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settled-reach/tooling/blender_process_hair.py
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jpmschweitzerandClaude Fable 5 346d87df7a chore(meta): docs/build sweep + tooling test gate (T-1069, T-1066)
- make test-tooling: planet-gen determinism guard + import_economics
  --dry-run, wired into pre-push on TOOLING_CHANGED; ruff widened to
  E4/E7/E9/F/W (90 safe auto-fixes applied; E402/E702/F841 ignored with
  documented counts)
- one-generator reality fixed in DEVOPS.md, asset-pipeline rule, CLAUDE.md
  (import_economics sole generator since #951/D-223); dead check-protocol
  target deleted; DEVOPS hook/config sections rewritten from the actual
  hook sources; team-patterns gate description updated (client+tooling)
- project.yaml: 0.2.0 → 0.4.0 per the 0.{phase}.{n} scheme, description
  refreshed from the v0.1 Sova narration to cascade reality
- stale comment sweep: voxel.rs stub claims (all 8 families implemented),
  cascade.rs TODO recited to T-1044, main.rs D-192 handshake claim,
  relationships.rs/chunk_streaming.rs version targets → phase language
- gitignore: client/settings.db* e2e-run artifacts

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 16:22:55 +02:00

249 lines
9.8 KiB
Python

"""
blender_process_hair.py
Usage: tooling/blender --background --python tooling/blender_process_hair.py -- <source_base_dir> <hair_out_dir> <facial_hair_out_dir> <eyebrows_out_dir>
Converts Quaternius Source tier hairstyle GLTF files (rigged to Head bone) into
production GLBs with mask PNG sidecars.
Source base dir: .../Hairstyles/Rigged to Head Bone/glTF (Godot -Unreal)/
Output:
hair/ {key}.glb + {key}_mask.png (hair styles)
facial_hair/ {key}.glb + {key}_mask.png (beard, moustache, mutton_chops)
eyebrows/ {key}.glb (no mask — used as-is, tinted by shader)
Naming conventions from architecture doc (D-164):
Quaternius name -> file key
Hair_Bob -> bob
Hair_Buns -> buns
Hair_BuzzedFemale -> buzzed_female
Hair_Long -> long
Hair_LongDreads -> long_dreads
Hair_Ponytail_2 -> ponytail_f
Hair_Balding -> balding
Hair_Buzzed -> buzzed
Hair_Dreads -> dreads
Hair_Mohawk -> mohawk
Hair_Ponytail -> ponytail
Hair_SimpleParted -> simple_parted
Hair_SlickBack -> slick_back
Hair_Beard -> beard [facial_hair/]
Hair_Moustache -> moustache [facial_hair/]
Hair_MuttonChops -> mutton_chops [facial_hair/]
Eyebrows_Female -> female [eyebrows/]
Eyebrows_Regular -> regular [eyebrows/]
Eyebrows_Teen -> teen [eyebrows/]
Eyebrows_Thick -> thick [eyebrows/]
Also produces bald.glb (minimal empty mesh placeholder for 'no hair' slot).
"""
import sys
import os
import bpy
# (source_gltf_relative_to_base, output_key, output_dir_tag)
# dir_tag: "hair", "facial_hair", "eyebrows"
HAIR_MANIFEST = [
# --- Female hairstyles ---
("Female/Hair_Bob.gltf", "bob", "hair"),
("Female/Hair_Buns.gltf", "buns", "hair"),
("Female/Hair_BuzzedFemale.gltf", "buzzed_female", "hair"),
("Female/Hair_Long.gltf", "long", "hair"),
("Female/Hair_LongDreads.gltf", "long_dreads", "hair"),
("Female/Hair_Ponytail_2.gltf", "ponytail_f", "hair"),
# --- Male hairstyles ---
("Male/Hair_Balding.gltf", "balding", "hair"),
("Male/Hair_Buzzed.gltf", "buzzed", "hair"),
("Male/Hair_Dreads.gltf", "dreads", "hair"),
("Male/Hair_Mohawk.gltf", "mohawk", "hair"),
("Male/Hair_Ponytail.gltf", "ponytail", "hair"),
("Male/Hair_SimpleParted.gltf", "simple_parted", "hair"),
("Male/Hair_SlickBack.gltf", "slick_back", "hair"),
# --- Facial hair ---
("Male/Hair_Beard.gltf", "beard", "facial_hair"),
("Male/Hair_Moustache.gltf", "moustache", "facial_hair"),
("Male/Hair_MuttonChops.gltf", "mutton_chops", "facial_hair"),
# --- Eyebrows ---
("Female/Eyebrows_Female.gltf", "female", "eyebrows"),
("Female/Eyebrows_Teen.gltf", "teen", "eyebrows"),
("Male/Eyebrows_Regular.gltf", "regular", "eyebrows"),
("Male/Eyebrows_Thick.gltf", "thick", "eyebrows"),
]
def convert_gltf_to_glb(gltf_path: str, glb_path: str, solidify: bool = False) -> None:
"""Import a GLTF file and re-export as GLB with embedded textures."""
bpy.ops.wm.read_factory_settings(use_empty=True)
print(f" Loading: {os.path.basename(gltf_path)}")
bpy.ops.import_scene.gltf(filepath=gltf_path)
objects = list(bpy.context.scene.objects)
meshes = [o for o in objects if o.type == 'MESH']
arms = [o for o in objects if o.type == 'ARMATURE']
print(f" Objects: {len(meshes)} meshes, {len(arms)} armatures")
# Strip animation data (hair has no runtime animation)
for obj in objects:
if obj.animation_data:
obj.animation_data_clear()
for action in list(bpy.data.actions):
bpy.data.actions.remove(action)
# Solidify hair meshes — gives flat hair cards 3D thickness so they don't
# clip through the scalp. Makes hair look like a hair-shaped shell.
# Only applied to scalp hair, not eyebrows or facial hair.
HAIR_THICKNESS = 0.020 # 20mm outward thickness
if solidify:
for m in meshes:
# Skip icospheres and non-hair utility objects
if m.name.startswith("Icosphere") or len(m.data.vertices) < 50:
continue
bpy.context.view_layer.objects.active = m
m.select_set(True)
# Recalculate normals to ensure consistent outward direction
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')
# Apply solidify
sol_mod = m.modifiers.new(name="Solidify", type='SOLIDIFY')
sol_mod.thickness = HAIR_THICKNESS
sol_mod.offset = 1.0 # grow outward only
sol_mod.use_rim = True # fill edges for closed shell
bpy.ops.object.modifier_apply(modifier=sol_mod.name)
m.select_set(False)
print(f" Solidified: {m.name} ({HAIR_THICKNESS*1000:.0f}mm outward)")
# Keep armature parenting and skin data intact — the Godot compositor
# will load the skinned mesh and add it to the shared skeleton at runtime.
bpy.ops.object.select_all(action='SELECT')
bpy.ops.export_scene.gltf(
filepath=glb_path,
use_selection=True,
export_format='GLB',
export_animations=False,
export_yup=True,
export_image_format='AUTO',
export_texcoords=True,
export_normals=True,
export_skins=True,
export_materials='EXPORT',
)
size = os.path.getsize(glb_path)
print(f" GLB exported: {os.path.basename(glb_path)} ({size:,} bytes)")
def make_mask_png(mask_path: str, width: int = 64, height: int = 64) -> None:
"""Generate a solid-white mask PNG (entire mesh = tintable region).
Solid white = fully tintable. Small size is fine — the shader just samples
white everywhere. The mask format supports greyscale bands for multi-region
recoloring when needed in future.
"""
import struct
import zlib
# Build a minimal white PNG manually — no Blender image API issues
def make_png(w, h):
def chunk(ctype, data):
c = ctype + data
return struct.pack('>I', len(data)) + c + struct.pack('>I', zlib.crc32(c) & 0xffffffff)
header = b'\x89PNG\r\n\x1a\n'
ihdr = chunk(b'IHDR', struct.pack('>IIBBBBB', w, h, 8, 0, 0, 0, 0)) # 8-bit greyscale
raw = b''
for _ in range(h):
raw += b'\x00' + b'\xff' * w # filter byte + white pixels
idat = chunk(b'IDAT', zlib.compress(raw))
iend = chunk(b'IEND', b'')
return header + ihdr + idat + iend
with open(mask_path, 'wb') as f:
f.write(make_png(width, height))
print(f" Mask saved: {os.path.basename(mask_path)} ({width}x{height} white)")
def make_bald_placeholder(glb_path: str) -> None:
"""Create a minimal empty GLB for the 'no hair' slot."""
bpy.ops.wm.read_factory_settings(use_empty=True)
# Create a single-vertex mesh with no faces (zero-poly placeholder)
mesh_data = bpy.data.meshes.new("bald")
mesh_data.from_pydata([(0.0, 0.0, 0.0)], [], [])
mesh_data.update()
obj = bpy.data.objects.new("bald", mesh_data)
bpy.context.collection.objects.link(obj)
bpy.ops.object.select_all(action='SELECT')
bpy.ops.export_scene.gltf(
filepath=glb_path,
use_selection=True,
export_format='GLB',
export_animations=False,
export_yup=True,
export_image_format='AUTO',
export_materials='EXPORT',
)
size = os.path.getsize(glb_path)
print(f" bald.glb placeholder ({size:,} bytes)")
if __name__ == "__main__":
argv = sys.argv
if "--" not in argv:
print("Usage: tooling/blender --background --python tooling/blender_process_hair.py -- <source_base_dir> <hair_out_dir> <facial_hair_out_dir> <eyebrows_out_dir>")
sys.exit(1)
args = argv[argv.index("--") + 1:]
if len(args) < 4:
print("ERROR: Provide source_base_dir, hair_out_dir, facial_hair_out_dir, eyebrows_out_dir")
sys.exit(1)
source_base = args[0]
hair_out = args[1]
fhair_out = args[2]
eyebrows_out = args[3]
out_dirs = {"hair": hair_out, "facial_hair": fhair_out, "eyebrows": eyebrows_out}
for d in out_dirs.values():
os.makedirs(d, exist_ok=True)
results = []
errors = []
for (gltf_rel, key, tag) in HAIR_MANIFEST:
gltf_path = os.path.join(source_base, gltf_rel)
out_dir = out_dirs[tag]
if not os.path.exists(gltf_path):
errors.append(f" MISSING: {gltf_path}")
continue
print(f"\n[{tag}] {key}")
glb_path = os.path.join(out_dir, key + ".glb")
# Only solidify scalp hair — not facial hair or eyebrows
convert_gltf_to_glb(gltf_path, glb_path, solidify=(tag == "hair"))
# Eyebrows: no mask (tinted directly by shader, no recolor mask needed)
if tag != "eyebrows":
mask_path = os.path.join(out_dir, key + "_mask.png")
make_mask_png(mask_path)
results.append((tag, key, os.path.getsize(glb_path)))
# bald.glb placeholder
print("\n[hair] bald (placeholder)")
bald_path = os.path.join(hair_out, "bald.glb")
make_bald_placeholder(bald_path)
results.append(("hair", "bald", os.path.getsize(bald_path)))
print("\n=== Hairstyle import complete ===")
for tag, key, size in results:
print(f" [{tag}] {key}.glb ({size:,} bytes)")
if errors:
print("\nMISSING FILES:")
for e in errors:
print(e)
sys.exit(1)