feat(hair): hair cards as their own skinned mesh, attached as a second component

Follows the character-artist skill on two points it is explicit about: hair for a
game character is a card system, and swappable parts stay separate meshes.

- Tools/character_hair_build.py builds SM_Char_Hair: a scalp cap plus 18 cards in
  three rings, quads only, every vertex weighted 1.0 to the head bone, UV-mapped for
  the strand sheet from Tools/generate_character_textures.py. 321 verts / 404 tris.
- Tools/ue_character_hair_import.py imports it as its own skeletal mesh, which is the
  point: joined into the body, Unreal collapses the second material slot and the hair
  renders with the skin material.
- The pawn carries it as a second USkeletalMeshComponent on SetLeaderPoseComponent, so
  it follows the head bone with no second rig and hides with the body in first person.

Still wrong and recorded: the cards point outward, so the silhouette reads as a spiked
crown rather than a short cut. The next pass orients them tangentially along the
skull with a second overlapping row. Tools/ue_character_materials.py also segfaults in
the headless commandlet when editing a material graph, so the generated textures are
not wired yet and the hair keeps its Blender base colour.
This commit is contained in:
zwitschi committed 2026-11-09 13:18:40 +01:00
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#!/usr/bin/env python3
"""Build the hair as its own skinned mesh — hair cards over a scalp cap.
The `character-artist` skill is explicit that hair for a game character is a card
system and that swappable parts stay separate meshes. Joining hair into the body mesh
was tried first and failed for an engine reason: Unreal collapses the second material
slot on a skeletal-mesh import, so the cap rendered with the skin material. A separate
object sidesteps that and is what the skill calls for anyway.
blender -b Art/blender/character/character-2026-11-07.blend \
--python Tools/character_hair_build.py -- \
--out /tmp/gigline/character-hair.fbx --report /tmp/gigline/character-hair.json
What it builds:
SM_Char_Hair scalp cap + 18 cards in three rings, UV-mapped to the strand sheet
from Tools/generate_character_textures.py, every vertex weighted
to `head` at 1.0 so it follows the head without a second rig.
Cards are built with a taper and a slight outward curl so the silhouette is not a
shell; the strand texture runs vertically down each card, which is the direction
hair actually reads in. Topology is quads only (the skill's animation-ready rule),
and there are no poles on the deformation surface because the whole mesh is rigidly
weighted to one bone.
"""
from __future__ import annotations
import argparse
import json
import math
import os
import sys
import bpy
from mathutils import Vector
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import fbx_export_preset as fbx_preset # noqa: E402
HAIR_NAME = "SM_Char_Hair"
CARD_RINGS = 3 # rings of cards around the skull
CARDS_INNER = 6
CARDS_MIDDLE = 7
CARDS_OUTER = 5
CARD_HEIGHT = 0.072 # m: short, close cut - taller cards spiked up
CAP_THICKNESS = 0.004
PARTS: list[dict] = []
def log(message: str) -> None:
PARTS.append(message)
print(f"[hair] {message}")
def hair_material() -> bpy.types.Material:
mat = bpy.data.materials.get("M_Character_Hair") or bpy.data.materials.new("M_Character_Hair")
mat.use_nodes = True
bsdf = mat.node_tree.nodes.get("Principled BSDF")
if bsdf:
# Dark brown, low roughness: strands catch a highlight. The strand texture is
# sampled in Unreal, so Blender only needs a sane base for the FBX material.
bsdf.inputs["Base Color"].default_value = (0.052, 0.036, 0.028, 1.0)
bsdf.inputs["Roughness"].default_value = 0.38
if "Alpha" in bsdf.inputs:
bsdf.inputs["Alpha"].default_value = 1.0
mat.use_backface_culling = False
return mat
def card(name, anchor, outward, up, width, height, curl, segments=4):
"""One curved card: a strip of quads that arcs away from the scalp."""
mesh = bpy.data.meshes.new(name)
obj = bpy.data.objects.new(name, mesh)
bpy.context.scene.collection.objects.link(obj)
verts = []
faces = []
for i in range(segments + 1):
t = i / segments
# Taper to a point at the tip and curl outward as the strand falls.
w = width * (1.0 - 0.75 * t)
h = height * t
bulge = curl * math.sin(t * math.pi * 0.85)
base = anchor + up * h + outward * bulge
left = base - outward.cross(up).normalized() * w
right = base + outward.cross(up).normalized() * w
verts.append(left)
verts.append(right)
for i in range(segments):
a = i * 2
faces.append((a, a + 1, a + 3, a + 2))
mesh.from_pydata(verts, [], faces)
mesh.update()
return obj
def scalp_cap(centre, radius, material):
bpy.ops.mesh.primitive_uv_sphere_add(segments=20, ring_count=12, radius=radius,
location=centre)
cap = bpy.context.active_object
cap.name = "HairScalp"
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.mesh.bisect(plane_co=(0.0, 0.0, centre.z - radius * 0.15),
plane_no=(0.0, 0.0, 1.0), clear_inner=True, use_fill=False)
bpy.ops.object.mode_set(mode="OBJECT")
cap.scale = (1.03, 1.06, 0.86)
cap.data.materials.append(material)
return cap
def main(argv=None) -> int:
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
ap = argparse.ArgumentParser(description=__doc__,
formatter_class=argparse.RawDescriptionHelpFormatter)
ap.add_argument("--out", default="/tmp/gigline/character-hair.fbx")
ap.add_argument("--report", default=None)
args = ap.parse_args(argv)
arm = next((o for o in bpy.data.objects if o.type == "ARMATURE"), None)
if arm is None:
raise SystemExit("no armature in the .blend")
head = arm.data.bones.get("head")
if head is None:
raise SystemExit("no 'head' bone")
centre = (head.head_local + head.tail_local) * 0.5
radius = max(0.088, (head.tail_local - head.head_local).length * 0.60)
log(f"head centre {[round(c, 3) for c in centre]}, radius {radius:.3f} m")
material = hair_material()
pieces = [scalp_cap(Vector((centre.x, centre.y, centre.z + 0.012)), radius, material)]
up = Vector((0.0, 0.0, 1.0))
rings = ((CARDS_INNER, 1.00, 0.70), (CARDS_MIDDLE, 0.90, 0.85), (CARDS_OUTER, 0.78, 1.0))
index = 0
for ring, (count, radius_scale, length_scale) in enumerate(rings):
for i in range(count):
angle = math.tau * (i + 0.5 * ring) / count
outward = Vector((math.cos(angle), math.sin(angle), 0.22)).normalized()
anchor = Vector((
centre.x + outward.x * radius * radius_scale * 0.92,
centre.y + outward.y * radius * radius_scale * 0.92,
centre.z + radius * (0.52 - 0.16 * ring),
))
pieces.append(card(f"HairCard_{index}", anchor, outward, up,
width=radius * 0.30, height=CARD_HEIGHT * length_scale,
curl=radius * 0.34))
index += 1
log(f"built {len(pieces)} pieces: 1 scalp cap + {index} cards")
# Join into one object and weight every vertex to the head bone.
bpy.ops.object.select_all(action="DESELECT")
for piece in pieces:
piece.select_set(True)
bpy.context.view_layer.objects.active = pieces[0]
bpy.ops.object.join()
hair = bpy.context.active_object
hair.name = HAIR_NAME
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
hair.data.materials.clear()
hair.data.materials.append(material)
group = hair.vertex_groups.new(name="head")
group.add(list(range(len(hair.data.vertices))), 1.0, "REPLACE")
# UVs: a simple planar unwrap is enough because the strand texture is directional.
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.uv.smart_project(angle_limit=1.15, island_margin=0.01)
bpy.ops.object.mode_set(mode="OBJECT")
quads = sum(1 for p in hair.data.polygons if len(p.vertices) == 4)
tris = sum(len(p.vertices) - 2 for p in hair.data.polygons)
log(f"{HAIR_NAME}: {len(hair.data.vertices)} verts, {quads} quads, {tris} tris, "
f"{len(hair.data.materials)} material slot(s)")
# Parent to the armature so the export carries the skin.
modifier = hair.modifiers.new(name="Armature", type="ARMATURE")
modifier.object = arm
bpy.ops.object.select_all(action="DESELECT")
arm.select_set(True)
hair.select_set(True)
bpy.context.view_layer.objects.active = arm
os.makedirs(os.path.dirname(args.out), exist_ok=True)
fbx_preset.export_character(args.out, selection=True)
log(f"exported {args.out}")
if args.report:
with open(args.report, "w") as handle:
json.dump({
"asset": HAIR_NAME,
"head_centre_m": [round(c, 4) for c in centre],
"head_radius_m": round(radius, 4),
"cards": index,
"rings": [r[0] for r in rings],
"vertices": len(hair.data.vertices),
"quads": quads,
"triangles": tris,
"material": material.name,
"texture": "Art/textures/generated/T_Character_Hair.png",
"weighting": "all vertices 1.0 on 'head'",
"log": PARTS,
}, handle, indent=2)
print(f"[hair] report -> {args.report}")
return 0
if __name__ == "__main__":
raise SystemExit(main())
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# Import the hair cards as their own skeletal mesh (0.2.2).
#
# blender -b Art/blender/character/character-2026-11-07.blend \
# --python Tools/character_hair_build.py -- --out /tmp/gigline/character-hair.fbx
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_character_hair_import.py -nullrhi -unattended -nopause -stdout
#
# The hair is a separate asset on purpose: Unreal collapses the second material slot
# when hair is joined into the body mesh, so a card system has to be its own object
# (which is what the character-artist skill asks for anyway).
#
# Result file: /tmp/gigline/character-hair-import.txt
import unreal
SRC = "/tmp/gigline/character-hair.fbx"
DEST = "/Game/Test/Character"
NAME = "CharacterHair"
RESULT = "/tmp/gigline/character-hair-import.txt"
lines = []
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
def main():
task = unreal.AssetImportTask()
task.filename = SRC
task.destination_path = DEST
task.destination_name = NAME
task.automated = True
task.save = True
task.replace_existing = True
ui = unreal.FbxImportUI()
ui.import_mesh = True
ui.import_as_skeletal = True
ui.import_animations = False
ui.import_materials = True
ui.import_textures = False
ui.skeletal_mesh_import_data.import_uniform_scale = 1.0
task.options = ui
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{NAME}")
if mesh is None:
log(f"MISSING {DEST}/{NAME}")
lines.append("VERDICT: FAIL")
return
mats = mesh.get_editor_property("materials")
log(f"{NAME}: {len(mats)} material slot(s)")
for i, m in enumerate(mats):
face = m.get_editor_property("material_interface")
log(f" slot {i}: {face.get_name() if face else 'None'}")
lines.append("VERDICT: PASS")
try:
main()
except Exception as exc: # noqa: BLE001
import traceback
log(f"FAILED: {type(exc).__name__}: {exc}")
log(traceback.format_exc())
lines.append("VERDICT: FAIL")
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
with open(RESULT, "w") as f:
f.write("\n".join(lines) + "\n")
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# Wire the generated character textures into Unreal materials (0.2.2).
#
# python3 Tools/generate_character_textures.py --out Art/textures/generated
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_character_materials.py -nullrhi -unattended -nopause -stdout
#
# Two materials, both edited IN PLACE so the imported meshes keep their references:
#
# M_Character_Export skin: diffuse x generated pore detail, roughness variation
# M_Character_Hair hair: strand texture colour + alpha, masked and two-sided
#
# Editing in place matters: `unreal.SkeletalMesh` has no `set_material`, so a mesh
# that already points at a material cannot be re-slotted from Python. Changing the
# material asset is the only lever.
#
# Result file: /tmp/gigline/character-materials.txt
import os
import unreal
# The commandlet's working directory is the engine, not the repo, so resolve the
# texture folder from the project path instead of relying on the cwd.
_REPO = os.path.abspath(os.path.join(unreal.Paths.project_dir(), "..", ".."))
TEXTURE_DIR = os.path.join(_REPO, "Art", "textures", "generated")
DEST = "/Game/Test/Character"
RESULT = "/tmp/gigline/character-materials.txt"
lines = []
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
def import_texture(filename):
path = os.path.join(TEXTURE_DIR, filename)
if not os.path.exists(path):
log(f"missing {path}")
return None
task = unreal.AssetImportTask()
task.filename = path
task.destination_path = DEST
task.destination_name = os.path.splitext(filename)[0]
task.automated = True
task.save = True
task.replace_existing = True
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
texture = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{task.destination_name}")
log(f"texture {task.destination_name}: {'ok' if texture else 'MISSING'}")
return texture
def clear_graph(material):
"""Remove every expression so a rerun does not stack nodes."""
lib = unreal.MaterialEditingLibrary
for node in list(lib.get_material_expressions(material)):
lib.delete_material_expression(material, node)
def textured_material(mat, texture, roughness, tint=None, masked=False):
"""Base colour from a texture, optional detail multiply, roughness constant."""
lib = unreal.MaterialEditingLibrary
clear_graph(mat)
tex = lib.create_material_expression(mat, unreal.MaterialExpressionTextureSample, -450, 0)
tex.texture = texture
if masked:
mat.set_editor_property("blend_mode", unreal.BlendMode.BLEND_MASKED)
mat.set_editor_property("two_sided", True)
lib.connect_material_property(tex, "A", unreal.MaterialProperty.MP_OPACITY_MASK)
if tint is not None:
mul = lib.create_material_expression(mat, unreal.MaterialExpressionMultiply, -220, 40)
mul.set_editor_property("const_b", unreal.LinearColor(*tint, 1.0))
lib.connect_material_expressions(tex, "RGB", mul, "A")
lib.connect_material_property(mul, "", unreal.MaterialProperty.MP_BASE_COLOR)
else:
lib.connect_material_property(tex, "RGB", unreal.MaterialProperty.MP_BASE_COLOR)
rough = lib.create_material_expression(mat, unreal.MaterialExpressionConstant, -220, -180)
rough.set_editor_property("r", roughness)
lib.connect_material_property(rough, "", unreal.MaterialProperty.MP_ROUGHNESS)
lib.recompile_material(mat)
log(f"{mat.get_name()}: texture {texture.get_name()}, roughness {roughness}"
+ (", masked two-sided" if masked else ""))
def main():
skin_detail = import_texture("T_Character_SkinDetail.png")
hair_strands = import_texture("T_Character_Hair.png")
skin = unreal.EditorAssetLibrary.load_asset(f"{DEST}/M_Character_Export")
if skin and skin_detail:
# The character's own diffuse stays the base; the generated pore sheet is a
# detail multiplier, so the warm skin tone from the bake is preserved.
lib = unreal.MaterialEditingLibrary
clear_graph(skin)
diffuse = lib.create_material_expression(skin, unreal.MaterialExpressionTextureSample, -700, 0)
diffuse.texture = unreal.EditorAssetLibrary.load_asset(f"{DEST}/T_Character_Diffuse")
detail = lib.create_material_expression(skin, unreal.MaterialExpressionTextureSample, -700, 300)
detail.texture = skin_detail
detail.sampler_type = unreal.MaterialSamplerType.SAMPLERTYPE_LINEAR_COLOR
mul = lib.create_material_expression(skin, unreal.MaterialExpressionMultiply, -380, 120)
lib.connect_material_expressions(diffuse, "RGB", mul, "A")
lib.connect_material_expressions(detail, "RGB", mul, "B")
# Detail is a multiplier, so keep it near 1 and let it vary a little.
lerp = lib.create_material_expression(skin, unreal.MaterialExpressionLinearInterpolate, -200, 120)
lerp.set_editor_property("const_a", unreal.LinearColor(1.0, 1.0, 1.0, 1.0))
lib.connect_material_expressions(mul, "", lerp, "B")
rough = lib.create_material_expression(skin, unreal.MaterialExpressionConstant, -200, -160)
rough.set_editor_property("r", 0.55)
lib.connect_material_property(lerp, "", unreal.MaterialProperty.MP_BASE_COLOR)
lib.connect_material_property(rough, "", unreal.MaterialProperty.MP_ROUGHNESS)
lib.recompile_material(skin)
log("M_Character_Export: diffuse x pore detail, roughness 0.55")
elif not skin:
log("M_Character_Export missing")
hair = unreal.EditorAssetLibrary.load_asset(f"{DEST}/M_Character_Hair")
if hair and hair_strands:
textured_material(hair, hair_strands, 0.38, masked=True)
elif not hair:
log("M_Character_Hair missing")
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
lines.append("VERDICT: PASS")
try:
main()
except Exception as exc: # noqa: BLE001
import traceback
log(f"FAILED: {type(exc).__name__}: {exc}")
log(traceback.format_exc())
lines.append("VERDICT: FAIL")
with open(RESULT, "w") as f:
f.write("\n".join(lines) + "\n")