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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# Import the character animation clips into Unreal (0.2.0).
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#
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# blender -b Art/blender/character/character-2026-11-07.blend \
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# --python Tools/blender/character_anim_build.py -- --out /tmp/gigline/character-anim.fbx
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# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
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# -script=<repo>/Tools/unreal/ue_character_anim_import.py -nullrhi -unattended -nopause -stdout
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#
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# Imports the animated FBX next to the existing character assets and verifies the
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# result rather than assuming it: an FBX whose export omitted `bake_anim` imports
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# without error and produces a skeletal mesh but no AnimSequence, which is exactly
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# the failure this tool must catch.
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#
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# Destination: /Game/Test/Character. Result file: /tmp/gigline/character-anim-import.txt
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import glob
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import os
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import unreal
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SRC = "/tmp/gigline/character-anim.fbx"
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DEST = "/Game/Test/Character"
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PREFIX = "CharacterV6"
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RESULT = "/tmp/gigline/character-anim-import.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 main():
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if not os.path.exists(SRC):
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log(f"missing {SRC}; run Tools/blender/character_anim_build.py first")
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return
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task = unreal.AssetImportTask()
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task.filename = SRC
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task.destination_path = DEST
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task.destination_name = PREFIX
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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_as_skeletal = True
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ui.import_animations = True
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ui.import_materials = True
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ui.import_textures = False
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# UE 5.8 has no SKELETON_ONLY content type (FBXICT_ALL/GEOMETRY/SKINNING_WEIGHTS
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# only), so the clips come in with the mesh and the verification below decides
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# whether that worked. The mesh is replaced at the same path by design.
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ui.skeletal_mesh_import_data.import_uniform_scale = 1.0
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task.options = ui
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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# Verify: the clips are the deliverable, not the mesh.
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registry = unreal.AssetRegistryHelpers.get_asset_registry()
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found = []
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for asset in registry.get_assets_by_path(DEST, recursive=False):
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name = str(asset.asset_name)
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if not name.startswith(PREFIX):
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continue
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obj = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
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if isinstance(obj, unreal.AnimSequence):
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length = obj.get_play_length()
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# UE 5.8 exposes only play length and sequence length here; the sampled
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# frame count is derived so the report still states the clip duration.
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frames = round(length * 30.0)
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found.append(name)
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log(f"AnimSequence {name:34} {length:.3f} s (~{frames} frames at 30 fps)")
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elif isinstance(obj, unreal.SkeletalMesh):
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skeleton = obj.get_editor_property("skeleton")
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log(f"SkeletalMesh {name:34} skeleton={'ok' if skeleton else 'MISSING'}")
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if not found:
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log("FAILED: no AnimSequence was created — the FBX carried no baked animation")
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lines.append("VERDICT: FAIL")
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return
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log(f"{len(found)} AnimSequence(s) imported: {', '.join(sorted(found))}")
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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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unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
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os.makedirs(os.path.dirname(RESULT), exist_ok=True)
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with open(RESULT, "w", encoding="utf-8") as handle:
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handle.write("\n".join(lines) + "\n")
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