Files
settled-reach/tooling/scripts/blender/blender_author_offset_shell.py
T
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

888 lines
36 KiB
Python

"""
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.
Two modes (T-1089):
SINGLE-REFERENCE (default) — author on one body (average_m); G1
(blender_batch_fit_skinned.py) SD-fits it to the other body types. Right for
derived/hand-authored garments that share one UV layout + one mask.
tooling/blender --background --python \
tooling/garment-fit/blender_author_offset_shell.py -- \
<bodies_dir>/average_m <out_dir> [--offset 0.020] [--sleeve-frac 0.40]
Writes:
<out_dir>/average_m.glb reference garment (skinned)
<out_dir>/reference_mask.png RGBA region mask (UV0-aligned)
<out_dir>/base_albedo.png flat fabric albedo (also embedded in the GLB)
PER-BODY (--per-body) — author the shell from EACH body's own segment meshes.
QA evidence (Q-060): single-reference SD-fit of offset-shells degrades with
girth divergence (muscular_m 859px worst clip at 24 mm standoff). Authoring
per body gives guaranteed standoff + exact weights by construction, and lets
the offset drop back to the ~12 mm ideal. Cut/mask parameters are derived
from each body's OWN bone landmarks using the same proportional ratios
(anchored to reproduce the hand-calibrated average_m constants exactly), so
regions stay consistent across bodies.
tooling/blender --background --python \
tooling/garment-fit/blender_author_offset_shell.py -- \
<bodies_dir> <out_dir> --per-body \
[--bodies average_m,child,...] [--offset 0.012] [--sleeve-frac 0.40]
Writes per body:
<out_dir>/<body>.glb skinned garment authored on that body
<out_dir>/<body>_mask.png RGBA region mask (that body's UV0 layout)
Plus:
<out_dir>/base_albedo.png shared flat fabric albedo (deterministic)
<out_dir>/reference_mask.png copy of average_m_mask.png (runtime fallback)
The runtime compositor (character_visual.gd) prefers <body>_mask.png and
falls back to reference_mask.png for SD-fit garments.
Decisions: D-162 (clothing pre-fitted per body type), D-251 (in-house wardrobe).
"""
import sys
import os
import shutil
import bpy
import bmesh
import numpy as np
# --------------------------------------------------------------------------
# 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 # single-reference 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.
PER_BODY_OFFSET_M = 0.012 # per-body standoff — each body's own surface guarantees
# clearance by construction, so the ideal applies.
CLOTH_THICKNESS_M = 0.004 # Solidify thickness after offset
SLEEVE_FRAC = 0.40 # fraction of upper-arm length kept (short sleeve)
MASK_SIZE = 512
ALBEDO_SIZE = 512
# All shipping body types (matches blender_batch_fit_skinned.py / the runtime).
BODY_TYPES = [
"average_m", "average_f", "muscular_m", "muscular_f", "thin_m", "thin_f",
"heavy_m", "heavy_f", "teen_m", "teen_f", "child",
]
REFERENCE_BODY = "average_m"
# 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)
# --------------------------------------------------------------------------
# Per-body threshold derivation (T-1089 per-body shell mode)
#
# The absolute constants above were hand-calibrated on average_m. The ratios
# below re-express every one of them against average_m's bone landmarks
# (shoulder = upperarm head |x| 0.1919, neck_01 head z 1.5205 / length 0.0793,
# spine_01 head z 1.072) so any body derives the SAME proportional cut/mask
# parameters from its own armature. On average_m the derivation reproduces
# the legacy constants exactly; the 11 bodies share one 65-bone rig, so the
# landmarks exist everywhere.
# --------------------------------------------------------------------------
_REF_SHOULDER_X = 0.1919
_REF_NECK_Z = 1.5205
_REF_NECK_LEN = 0.0793
_REF_SPINE_LO_Z = 1.072
SLEEVE_X_FRAC = SLEEVE_X_ABS / _REF_SHOULDER_X # of shoulder |x|
COLLAR_X_FRAC = COLLAR_X_ABS / _REF_SHOULDER_X # of shoulder |x|
COLLAR_DROP_FRAC = (_REF_NECK_Z - COLLAR_Z_MIN) / _REF_NECK_LEN # below neck head
CHEST_X_FRAC = CHEST_X[1] / _REF_SHOULDER_X # of shoulder |x|
_REF_SPINE_SPAN = _REF_NECK_Z - _REF_SPINE_LO_Z
CHEST_Z_LO_FRAC = (CHEST_Z[0] - _REF_SPINE_LO_Z) / _REF_SPINE_SPAN
CHEST_Z_HI_FRAC = (CHEST_Z[1] - _REF_SPINE_LO_Z) / _REF_SPINE_SPAN
def log(msg):
print(f"[offset-shell] {msg}")
def derive_thresholds(armature):
"""Derive cut/mask thresholds from this body's bone landmarks.
Returns a dict {sleeve_x_abs, collar_z_min, collar_x_abs, chest_x, chest_z}.
Falls back to the legacy average_m constants when landmarks are missing.
"""
bones = armature.data.bones
ua_l = bones.get("upperarm_l")
ua_r = bones.get("upperarm_r")
neck = bones.get("neck_01")
spine01 = bones.get("spine_01")
if not all([ua_l, ua_r, neck, spine01]):
log("WARNING: landmark bones missing — using legacy average_m thresholds")
return {
"sleeve_x_abs": SLEEVE_X_ABS,
"collar_z_min": COLLAR_Z_MIN,
"collar_x_abs": COLLAR_X_ABS,
"chest_x": CHEST_X,
"chest_z": CHEST_Z,
}
shoulder_x = (abs(ua_l.head_local.x) + abs(ua_r.head_local.x)) / 2.0
neck_z = neck.head_local.z
neck_len = neck.tail_local.z - neck.head_local.z
spine_lo = spine01.head_local.z
spine_span = neck_z - spine_lo
thr = {
"sleeve_x_abs": shoulder_x * SLEEVE_X_FRAC,
"collar_z_min": neck_z - COLLAR_DROP_FRAC * neck_len,
"collar_x_abs": shoulder_x * COLLAR_X_FRAC,
"chest_x": (-shoulder_x * CHEST_X_FRAC, shoulder_x * CHEST_X_FRAC),
"chest_z": (spine_lo + CHEST_Z_LO_FRAC * spine_span,
spine_lo + CHEST_Z_HI_FRAC * spine_span),
}
log(f"thresholds: sleeve |x|>={thr['sleeve_x_abs']:.3f} "
f"collar z>={thr['collar_z_min']:.3f} |x|<{thr['collar_x_abs']:.3f} "
f"chest x=({thr['chest_x'][0]:.3f},{thr['chest_x'][1]:.3f}) "
f"z=({thr['chest_z'][0]:.3f},{thr['chest_z'][1]:.3f})")
return thr
# --------------------------------------------------------------------------
# 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")
# --------------------------------------------------------------------------
# Convex toe box (T-1089 footwear fix — shared by sneakers/shoes/boots)
#
# Closed shoes have a smooth rigid TOE BOX: a convex rounded cap the toes sit
# INSIDE, not a shell that wraps each toe. The earlier per-script approach
# (Laplacian smooth the toes, then push verts back out to the ORIGINAL skin
# surface) re-imprinted the individual toes — the skin-conforming clamp
# followed each toe bump, so bumps/pokes survived. This routine instead
# forces every toe cross-section onto one analytic half-ellipse dome that
# CIRCUMSCRIBES the toes (guaranteed outside the skin, so no poke, and no
# per-toe detail survives), extends the nose forward past the longest toe,
# and rebinds the whole box UNIFORMLY to the ball bone so it flexes rigidly
# at the ball joint with no per-vertex toe-weight ripple under animation.
#
# Applied PRE-offset: the mold encloses the skin toes by construction, then
# offset_outward adds the standoff uniformly over a smooth surface. No skin
# clamp is needed (or wanted) in the toe zone afterward.
# --------------------------------------------------------------------------
def _smoothstep(t):
t = min(max(t, 0.0), 1.0)
return t * t * (3.0 - 2.0 * t)
def foot_ball_u(armature):
"""Forward coord (u = y*FRONT_Y_SIGN) of the ball joint (toe-box hinge).
Bodies face -Y so toes point -Y; u increases toward the toes. ball_l/ball_r
share the same forward head coord (feet are x-mirror symmetric)."""
ball = armature.data.bones.get("ball_l")
if ball is None:
return None
return ball.head_local.y * FRONT_Y_SIGN
def _interp(x, xp, fp):
"""Minimal linear interp with flat ends (np.interp semantics, no import)."""
if x <= xp[0]:
return fp[0]
if x >= xp[-1]:
return fp[-1]
for i in range(1, len(xp)):
if x < xp[i]:
t = (x - xp[i - 1]) / max(xp[i] - xp[i - 1], 1e-9)
return fp[i - 1] + t * (fp[i] - fp[i - 1])
return fp[-1]
def convex_toe_box(shell, armature, *, extension, width_margin, height_clear,
nbins=10, feather_m=0.020, bottom_band_m=0.0015,
nose_frac=0.40, smooth_iters=7, smooth_factor=0.6,
uniform_ball_weights=True):
"""Reshape the forefoot into a smooth convex toe box (per foot side).
Each cross-section forward of the ball joint is forced onto ONE smooth
ellipse that circumscribes that slice's toe verts — every individual-toe
bump/crevice is erased and the shell sits OUTSIDE the skin (the ellipse is
the slice's own enclosing ellipse + a margin, so projecting only pushes
verts outward). Sizes are measured per u-slice (never a single collapsing
quadric, which over-inflates), so the box follows the foot's natural taper
while reading as one rigid cap. The frontmost `nose_frac` of the toe length
is pushed forward up to `extension` past the longest toe. The whole cap is
rebound uniformly to the ball bone so it flexes rigidly at the ball joint
with no per-vertex toe-weight ripple.
extension forward nose extension past the longest toe (m).
width_margin half-width padding added around each slice (m).
height_clear vertical headroom added above the toes (m) — flex room.
nbins number of u-slices sized independently along the toe length.
feather_m blend band behind the ball over which effect + rebind ramp.
bottom_band_m underside band left for the sole routine (dome does top+sides).
nose_frac fraction of the toe length (from the tip back) that is pushed
forward to form the extended rounded nose.
"""
ball_u = foot_ball_u(armature)
if ball_u is None:
log("WARNING: ball_l missing — convex toe box skipped")
return
me = shell.data
bm = bmesh.new()
bm.from_mesh(me)
bm.verts.ensure_lookup_table()
bm.normal_update() # pre-reshape normals gate the underside (sole) verts
dl = bm.verts.layers.deform.verify()
gi = {g.name: g.index for g in shell.vertex_groups}
ball_gi = {1: gi.get("ball_l"), -1: gi.get("ball_r")}
verts = list(bm.verts)
feather_u0 = ball_u - feather_m
total_reshaped = 0
for side in (1, -1):
sverts = [v for v in verts if (v.co.x * side) > 0.0]
toe = [v for v in sverts if (v.co.y * FRONT_Y_SIGN) > ball_u]
if len(toe) < 6:
continue
cx = sum(v.co.x for v in toe) / len(toe)
base_z = min(v.co.z for v in sverts) # per-side sole level
u_tip = max(v.co.y * FRONT_Y_SIGN for v in toe)
span = max(u_tip - ball_u, 1e-6)
# --- per-slice circumscribing ellipse (top + side verts only) --------
centers = [ball_u + span * (i + 0.5) / nbins for i in range(nbins)]
Barr = [width_margin] * nbins
Harr = [height_clear] * nbins
bin_verts = [[] for _ in range(nbins)]
for v in toe:
if (v.co.z - base_z) <= bottom_band_m:
continue # underside -> sole routine
i = int((v.co.y * FRONT_Y_SIGN - ball_u) / span * nbins)
i = min(max(i, 0), nbins - 1)
bin_verts[i].append(v)
for i in range(nbins):
bv = bin_verts[i]
if not bv:
continue
b0 = max(abs(v.co.x - cx) for v in bv) + width_margin
h0 = max(v.co.z - base_z for v in bv) + height_clear
# circumscribe: scale the (b0,h0) ellipse until it holds every vert
kmax = 1.0
for v in bv:
rr = (((v.co.x - cx) / b0) ** 2
+ ((v.co.z - base_z) / h0) ** 2) ** 0.5
kmax = max(kmax, rr)
Barr[i] = b0 * kmax
Harr[i] = h0 * kmax
# fill empty bins by carrying the last known size forward/back
for i in range(1, nbins):
if bin_verts[i] == [] or Barr[i] == width_margin:
Barr[i], Harr[i] = Barr[i - 1], Harr[i - 1]
# one along-length smoothing pass (keeps the cap from stepping)
Bs = list(Barr)
Hs = list(Harr)
for i in range(1, nbins - 1):
Bs[i] = 0.25 * Barr[i - 1] + 0.5 * Barr[i] + 0.25 * Barr[i + 1]
Hs[i] = 0.25 * Harr[i - 1] + 0.5 * Harr[i] + 0.25 * Harr[i + 1]
nose_start = u_tip - nose_frac * span
work = [v for v in sverts if (v.co.y * FRONT_Y_SIGN) > feather_u0]
# Capture the underside gate from the SKIN (pre-smooth) normals so it
# matches how the per-style sole routine classifies its verts (roughly
# normal.z < -0.5). Verts the sole owns are excluded from the cap, so
# the cap never fights the sole flatten (which caused underside tears).
gate = {}
for v in work:
gate[v.index] = _smoothstep((v.normal.z + 0.5) / 0.25) # -0.5->0
# --- fill the between-toe notches (Laplacian) BEFORE projecting -------
# The individual-toe crevices are deep valleys; in-place ellipse
# projection alone leaves their walls. Smoothing melts the valleys into
# one volume (like the old pipeline) — but the ellipse SIZES above were
# measured from the ORIGINAL toe, so the projection below pushes the
# smoothed (shrunk) surface back OUT onto a cap that still encloses the
# real skin. The uniform ball rebind fixes the flex ripple that made
# the old pipeline keep its smoothing timid.
if smooth_iters > 0:
toe_all = [v for v in sverts if (v.co.y * FRONT_Y_SIGN) > ball_u]
for _ in range(smooth_iters):
bmesh.ops.smooth_vert(bm, verts=toe_all, factor=smooth_factor,
use_axis_x=True, use_axis_y=True,
use_axis_z=True)
n_side = 0
for v in work:
u = v.co.y * FRONT_Y_SIGN
f = _smoothstep((u - feather_u0) / max(ball_u - feather_u0, 1e-6))
# ellipse size at this u (from the pre-stretch position)
B = _interp(u, centers, Bs)
H = _interp(u, centers, Hs)
hpos = v.co.z - base_z
wn = gate[v.index]
wh = 1.0 if hpos > bottom_band_m else 0.0
w = f * wn * wh
dx = v.co.x - cx
hh = max(hpos, 0.0)
rr = ((dx / B) ** 2 + (hh / H) ** 2) ** 0.5
if w > 1e-6 and rr > 1e-6:
scale = min(max(1.0 / rr, 0.5), 2.5)
tx = cx + dx * scale
tz = base_z + hh * scale
v.co.x += (tx - v.co.x) * w
v.co.z += (tz - v.co.z) * w
n_side += 1
# forward nose push (feathered from nose_start to the tip)
if u > nose_start:
t = _smoothstep((u - nose_start) / max(u_tip - nose_start, 1e-6))
v.co.y += -extension * t * FRONT_Y_SIGN * f
# Uniform ball rebinding (feathered by the length feather f).
bi = ball_gi[side]
if uniform_ball_weights and bi is not None:
for v in work:
u = v.co.y * FRONT_Y_SIGN
f = _smoothstep((u - feather_u0) / max(ball_u - feather_u0, 1e-6))
if f <= 1e-6:
continue
dv = v[dl]
for gidx in list(dv.keys()):
dv[gidx] = dv[gidx] * (1.0 - f)
cur = dv[bi] if bi in dv else 0.0
dv[bi] = cur + f
tot = sum(dv[g] for g in dv.keys())
if tot > 1e-8:
for gidx in list(dv.keys()):
dv[gidx] = dv[gidx] / tot
total_reshaped += n_side
log(f"toe box side {'L' if side > 0 else 'R'}: {len(toe)} toe verts, "
f"B={min(Bs) * 1000:.0f}-{max(Bs) * 1000:.0f}mm "
f"H={min(Hs) * 1000:.0f}-{max(Hs) * 1000:.0f}mm "
f"cap +{extension * 1000:.0f}mm, reshaped {n_side}")
bm.normal_update()
bm.to_mesh(me)
bm.free()
me.update()
log(f"convex toe box: reshaped {total_reshaped} verts "
f"(headroom {height_clear * 1000:.0f}mm, nose +{extension * 1000:.0f}mm)")
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, thr):
"""Return an RGBA region colour for a face centre (body-local coords)."""
x, z = center.x, center.z
if abs(x) >= thr["sleeve_x_abs"]:
return (0.0, 0.0, 1.0, 0.0) # sleeve caps -> B (tint[2])
if z >= thr["collar_z_min"] and abs(x) < thr["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 = [loop[uv_layer].uv.copy() for loop 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, thr):
"""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")
region_counts = {"collar": 0, "body": 0, "sleeve": 0}
for face in bm.faces:
color = _classify_region(face.calc_center_median(), thr)
if color[0] > 0.5:
region_counts["collar"] += 1
elif color[2] > 0.5:
region_counts["sleeve"] += 1
else:
region_counts["body"] += 1
for a, b, c in _tris_from_face(face, uv_layer):
_raster_tri(buf, a, b, c, color, W, H)
bm.free()
total = max(sum(region_counts.values()), 1)
log("region faces: " + " ".join(
f"{k}={v} ({100.0 * v / total:.1f}%)" for k, v in region_counts.items()))
# 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, thr):
"""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 = thr["chest_x"]
z0, z1 = thr["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 author_shell(body_dir, out_dir, glb_name, mask_name, offset):
"""Author one offset-shell garment from `body_dir`'s segments.
Shared by both modes; thresholds derive from the body's own armature so
the same proportional cut/mask parameters apply on every body.
"""
clear_scene()
shell, armature = build_covered_mesh(body_dir)
thr = derive_thresholds(armature)
sleeve_cut(shell, armature)
offset_outward(shell, offset)
solidify(shell, CLOTH_THICKNESS_M)
albedo_img = make_base_albedo_image()
assign_fabric_material(shell, albedo_img)
author_logo_uv(shell, thr) # do UV2 before mask bake (mask uses UV0/active)
bake_region_mask(shell, os.path.join(out_dir, mask_name), thr)
save_albedo_sidecar(albedo_img, os.path.join(out_dir, "base_albedo.png"))
export_reference(shell, armature, os.path.join(out_dir, glb_name))
def main():
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
if len(argv) < 2:
print("Usage: -- <bodies_dir>/average_m <out_dir> "
"[--offset M] [--sleeve-frac F]\n"
" or: -- <bodies_dir> <out_dir> --per-body "
"[--bodies a,b,c] [--offset M] [--sleeve-frac F]")
sys.exit(1)
in_dir = argv[0]
out_dir = argv[1]
per_body = "--per-body" in argv
global SLEEVE_FRAC
offset = None
if "--offset" in argv:
offset = float(argv[argv.index("--offset") + 1])
if "--sleeve-frac" in argv:
SLEEVE_FRAC = float(argv[argv.index("--sleeve-frac") + 1])
bodies = 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)
if not per_body:
# Single-reference mode: <in_dir> is one body's segment dir.
offset = OFFSET_M if offset is None else offset
body = os.path.basename(os.path.normpath(in_dir))
author_shell(in_dir, out_dir, f"{body}.glb", "reference_mask.png", offset)
log("DONE")
return
# Per-body mode: <in_dir> is the bodies root; loop each body's own segments.
offset = PER_BODY_OFFSET_M if offset is None else offset
log(f"per-body mode: {len(bodies)} bodies, offset {offset*1000:.0f} mm")
results = []
for body in bodies:
body_dir = os.path.join(in_dir, body)
log(f"=== {body} ===")
if not os.path.isdir(body_dir):
results.append((body, "skipped: body dir missing"))
continue
try:
author_shell(body_dir, out_dir, f"{body}.glb", f"{body}_mask.png",
offset)
results.append((body, "ok"))
except Exception as exc:
log(f"ERROR {body}: {exc}")
results.append((body, f"error: {exc}"))
# Runtime fallback + SD-fit reference compatibility: reference_mask.png
# mirrors the reference body's mask.
ref_mask = os.path.join(out_dir, f"{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 {REFERENCE_BODY}_mask.png -> reference_mask.png (fallback)")
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()