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>
26 lines
938 B
Python
26 lines
938 B
Python
"""
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blender_inspect_vgroups.py
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Usage: tooling/blender --background --python tooling/blender_inspect_vgroups.py -- <input.gltf>
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Lists vertex groups in a GLTF full-body mesh. Used to verify bone name coverage
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for the segmentation script.
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"""
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import sys
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import bpy
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if __name__ == "__main__":
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argv = sys.argv
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args = argv[argv.index("--") + 1:]
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bpy.ops.wm.read_factory_settings(use_empty=True)
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bpy.ops.import_scene.gltf(filepath=args[0])
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for obj in bpy.context.scene.objects:
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if obj.type == 'MESH' and obj.vertex_groups:
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print(f"MESH: {obj.name} — {len(obj.vertex_groups)} vertex groups, {len(obj.data.vertices)} vertices")
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for vg in sorted(obj.vertex_groups, key=lambda x: x.name):
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print(f" VG: {vg.name}")
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break
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else:
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print("No skinned mesh found.")
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for obj in bpy.context.scene.objects:
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print(f" {obj.name} ({obj.type})")
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