Segmentation: - Face-based exclusive assignment (no overlap, no caps needed) - Hips split from torso (pelvis as own segment) - Torso_upper independent (spine_03 + clavicle, not a variant) - Clavicle moved from arm_upper to torso_upper Hair pipeline: - Solidify modifier (20mm) for scalp hair volume - Normal recalculation before solidify for consistent direction - Eyebrows/facial hair NOT solidified - Fixed mask generation (was outputting black, now white) Clothing pipeline: - Solidify modifier (25mm) for clothing thickness - Peasant shoes added from Fantasy pack Tooling: - convert_outfit.py with solidify support - inspect_glb.py, check_hair_symmetry.py for debugging - Segment reference distribution locked - Q-063 footsteps VFX filed Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
54 lines
1.8 KiB
Python
54 lines
1.8 KiB
Python
"""Convert a Quaternius outfit gltf to glb with optional solidify."""
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import sys
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import bpy
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CLOTHING_THICKNESS = 0.025 # 25mm outward solidify
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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: blender --background --python convert_outfit.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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input_path = args[0]
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output_path = args[1]
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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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# Solidify clothing meshes for thickness
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meshes = [o for o in bpy.context.scene.objects if o.type == 'MESH']
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for m in meshes:
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if m.name.startswith("Icosphere") or len(m.data.vertices) < 50:
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continue
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bpy.context.view_layer.objects.active = m
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m.select_set(True)
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# Recalculate normals for consistent outward direction
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.mesh.normals_make_consistent(inside=False)
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bpy.ops.object.mode_set(mode='OBJECT')
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# Solidify
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sol = m.modifiers.new(name="Solidify", type='SOLIDIFY')
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sol.thickness = CLOTHING_THICKNESS
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sol.offset = 1.0 # grow outward only
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sol.use_rim = True
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bpy.ops.object.modifier_apply(modifier=sol.name)
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m.select_set(False)
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print(f" Solidified: {m.name} ({CLOTHING_THICKNESS*1000:.0f}mm)")
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bpy.ops.object.select_all(action='SELECT')
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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_yup=True,
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export_texcoords=True,
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export_normals=True,
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export_skins=True,
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export_materials='EXPORT',
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)
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print(f"Exported: {output_path}")
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