bootstrap: finish project bootstrap — scale test, MPFB character, build docs
- Static-mesh scale test passes: 1 m = 100.00 cm, origin preserved, axis mapping east→+X / north→−Y / up→+Z (named presets ue_metric_v1 both sides). - MPFB 2.0.18 acceptance passes: generated human + standard 137-bone rig with weights + v2 skin baked to 1024² diffuse; imports as SkeletalMesh with Skeleton, Material, and Texture2D in /Game/Test/Character. - MPFB headless requires XDG_CONFIG_HOME at the Flatpak config tree; documented in Art/blender/README.md, probe in Tools/addon_compat_probe.py. - Docs/build.md completed: fresh-checkout build, packaging, headless checks. - Docs/setup.md reconciled with reality; ROADMAP/bootstrap closed out.
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# Unreal-side half of the scale test: imports the Blender scale-test FBX with
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# the named import preset "ue_metric_v1" and measures the result.
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#
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# Run headless:
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# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
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# -script=<repo>/Tools/ue_scale_test_import.py -nullrhi -unattended -nopause -stdout
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import unreal
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FBX = "/tmp/gigline/scaletest.fbx"
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DEST = "/Game/Test/ScaleTest"
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def import_fbx():
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task = unreal.AssetImportTask()
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task.filename = FBX
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task.destination_path = DEST
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task.automated = True
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task.save = True
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task.replace_existing = True
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ui = unreal.FbxImportUI()
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ui.import_mesh = True
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ui.import_materials = True
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ui.import_textures = False
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ui.import_as_skeletal = False
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smd = ui.static_mesh_import_data
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smd.import_uniform_scale = 1.0
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smd.combine_meshes = False
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smd.convert_scene_unit = False
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smd.force_front_x_axis = False
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smd.normal_import_method = unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
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task.options = ui
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
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def measure():
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# Named import preset "ue_metric_v1" measures in Unreal centimetres.
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lines = ["---- measured local-space bounds (cm) ----"]
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for name in ("ScaleTest_A", "ScaleTest_B", "ScaleTest_C"):
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path = f"{DEST}/{name}"
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asset = unreal.EditorAssetLibrary.load_asset(path)
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if asset is None:
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lines.append(f"MISSING asset {path}")
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continue
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box = asset.get_bounding_box()
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mn, mx = box.min, box.max
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lines.append(
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f"{name}: origin=({(mn.x + mx.x) / 2:.2f}, {(mn.y + mx.y) / 2:.2f}, {(mn.z + mx.z) / 2:.2f}) "
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f"size=({mx.x - mn.x:.2f}, {mx.y - mn.y:.2f}, {mx.z - mn.z:.2f})"
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)
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lines.append(f"assets: {unreal.EditorAssetLibrary.list_assets(DEST)}")
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with open("/tmp/ue-scale-test-result.txt", "w") as f:
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f.write("\n".join(lines))
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import_fbx()
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measure()
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