refactor(tools): group the sixty scripts by what they talk to
One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:
Tools/unreal/ commandlets and the two map builders, with ue_common.py and ue_placement.py as the
shared imports (they need the engine)
Tools/blender/ builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
(they need the Blender Flatpak)
Tools/review/ the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
visual_targets.json
Tools/gen/ image and texture generation: the ComfyUI driver, deterministic texture writers,
reference fetching
Tools/input/ OS-level input injection
root _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/
Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.
51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.
Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
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# MPFB character export for the Blender -> Unreal pipeline (0.1.0 acceptance).
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#
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# Generates a default human, adds the standard deform rig with weights,
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# materializes the v2 skin, bakes its diffuse to a texture, and exports
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# FBX with the named export preset "ue_character_v1".
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#
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# blender -b --factory-startup --python Tools/blender/mpfb_character_export.py -- \
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# --out /tmp/gigline/character.fbx --pose idle \
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# --save-blend Art/blender/character/character-<date>.blend
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# --pose applies one of the named standing poses to the standard rig and bakes
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# it into the rest pose before export, so the caller-controlled vertex
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# weights still deform the exported bind correctly (pose | none | idle).
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import argparse
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import os
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import struct
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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.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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def write_png(path, img):
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# Write image pixels to PNG. `img.save()` writes black for an in-memory
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# image with no backing file even though the bake updates img.pixels, and a
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# per-pixel stdlib loop is far too slow (256^2 took 25 s). numpy makes the
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# whole encode ~0.3 s for 1024^2; Blender ships numpy.
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w, h = img.size
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arr = numpy.asarray(img.pixels[:], dtype=numpy.float32).reshape(h, w, 4)
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rgba = (numpy.clip(arr, 0.0, 1.0) * 255.0 + 0.5).astype(numpy.uint8)[::-1]
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byt = rgba.tobytes()
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raw = bytearray()
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for y in range(h):
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raw.append(0) # filter type 0
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raw += byt[y * w * 4:(y + 1) * w * 4]
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def chunk(tag, data):
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c = struct.pack(">I", len(data)) + tag + data
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c += struct.pack(">I", zlib.crc32(tag + data) & 0xffffffff)
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return c
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ihdr = struct.pack(">IIBBBBB", w, h, 8, 6, 0, 0, 0)
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png = b"\x89PNG\r\n\x1a\n" + chunk(b"IHDR", ihdr)
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png += chunk(b"IDAT", zlib.compress(bytes(raw))) + chunk(b"IEND", b"")
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with open(path, "wb") as f:
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f.write(png)
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IDLE_POSE = {
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# Brings the A/T bind arms down into a relaxed standing position.
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# Values are local-pose euler deltas; verified 2026-11-07.
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"shoulder01.L": (0.0, -0.15, -0.03),
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"shoulder01.R": (0.0, 0.15, 0.03),
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"upperarm01.L": (0.0, 0.0, -1.55),
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"upperarm01.R": (0.0, 0.0, 1.55),
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"lowerarm01.L": (0.0, 0.0, -0.10),
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"lowerarm01.R": (0.0, 0.0, 0.10),
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}
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REPORT = "/tmp/mpfb-export-report.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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def enable_mpfb():
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bpy.ops.preferences.addon_enable(module="bl_ext.blender_org.mpfb")
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assert "bl_ext.blender_org.mpfb" in bpy.context.preferences.addons, "MPFB did not enable"
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def apply_pose(arm, name="idle"):
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if name == "none":
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return
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table = IDLE_POSE
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bpy.context.view_layer.objects.active = arm
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bpy.ops.object.mode_set(mode="POSE")
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for bone_name, eul in table.items():
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bone = arm.pose.bones[bone_name]
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bone.rotation_mode = "XYZ"
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bone.rotation_euler = Euler(eul)
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bpy.ops.pose.armature_apply()
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bpy.ops.object.mode_set(mode="OBJECT")
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log(f"pose: applied '{name}' to rest pose")
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def build_character(pose="idle"):
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for obj in list(bpy.data.objects):
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bpy.data.objects.remove(obj, do_unlink=True)
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bpy.ops.mpfb.create_human("EXEC_DEFAULT")
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human = bpy.context.active_object
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log(f"create_human: {human.name}, {len(human.data.vertices)} verts, dims={[round(d, 3) for d in human.dimensions]}")
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bpy.ops.mpfb.add_standard_rig("EXEC_DEFAULT")
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armatures = [o for o in bpy.data.objects if o.type == "ARMATURE"]
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log(f"add_standard_rig: {len(armatures)} armature(s), bones={[len(a.data.bones) for a in armatures]}")
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apply_pose(armatures[0], pose)
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bpy.ops.object.select_all(action="DESELECT")
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human.select_set(True)
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bpy.context.view_layer.objects.active = human
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bpy.ops.mpfb.create_v2_skin("EXEC_DEFAULT")
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mats = [m.name for m in human.data.materials]
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log(f"create_v2_skin: materials={mats}")
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return human
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def make_diffuse(human, size=1024):
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# A Cycles bake of MPFB's v2-skin node group returns black and is slow at
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# 1024^2 headless. We ship a flat export material anyway (the node tree
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# does not map to FBX), so synthesize a warm skin-tone diffuse directly.
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img = bpy.data.images.new("T_Character_Diffuse", size, size)
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body = (0.72, 0.52, 0.38, 1.0) # warm skin
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cloth = (0.30, 0.34, 0.40, 1.0) # grey-blue, bottom band to suggest clothing
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band = int(size * 0.25)
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pixels = []
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for y in range(size):
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tone = cloth if y < band else body
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pixels += list(tone) * size
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img.pixels[:] = pixels
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log(f"make_diffuse: synthesized {size}x{size} body/shorts-suggestive diffuse")
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write_png("/tmp/gigline/T_Character_Diffuse.png", img)
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log("make_diffuse: wrote diffuse via stdlib PNG writer -> /tmp/gigline/T_Character_Diffuse.png")
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# MPFB's v2 skin is a node-group tree the FBX exporter cannot map to a
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# texture. Build a flat export material carrying the diffuse so the FBX
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# (and therefore Unreal) gets a real texture.
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export_mat = bpy.data.materials.new("M_Character_Export")
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export_mat.use_nodes = True
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nt = export_mat.node_tree
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nt.nodes.clear()
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out = nt.nodes.new("ShaderNodeOutputMaterial")
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bsdf = nt.nodes.new("ShaderNodeBsdfPrincipled")
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tex = nt.nodes.new("ShaderNodeTexImage")
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tex.image = img
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nt.links.new(tex.outputs["Color"], bsdf.inputs["Base Color"])
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nt.links.new(bsdf.outputs["BSDF"], out.inputs["Surface"])
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human.data.materials.clear()
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human.data.materials.append(export_mat)
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log("export material: M_Character_Export with diffuse assigned")
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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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fbx_preset.export_character(path)
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log(f"export: FBX preset ue_character_v1 -> {path}")
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def main():
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argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
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parser = argparse.ArgumentParser()
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parser.add_argument("--out", default="/tmp/gigline/character.fbx")
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parser.add_argument("--pose", choices=("none", "idle"), default="idle")
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parser.add_argument("--save-blend", default=None)
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args = parser.parse_args(argv)
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enable_mpfb()
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human = build_character(pose=args.pose)
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make_diffuse(human)
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if args.save_blend:
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os.makedirs(os.path.dirname(args.save_blend), exist_ok=True)
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bpy.ops.wm.save_as_mainfile(filepath=args.save_blend)
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log(f"save: {args.save_blend}")
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export_fbx(human, args.out)
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with open(REPORT, "w") as f:
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f.write("\n".join(lines) + "\n")
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main()
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