refactor(tools): one FBX export preset instead of six copies
The bpy.ops.export_scene.fbx argument block was duplicated in six scripts (hero, block frontage, north buildings, site, scale test, MPFB character) and all six carried mesh_smooth_type="OFF", which drops smoothing groups and made every Unreal import warn and every round part faceted. Tools/fbx_export_preset.py now owns the presets: - preset_kwargs(preset, selection, **overrides) is bpy-free and unit-tested; - export_static()/export_character() are thin wrappers that import bpy lazily; - ue_metric_v1 and ue_character_v1 keep the recorded scale contract (FBX_SCALE_NONE, apply_unit_scale, -Y forward / Z up) and use FACE smoothing. Callers switched: hero_facade_build, export_block_frontage, export_north_buildings, scale_test_export, mpfb_character_export, Art/blender/site/export_site_fbx. Verified by re-exporting every asset through the preset and re-importing all of them: 0 smoothing warnings on site, frontage and north buildings; packaging and -qaselftest all PASS (walk, transect 0 holes, wall probe 0/35, facade probe 0/9). 49 tool tests pass (9 new for the preset contract).
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@@ -19,6 +19,9 @@ import sys
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import zlib
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import bpy
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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import fbx_export_preset as fbx_preset # noqa: E402
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import numpy
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from mathutils import Euler
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@@ -149,22 +152,7 @@ def make_diffuse(human, size=1024):
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def export_fbx(human, path):
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os.makedirs(os.path.dirname(path), exist_ok=True)
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# Named export preset "ue_character_v1" — change only via a new preset name.
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bpy.ops.export_scene.fbx(
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filepath=path,
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use_selection=False,
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object_types={"ARMATURE", "MESH"},
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apply_unit_scale=True,
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apply_scale_options="FBX_SCALE_NONE",
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axis_forward="-Y",
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axis_up="Z",
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use_space_transform=True,
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use_mesh_modifiers=True,
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add_leaf_bones=False,
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path_mode="COPY",
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embed_textures=False,
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mesh_smooth_type="OFF",
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bake_space_transform=False,
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)
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fbx_preset.export_character(path)
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log(f"export: FBX preset ue_character_v1 -> {path}")
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