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.
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# Wire the generated character textures into Unreal materials (0.2.2).
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#
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# python3 Tools/generate_character_textures.py --out Art/textures/generated
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# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
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# -script=<repo>/Tools/ue_character_materials.py -nullrhi -unattended -nopause -stdout
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#
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# Two materials, both edited IN PLACE so the imported meshes keep their references:
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#
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# M_Character_Export skin: diffuse x generated pore detail, roughness variation
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# M_Character_Hair hair: strand texture colour + alpha, masked and two-sided
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#
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# Editing in place matters: `unreal.SkeletalMesh` has no `set_material`, so a mesh
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# that already points at a material cannot be re-slotted from Python. Changing the
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# material asset is the only lever.
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#
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# Result file: /tmp/gigline/character-materials.txt
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import os
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import unreal
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# The commandlet's working directory is the engine, not the repo, so resolve the
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# texture folder from the project path instead of relying on the cwd.
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_REPO = os.path.abspath(os.path.join(unreal.Paths.project_dir(), "..", ".."))
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TEXTURE_DIR = os.path.join(_REPO, "Art", "textures", "generated")
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DEST = "/Game/Test/Character"
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RESULT = "/tmp/gigline/character-materials.txt"
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lines = []
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def log(msg):
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lines.append(str(msg))
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unreal.log(str(msg))
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def import_texture(filename):
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path = os.path.join(TEXTURE_DIR, filename)
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if not os.path.exists(path):
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log(f"missing {path}")
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return None
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task = unreal.AssetImportTask()
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task.filename = path
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task.destination_path = DEST
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task.destination_name = os.path.splitext(filename)[0]
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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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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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texture = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{task.destination_name}")
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log(f"texture {task.destination_name}: {'ok' if texture else 'MISSING'}")
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return texture
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def clear_graph(material):
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"""Remove every expression so a rerun does not stack nodes."""
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lib = unreal.MaterialEditingLibrary
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for node in list(lib.get_material_expressions(material)):
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lib.delete_material_expression(material, node)
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def textured_material(mat, texture, roughness, tint=None, masked=False):
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"""Base colour from a texture, optional detail multiply, roughness constant."""
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lib = unreal.MaterialEditingLibrary
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clear_graph(mat)
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tex = lib.create_material_expression(mat, unreal.MaterialExpressionTextureSample, -450, 0)
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tex.texture = texture
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if masked:
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mat.set_editor_property("blend_mode", unreal.BlendMode.BLEND_MASKED)
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mat.set_editor_property("two_sided", True)
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lib.connect_material_property(tex, "A", unreal.MaterialProperty.MP_OPACITY_MASK)
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if tint is not None:
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mul = lib.create_material_expression(mat, unreal.MaterialExpressionMultiply, -220, 40)
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mul.set_editor_property("const_b", unreal.LinearColor(*tint, 1.0))
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lib.connect_material_expressions(tex, "RGB", mul, "A")
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lib.connect_material_property(mul, "", unreal.MaterialProperty.MP_BASE_COLOR)
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else:
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lib.connect_material_property(tex, "RGB", unreal.MaterialProperty.MP_BASE_COLOR)
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rough = lib.create_material_expression(mat, unreal.MaterialExpressionConstant, -220, -180)
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rough.set_editor_property("r", roughness)
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lib.connect_material_property(rough, "", unreal.MaterialProperty.MP_ROUGHNESS)
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lib.recompile_material(mat)
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log(f"{mat.get_name()}: texture {texture.get_name()}, roughness {roughness}"
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+ (", masked two-sided" if masked else ""))
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def main():
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skin_detail = import_texture("T_Character_SkinDetail.png")
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hair_strands = import_texture("T_Character_Hair.png")
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skin = unreal.EditorAssetLibrary.load_asset(f"{DEST}/M_Character_Export")
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if skin and skin_detail:
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# The character's own diffuse stays the base; the generated pore sheet is a
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# detail multiplier, so the warm skin tone from the bake is preserved.
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lib = unreal.MaterialEditingLibrary
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clear_graph(skin)
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diffuse = lib.create_material_expression(skin, unreal.MaterialExpressionTextureSample, -700, 0)
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diffuse.texture = unreal.EditorAssetLibrary.load_asset(f"{DEST}/T_Character_Diffuse")
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detail = lib.create_material_expression(skin, unreal.MaterialExpressionTextureSample, -700, 300)
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detail.texture = skin_detail
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detail.sampler_type = unreal.MaterialSamplerType.SAMPLERTYPE_LINEAR_COLOR
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mul = lib.create_material_expression(skin, unreal.MaterialExpressionMultiply, -380, 120)
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lib.connect_material_expressions(diffuse, "RGB", mul, "A")
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lib.connect_material_expressions(detail, "RGB", mul, "B")
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# Detail is a multiplier, so keep it near 1 and let it vary a little.
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lerp = lib.create_material_expression(skin, unreal.MaterialExpressionLinearInterpolate, -200, 120)
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lerp.set_editor_property("const_a", unreal.LinearColor(1.0, 1.0, 1.0, 1.0))
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lib.connect_material_expressions(mul, "", lerp, "B")
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rough = lib.create_material_expression(skin, unreal.MaterialExpressionConstant, -200, -160)
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rough.set_editor_property("r", 0.55)
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lib.connect_material_property(lerp, "", unreal.MaterialProperty.MP_BASE_COLOR)
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lib.connect_material_property(rough, "", unreal.MaterialProperty.MP_ROUGHNESS)
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lib.recompile_material(skin)
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log("M_Character_Export: diffuse x pore detail, roughness 0.55")
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elif not skin:
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log("M_Character_Export missing")
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hair = unreal.EditorAssetLibrary.load_asset(f"{DEST}/M_Character_Hair")
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if hair and hair_strands:
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textured_material(hair, hair_strands, 0.38, masked=True)
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elif not hair:
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log("M_Character_Hair missing")
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unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
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lines.append("VERDICT: PASS")
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try:
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main()
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except Exception as exc: # noqa: BLE001
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import traceback
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log(f"FAILED: {type(exc).__name__}: {exc}")
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log(traceback.format_exc())
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lines.append("VERDICT: FAIL")
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with open(RESULT, "w") as f:
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f.write("\n".join(lines) + "\n")
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