`reach character {logo, strip-glb, qa, qa-analyze}` replaces make_logo.py,
glb_strip_utility_nodes.py, analyze_captures.py and the run-garment-qa bash
driver. The QA configs and method doc move beside the domain (qa_configs/,
GARMENT_QA.md), and `qa` takes a config name (`reach character qa hoodie_modern`)
or a path.
Parity, from baselines taken before anything moved:
- the logo PNG is byte-identical
- a synthetic GLB with three real utility nodes strips to identical bytes
(the committed bodies strip 0 nodes, so they proved nothing)
- re-analyzing a cached capture set gives a byte-identical report.json and
summary
run-garment-qa is rewritten, not wrapped (D-263). Its decisions — which config,
which Godot ($GODOT, then ~/bin/godot4, then PATH), and whether xvfb-run is
needed — are capture_plan(), pinned by tooling/test_character.py without
launching Godot. The bash exit codes are kept: 2 for a missing config, 3 for
no Godot.
The T-1271 domain map was wrong about this domain. Six of its ten files import
bpy: convert_outfit, inspect_glb, check_hair_symmetry, check_icosphere,
render_quaternius_test and test_quaternius_raw. They are Blender payloads and
joined the carve-out as blender_* (41 payloads now). The 22 existing payloads'
docstrings still cited tooling/garment-fit/ from before T-1273; fixed.
Archived, with reasons in tooling/archive/README.md:
- setup_clothing_metadata.py wrote coverage data for five garments that no
longer exist in the 24-garment wardrobe
- wipe-bodies.sh ran raw DELETEs on systems.db
segment_reference_distribution.md moved to docs/assets/visual/.
Behaviour changes:
- The QA analyzer exited 0 whatever it found, though its own README says
clip-through "is the real defect and it gates". qa and qa-analyze now exit 1
on clip-through, and the remedy names --min-pixels (Wave 1/2 were accepted
at 150). The cached peasant set has 33 failures at the default 8 px.
- glb strip re-reported the same nodes as stripped on every re-run and
rewrote an unchanged file: it left them as orphans and then found them
again. Only nodes still linked into the graph count now, and a first pass
writes the same bytes as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
33 lines
1.4 KiB
Python
33 lines
1.4 KiB
Python
"""Inspect a GLB file's objects, vertex groups, and parent hierarchy."""
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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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if "--" not in argv:
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print("Usage: reach blender run blender_inspect_glb <input.glb>")
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sys.exit(1)
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args = argv[argv.index("--") + 1:]
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input_path = args[0]
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bpy.ops.wm.read_factory_settings(use_empty=True)
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bpy.ops.import_scene.gltf(filepath=input_path)
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for obj in bpy.context.scene.objects:
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print(f"OBJ: {obj.name} type={obj.type} pos={tuple(round(v,3) for v in obj.location)}")
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if obj.type == 'MESH':
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vg_names = [vg.name for vg in obj.vertex_groups]
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print(f" vertex_groups ({len(vg_names)}): {vg_names[:10]}")
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print(f" parent: {obj.parent.name if obj.parent else 'None'}")
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print(f" verts: {len(obj.data.vertices)}")
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# Check skin modifier
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for mod in obj.modifiers:
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print(f" modifier: {mod.name} type={mod.type} object={mod.object.name if hasattr(mod, 'object') and mod.object else 'None'}")
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if obj.type == 'ARMATURE':
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bones = [b.name for b in obj.data.bones]
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print(f" bones ({len(bones)}): {bones[:8]}...")
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# Print head bone position if exists
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for b in obj.data.bones:
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if b.name == 'Head':
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print(f" Head bone head_local: {tuple(round(v,3) for v in b.head_local)}")
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