Engine: tooling/garment-fit/blender_batch_fit_skinned.py (G1 — the skinned Surface-Deform batch the old script couldn't produce; self-check green), blender_author_offset_shell.py (route c: garment shells from OUR body segments, weights inherited by construction, bone-plane cuts, procedural RGBA region mask, UV2 chest channel), make_logo.py. Shader: toon_garment.gdshader — channel-blended 4-region tint + UV2 logo composited after tint / before toon shading. Proof: tshirt_modern fitted to the six healthy bodies, manifest entry with style:modern + logo_capable, thrds wordmark, 18-assertion test suite, 216-capture chromakey QA. Key finding (Q-060 evidence): single-reference SD-fit of an offset-shell degrades on girth-divergent bodies (muscular_m worst) — 24mm standoff tripled headroom but the mechanism limits. Route guidance recorded on T-1089: per-body shell authoring for offset-shell garments; SD-fit for derived/hand-authored ones. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
503 lines
19 KiB
Python
503 lines
19 KiB
Python
"""
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blender_author_offset_shell.py (T-1089, route (c) offset-shell authoring)
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Derive a garment SHELL from our own body segment meshes — the "create-stuff-
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yourself" authoring pipeline that owes nothing to any vendor pack. Because the
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shell IS our body topology, bone weights are inherited by construction (no
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Surface-Deform, no Data-Transfer, no re-rig): every vertex keeps the 65-bone
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vertex groups it had as skin.
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Pipeline (t-shirt reference on average_m):
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1. Import the body segments the garment covers (torso + torso_upper + upper
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arms), keep only the skinned body meshes (Icosphere debris filtered out).
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2. Join into one mesh under a single armature; merge vertex groups by name.
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3. Bone-plane SLEEVE cut — trim the upper-arm tube to short-sleeve length via
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a coordinate threshold derived from the upperarm bone axis (robust; no
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boundary-loop classification, which the segment tool warns is fragile).
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Neckline + hem come free as the natural segment boundaries.
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4. Offset the surface outward along vertex normals (~12 mm standoff from skin).
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5. Solidify (use_rim=True) — gives the cloth real thickness and caps the cut
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rims (sleeve openings) into hems.
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6. Assign ONE flat modern-fabric material (drops all skin textures). Style pin:
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neutral heather tone, no trim, no fantasy anything.
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7. Bake a UV0-aligned RGBA REGION MASK per-face: collar band -> R, main body
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-> G, sleeve trim -> B (channel-routed 4-tint shader input, G3).
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8. Author a 2nd UV channel (TEXCOORD_1) projecting the front chest into [0,1]
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for the logo decal (G4); everything else parks outside the box.
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9. Export the reference GLB (export_skins=True) + write reference_mask.png and
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base_albedo.png sidecars.
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The output reference is authored on average_m only; G1
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(blender_batch_fit_skinned.py) fits it to the other body types.
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Run:
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tooling/blender --background --python \
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tooling/garment-fit/blender_author_offset_shell.py -- \
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<bodies_dir>/average_m <out_dir> [--offset 0.012] [--sleeve-frac 0.40]
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Writes:
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<out_dir>/average_m.glb reference garment (skinned)
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<out_dir>/reference_mask.png RGBA region mask (UV0-aligned)
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<out_dir>/base_albedo.png flat fabric albedo (also embedded in the GLB)
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Decisions: D-162 (clothing pre-fitted per body type), D-251 (in-house wardrobe).
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"""
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import sys
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import os
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import bpy
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import bmesh
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import numpy as np
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from mathutils import Vector
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# --------------------------------------------------------------------------
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# Parameters
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# --------------------------------------------------------------------------
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# Segments a t-shirt covers. Order matters only for join-active choice.
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COVERED_SEGMENTS = ["seg_torso", "seg_torso_upper", "seg_arm_upper_l", "seg_arm_upper_r"]
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OFFSET_M = 0.020 # outward standoff along vertex normals; larger than the
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# 10-14 mm ideal on the reference body buys clearance for
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# bigger bodies under Surface-Deform batch-fit (Q-060) —
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# the muscular/female torso otherwise pokes through.
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CLOTH_THICKNESS_M = 0.004 # Solidify thickness after offset (total ~24 mm standoff)
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SLEEVE_FRAC = 0.40 # fraction of upper-arm length kept (short sleeve)
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MASK_SIZE = 512
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ALBEDO_SIZE = 512
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# Flat modern-fabric base tone (linear-ish sRGB), neutral heather grey.
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FABRIC_RGB = (0.60, 0.61, 0.63)
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FABRIC_NOISE = 0.03 # +/- albedo jitter for a subtle woven feel
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# Chest logo box in body-local metres (X width, Z height).
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# FRONT AXIS: these Quaternius bodies face -Y in Blender (verified empirically —
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# a +Y test projection landed on the character's back). So "front" = -Y.
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FRONT_Y_SIGN = -1.0
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CHEST_X = (-0.12, 0.12)
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CHEST_Z = (1.16, 1.44)
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CHEST_FRONT_Y = 0.015 # face centre must be on the front side by at least this
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CHEST_NORMAL_Y = 0.20 # face normal must point forward by at least this much
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# Region-mask classification (body-local, Z up).
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COLLAR_Z_MIN = 1.49 # faces above this AND near centre -> collar band (R)
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COLLAR_X_ABS = 0.11 # collar band stays near the neck, not the shoulders
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SLEEVE_X_ABS = 0.20 # faces with |center X| beyond this -> sleeve cap (B)
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def log(msg):
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print(f"[offset-shell] {msg}")
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# --------------------------------------------------------------------------
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# Scene helpers
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# --------------------------------------------------------------------------
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def clear_scene():
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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bpy.ops.outliner.orphans_purge(do_recursive=True)
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def import_glb(path):
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before = set(bpy.context.scene.objects)
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bpy.ops.import_scene.gltf(filepath=path)
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return [o for o in bpy.context.scene.objects if o not in before]
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def is_body_mesh(obj):
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"""A real skinned body segment mesh — not Icosphere debris."""
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if obj.type != 'MESH':
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return False
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if obj.name.startswith("Icosphere"):
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return False
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if len(obj.vertex_groups) == 0:
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return False
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if len(obj.data.vertices) < 50:
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return False
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return True
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# --------------------------------------------------------------------------
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# Build the joined shell base
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# --------------------------------------------------------------------------
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def build_covered_mesh(body_dir):
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"""Import covered segments, keep skinned meshes, join to one mesh + armature."""
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body_meshes = []
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armature = None
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for seg in COVERED_SEGMENTS:
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path = os.path.join(body_dir, f"{seg}.glb")
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if not os.path.isfile(path):
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log(f"WARNING: missing segment {path} — skipping")
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continue
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objs = import_glb(path)
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for o in objs:
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if o.type == 'ARMATURE' and armature is None:
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armature = o
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elif o.type == 'ARMATURE':
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# drop extra armature copies (identical rest pose)
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bpy.data.objects.remove(o, do_unlink=True)
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elif is_body_mesh(o):
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body_meshes.append(o)
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else:
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# Icosphere / debris
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bpy.data.objects.remove(o, do_unlink=True)
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if not body_meshes:
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raise RuntimeError("no skinned body meshes imported for covered segments")
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if armature is None:
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raise RuntimeError("no armature found in covered segments")
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# Join meshes (vertex groups merge by name across segments).
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bpy.ops.object.select_all(action='DESELECT')
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for m in body_meshes:
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m.select_set(True)
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bpy.context.view_layer.objects.active = body_meshes[0]
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bpy.ops.object.join()
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shell = bpy.context.active_object
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shell.name = "garment_shell"
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# Re-point the armature modifier at the surviving armature; re-parent.
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for mod in list(shell.modifiers):
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if mod.type == 'ARMATURE':
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mod.object = armature
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shell.parent = armature
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shell.matrix_parent_inverse = armature.matrix_world.inverted()
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log(f"joined shell: {len(shell.data.vertices)} verts, "
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f"{len(shell.data.polygons)} faces, {len(shell.vertex_groups)} vgroups")
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return shell, armature
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# --------------------------------------------------------------------------
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# Bone-plane sleeve cut
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# --------------------------------------------------------------------------
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def sleeve_cut(shell, armature):
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"""Delete sleeve-tip verts beyond the short-sleeve plane on each upper arm.
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The upper arm runs along +/-X (shoulder head -> elbow tail). We keep the
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fraction SLEEVE_FRAC of that length from the shoulder and delete the rest.
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Torso verts stay (|X| < shoulder head), so a single coordinate threshold is
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safe and needs no per-vertex weight test.
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"""
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bones = armature.data.bones
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cut_planes = [] # (axis_sign, threshold_x)
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for bone_name, sign in [("upperarm_l", +1), ("upperarm_r", -1)]:
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b = bones.get(bone_name)
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if b is None:
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log(f"WARNING: bone {bone_name} missing — sleeve not cut on that side")
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continue
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head_x = b.head_local.x
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tail_x = b.tail_local.x
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thr = head_x + SLEEVE_FRAC * (tail_x - head_x)
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cut_planes.append((sign, thr))
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log(f"sleeve cut {bone_name}: keep |x| up to {thr:.3f} "
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f"(shoulder {head_x:.3f} -> elbow {tail_x:.3f})")
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bm = bmesh.new()
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bm.from_mesh(shell.data)
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bm.verts.ensure_lookup_table()
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to_delete = []
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for v in bm.verts:
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for sign, thr in cut_planes:
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if sign > 0 and v.co.x > thr:
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to_delete.append(v)
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break
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if sign < 0 and v.co.x < thr:
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to_delete.append(v)
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break
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bmesh.ops.delete(bm, geom=to_delete, context='VERTS')
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bm.to_mesh(shell.data)
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bm.free()
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shell.data.update()
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log(f"sleeve cut removed {len(to_delete)} verts; "
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f"{len(shell.data.vertices)} remain")
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# --------------------------------------------------------------------------
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# Outward offset + solidify
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# --------------------------------------------------------------------------
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def offset_outward(shell, offset):
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"""Push every vertex outward along its (smoothed) normal by `offset` m."""
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me = shell.data
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me.calc_normals_split() if hasattr(me, "calc_normals_split") else None
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bm = bmesh.new()
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bm.from_mesh(me)
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bm.normal_update()
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for v in bm.verts:
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v.co += v.normal * offset
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bm.to_mesh(me)
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bm.free()
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me.update()
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log(f"offset surface outward by {offset*1000:.0f} mm along normals")
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def solidify(shell, thickness):
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"""Solidify with use_rim to give cloth thickness and cap the cut rims."""
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bpy.ops.object.select_all(action='DESELECT')
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shell.select_set(True)
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bpy.context.view_layer.objects.active = shell
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# consistent outward normals first
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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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sol = shell.modifiers.new(name="Solidify", type='SOLIDIFY')
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sol.thickness = thickness
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sol.offset = 1.0 # grow outward only
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sol.use_rim = True # cap open boundaries (sleeve/neck/hem)
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sol.use_rim_only = False
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bpy.ops.object.modifier_apply(modifier=sol.name)
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log(f"solidified: {thickness*1000:.0f} mm, use_rim; "
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f"{len(shell.data.vertices)} verts")
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# --------------------------------------------------------------------------
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# Material (flat fabric albedo)
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# --------------------------------------------------------------------------
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def make_base_albedo_image(seed=1089):
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img = bpy.data.images.new("garment_base_albedo", ALBEDO_SIZE, ALBEDO_SIZE, alpha=False)
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rng = np.random.default_rng(seed)
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base = np.array(FABRIC_RGB, dtype=np.float32)
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noise = (rng.random((ALBEDO_SIZE * ALBEDO_SIZE, 1), dtype=np.float32) - 0.5) * 2.0 * FABRIC_NOISE
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rgb = np.clip(base[None, :] + noise, 0.0, 1.0)
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rgba = np.concatenate([rgb, np.ones((ALBEDO_SIZE * ALBEDO_SIZE, 1), dtype=np.float32)], axis=1)
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img.pixels.foreach_set(rgba.reshape(-1))
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img.update()
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return img
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def assign_fabric_material(shell, albedo_img):
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shell.data.materials.clear()
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mat = bpy.data.materials.new("garment_fabric")
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mat.use_nodes = True
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nt = mat.node_tree
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bsdf = nt.nodes.get("Principled BSDF")
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tex = nt.nodes.new("ShaderNodeTexImage")
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tex.image = albedo_img
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nt.links.new(tex.outputs["Color"], bsdf.inputs["Base Color"])
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if "Roughness" in bsdf.inputs:
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bsdf.inputs["Roughness"].default_value = 0.9
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shell.data.materials.append(mat)
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log("assigned flat fabric material (skin textures dropped)")
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# --------------------------------------------------------------------------
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# Region mask bake (UV0-aligned, per-face rasterization)
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# --------------------------------------------------------------------------
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def _classify_region(center):
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"""Return an RGBA region colour for a face centre (body-local coords)."""
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x, y, z = center.x, center.y, center.z
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if abs(x) >= SLEEVE_X_ABS:
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return (0.0, 0.0, 1.0, 0.0) # sleeve caps -> B (tint[2])
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if z >= COLLAR_Z_MIN and abs(x) < COLLAR_X_ABS:
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return (1.0, 0.0, 0.0, 0.0) # neck collar band -> R (tint[0])
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return (0.0, 1.0, 0.0, 0.0) # main body -> G (tint[1])
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def _tris_from_face(face, uv_layer):
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"""Fan-triangulate a bmesh face into (uv, uv, uv) tuples in [0,1] space."""
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loops = face.loops[:]
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uvs = [l[uv_layer].uv.copy() for l in loops]
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tris = []
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for i in range(1, len(uvs) - 1):
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tris.append((uvs[0], uvs[i], uvs[i + 1]))
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return tris
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def bake_region_mask(shell, out_path):
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"""Rasterize each face's UV0 triangle with its region colour into MASK_SIZE^2.
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Background initialised to main-body green so bilinear bleed at island edges
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never lands on an untinted (all-zero) texel.
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"""
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W = H = MASK_SIZE
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buf = np.zeros((H, W, 4), dtype=np.float32)
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buf[:, :, 1] = 1.0 # green background = main body
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me = shell.data
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bm = bmesh.new()
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bm.from_mesh(me)
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bm.faces.ensure_lookup_table()
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uv_layer = bm.loops.layers.uv.active
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if uv_layer is None:
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raise RuntimeError("no active UV layer for region mask bake")
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yy, xx = np.mgrid[0:H, 0:W]
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for face in bm.faces:
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color = _classify_region(face.calc_center_median())
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for a, b, c in _tris_from_face(face, uv_layer):
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_raster_tri(buf, a, b, c, color, W, H)
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bm.free()
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# Blender image is bottom-up; buf row 0 is V=0 (bottom) already since we
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# rasterise with row = v*(H-1). Save via Blender to match the texture pipe.
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img = bpy.data.images.new("garment_region_mask", W, H, alpha=True)
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img.pixels.foreach_set(buf.reshape(-1))
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img.update()
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img.filepath_raw = out_path
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img.file_format = 'PNG'
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img.save()
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log(f"baked region mask -> {out_path}")
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def _raster_tri(buf, a, b, c, color, W, H):
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"""Barycentric fill of a UV triangle into buf (V=0 at row 0 = bottom)."""
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ax, ay = a.x * (W - 1), a.y * (H - 1)
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bx, by = b.x * (W - 1), b.y * (H - 1)
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cx, cy = c.x * (W - 1), c.y * (H - 1)
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minx = max(int(np.floor(min(ax, bx, cx))), 0)
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maxx = min(int(np.ceil(max(ax, bx, cx))), W - 1)
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miny = max(int(np.floor(min(ay, by, cy))), 0)
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maxy = min(int(np.ceil(max(ay, by, cy))), H - 1)
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if minx > maxx or miny > maxy:
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return
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denom = (by - cy) * (ax - cx) + (cx - bx) * (ay - cy)
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if abs(denom) < 1e-9:
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return
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ys, xs = np.mgrid[miny:maxy + 1, minx:maxx + 1]
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px = xs + 0.5
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py = ys + 0.5
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w0 = ((by - cy) * (px - cx) + (cx - bx) * (py - cy)) / denom
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w1 = ((cy - ay) * (px - cx) + (ax - cx) * (py - cy)) / denom
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w2 = 1.0 - w0 - w1
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inside = (w0 >= -1e-4) & (w1 >= -1e-4) & (w2 >= -1e-4)
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if not inside.any():
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return
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region = buf[miny:maxy + 1, minx:maxx + 1, :]
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col = np.array(color, dtype=np.float32)
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region[inside] = col
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# --------------------------------------------------------------------------
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# Logo UV2 chest channel
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# --------------------------------------------------------------------------
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def author_logo_uv(shell):
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"""Create a 2nd UV layer projecting front chest faces into [0,1]; park the
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rest outside the box (shader guards uv2 in [0,1])."""
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me = shell.data
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# Keep exactly two UV layers: primary (albedo/mask) + logo. Remove extras.
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while len(me.uv_layers) > 1:
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me.uv_layers.remove(me.uv_layers[-1])
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logo_uv = me.uv_layers.new(name="logo_uv")
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me.uv_layers.active = me.uv_layers[0] # keep albedo layer active for mask bake safety
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bm = bmesh.new()
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bm.from_mesh(me)
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bm.faces.ensure_lookup_table()
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bm.normal_update()
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uvl = bm.loops.layers.uv.get("logo_uv")
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x0, x1 = CHEST_X
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z0, z1 = CHEST_Z
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placed = 0
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for face in bm.faces:
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center = face.calc_center_median()
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on_chest = (
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center.y * FRONT_Y_SIGN > CHEST_FRONT_Y
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and x0 <= center.x <= x1
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and z0 <= center.z <= z1
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and face.normal.y * FRONT_Y_SIGN > CHEST_NORMAL_Y
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)
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for loop in face.loops:
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if on_chest:
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co = loop.vert.co
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# Empirically calibrated for the -Y front so the wordmark reads
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# upright and left-to-right from the camera (see report: a plain
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# projection came out 180deg-rotated on this rig).
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u = (co.x - x0) / (x1 - x0)
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v = (co.z - z0) / (z1 - z0)
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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 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]")
|
|
sys.exit(1)
|
|
body_dir = argv[0]
|
|
out_dir = argv[1]
|
|
|
|
global OFFSET_M, SLEEVE_FRAC
|
|
if "--offset" in argv:
|
|
OFFSET_M = float(argv[argv.index("--offset") + 1])
|
|
if "--sleeve-frac" in argv:
|
|
SLEEVE_FRAC = float(argv[argv.index("--sleeve-frac") + 1])
|
|
|
|
os.makedirs(out_dir, exist_ok=True)
|
|
clear_scene()
|
|
|
|
shell, armature = build_covered_mesh(body_dir)
|
|
sleeve_cut(shell, armature)
|
|
offset_outward(shell, OFFSET_M)
|
|
solidify(shell, CLOTH_THICKNESS_M)
|
|
|
|
albedo_img = make_base_albedo_image()
|
|
assign_fabric_material(shell, albedo_img)
|
|
|
|
author_logo_uv(shell) # do UV2 before mask bake (mask uses UV0/active)
|
|
bake_region_mask(shell, os.path.join(out_dir, "reference_mask.png"))
|
|
save_albedo_sidecar(albedo_img, os.path.join(out_dir, "base_albedo.png"))
|
|
|
|
export_reference(shell, armature, os.path.join(out_dir, "average_m.glb"))
|
|
log("DONE")
|
|
|
|
|
|
if __name__ == "__main__":
|
|
main()
|