all_objects)} objects:")
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for obj in all_objects:
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print(f" {obj.name} ({obj.type})")
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# Find armature objects
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armatures = [obj for obj in all_objects if obj.type == 'ARMATURE']
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if not armatures:
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print("ERROR: No armature found in the imported file.")
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sys.exit(1)
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armature = armatures[0]
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print(f"Armature: {armature.name} — {len(armature.data.bones)} bones")
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if len(armature.data.bones) < 60:
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print(f"WARNING: Expected ~65 bones, found {len(armature.data.bones)}. Check compatibility.")
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# Remove all non-armature objects (meshes, lights, cameras, empties)
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bpy.ops.object.select_all(action='DESELECT')
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for obj in all_objects:
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if obj.type != 'ARMATURE':
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obj.select_set(True)
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bpy.ops.object.delete()
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# Remove all animation data (skeleton only, no poses)
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if armature.animation_data:
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armature.animation_data_clear()
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for action in list(bpy.data.actions):
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bpy.data.actions.remove(action)
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# Select only the armature for export
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bpy.ops.object.select_all(action='DESELECT')
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armature.select_set(True)
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bpy.context.view_layer.objects.active = armature
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# Export as GLB — skeleton only, no animations, no meshes
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print(f"Exporting to: {output_path}")
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bpy.ops.export_scene.gltf(
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filepath=output_path,
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use_selection=True,
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export_format='GLB',
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export_animations=False,
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export_skins=True,
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export_yup=True,
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)
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# Verify: report bone count and names
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bones = sorted(armature.data.bones, key=lambda b: b.name)
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print(f"Export complete. {len(bones)} bones:")
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for bone in bones:
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print(f" {bone.name}")
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if __name__ == "__main__":
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argv = sys.argv
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if "--" not in argv:
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print("Usage: tooling/blender --background --python tooling/blender_extract_armature.py -- <input.gltf> <output.glb>")
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sys.exit(1)
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args = argv[argv.index("--") + 1:]
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if len(args) < 2:
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print("ERROR: Provide input GLTF/GLB path and output GLB path.")
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sys.exit(1)
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extract_armature(args[0], args[1])
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