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.
This commit is contained in:
1 parent
f681d83736
commit
4d27109668
168 files changed
+799
-407
No files matched your search
@@ -0,0 +1,164 @@
|
||||
# Wire the generated character textures into Unreal materials (0.2.2).
|
||||
#
|
||||
# python3 Tools/gen/generate_character_textures.py --out Art/textures/generated
|
||||
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
|
||||
# -script=<repo>/Tools/unreal/ue_character_materials.py -nullrhi -unattended -nopause -stdout
|
||||
#
|
||||
# Why new materials instead of editing the imported ones:
|
||||
#
|
||||
# * `unreal.MaterialEditingLibrary` SEGFAULTS in `-run=pythonscript` when it clears
|
||||
# and rebuilds an existing material graph. The first version of this tool did that
|
||||
# and crashed the commandlet with no traceback.
|
||||
# * `unreal.SkeletalMesh` has no `set_material`, so a mesh slot cannot be repointed
|
||||
# from Python. The pawn therefore assigns the skin material at runtime (see
|
||||
# AGigLineCharacter) and the hair's existing MaterialInstanceConstant gets a new
|
||||
# parent, which is a property write rather than a graph edit.
|
||||
#
|
||||
# Assets created:
|
||||
#
|
||||
# M_Character_Skin diffuse x generated pore detail, roughness 0.55
|
||||
# M_Character_Hair_Mat strand sheet colour + alpha, masked and two-sided
|
||||
#
|
||||
# Result file: /tmp/gigline/character-materials.txt
|
||||
|
||||
import os
|
||||
|
||||
import unreal
|
||||
|
||||
DEST = "/Game/Test/Character"
|
||||
_REPO = os.path.abspath(os.path.join(unreal.Paths.project_dir(), "..", ".."))
|
||||
TEXTURE_DIR = os.path.join(_REPO, "Art", "textures", "generated")
|
||||
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)
|
||||
name = os.path.splitext(filename)[0]
|
||||
existing = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
|
||||
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 = name
|
||||
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}/{name}")
|
||||
log(f"texture {name}: {'ok' if texture else 'MISSING'}"
|
||||
+ ("" if existing is None else " (replaced)"))
|
||||
return texture
|
||||
|
||||
|
||||
def new_material(name):
|
||||
"""Create an empty material, replacing one from a previous run."""
|
||||
full = f"{DEST}/{name}"
|
||||
if unreal.EditorAssetLibrary.does_asset_exist(full):
|
||||
unreal.EditorAssetLibrary.delete_asset(full)
|
||||
tools = unreal.AssetToolsHelpers.get_asset_tools()
|
||||
material = tools.create_asset(name, DEST, unreal.Material, unreal.MaterialFactoryNew())
|
||||
# Without this flag Unreal refuses to use the material on a skeletal mesh and
|
||||
# silently falls back to the default material, which renders near-black here.
|
||||
material.set_editor_property("used_with_skeletal_mesh", True)
|
||||
return material
|
||||
|
||||
|
||||
def skin_material(diffuse, detail, unlit_test=False):
|
||||
material = new_material("M_Character_Skin")
|
||||
lib = unreal.MaterialEditingLibrary
|
||||
|
||||
# Base colour is a constant, not the baked diffuse. Sampling T_Character_Diffuse
|
||||
# rendered the body black: the MPFB mesh's UVs do not map onto that bake, so every
|
||||
# lookup fell outside the texture. A constant tone is correct-looking and honest;
|
||||
# the pore sheet waits until the UVs are verified.
|
||||
base = lib.create_material_expression(material, unreal.MaterialExpressionConstant3Vector, -420, 0)
|
||||
# Measured, not guessed: the red test colour reached the render, so the assignment
|
||||
# was always working - the skin simply reads dark under the demo's key light. This
|
||||
# tone is lifted to sit in shadow the way the blueprint's skin does.
|
||||
base.set_editor_property("constant", unreal.LinearColor(0.78, 0.55, 0.44, 1.0))
|
||||
if unlit_test:
|
||||
# Diagnostic: unlit renders the constant exactly, so the render tells us whether
|
||||
# a wrong skin tone comes from lighting/shading or from the material itself.
|
||||
material.set_editor_property("shading_model", unreal.MaterialShadingModel.MSM_UNLIT)
|
||||
lib.connect_material_property(base, "", unreal.MaterialProperty.MP_EMISSIVE_COLOR)
|
||||
else:
|
||||
lib.connect_material_property(base, "", unreal.MaterialProperty.MP_BASE_COLOR)
|
||||
|
||||
rough = lib.create_material_expression(material, unreal.MaterialExpressionConstant, -200, -200)
|
||||
rough.set_editor_property("r", 0.58)
|
||||
lib.connect_material_property(rough, "", unreal.MaterialProperty.MP_ROUGHNESS)
|
||||
lib.recompile_material(material)
|
||||
log(("M_Character_Skin: UNLIT TEST, emissive " if unlit_test else
|
||||
"M_Character_Skin: constant skin tone, roughness 0.58 ")
|
||||
"(baked diffuse not used - it samples black on this mesh)")
|
||||
return material
|
||||
|
||||
|
||||
def hair_material(strands):
|
||||
material = new_material("M_Character_Hair_Mat")
|
||||
lib = unreal.MaterialEditingLibrary
|
||||
material.set_editor_property("blend_mode", unreal.BlendMode.BLEND_MASKED)
|
||||
material.set_editor_property("two_sided", True)
|
||||
|
||||
sample = lib.create_material_expression(material, unreal.MaterialExpressionTextureSample, -520, 0)
|
||||
sample.texture = strands
|
||||
# Alpha only: the strand sheet's RGB is a pale highlight map and using it as the
|
||||
# base colour made the hair read blond and thin.
|
||||
lib.connect_material_property(sample, "A", unreal.MaterialProperty.MP_OPACITY_MASK)
|
||||
colour = lib.create_material_expression(material, unreal.MaterialExpressionConstant3Vector, -520, 220)
|
||||
colour.set_editor_property("constant", unreal.LinearColor(0.030, 0.020, 0.014, 1.0))
|
||||
lib.connect_material_property(colour, "", unreal.MaterialProperty.MP_BASE_COLOR)
|
||||
rough = lib.create_material_expression(material, unreal.MaterialExpressionConstant, -220, -180)
|
||||
rough.set_editor_property("r", 0.40)
|
||||
lib.connect_material_property(rough, "", unreal.MaterialProperty.MP_ROUGHNESS)
|
||||
lib.recompile_material(material)
|
||||
log("M_Character_Hair_Mat: dark constant colour, strand sheet as opacity mask, "
|
||||
"masked two-sided, roughness 0.40")
|
||||
return material
|
||||
|
||||
|
||||
def main(unlit_test=False):
|
||||
diffuse = unreal.EditorAssetLibrary.load_asset(f"{DEST}/T_Character_Diffuse")
|
||||
log(f"diffuse: {'ok' if diffuse else 'MISSING'}")
|
||||
detail = import_texture("T_Character_SkinDetail.png")
|
||||
strands = import_texture("T_Character_Hair.png")
|
||||
|
||||
if diffuse and detail:
|
||||
skin_material(diffuse, detail, unlit_test=unlit_test)
|
||||
|
||||
if strands:
|
||||
hair = hair_material(strands)
|
||||
# Repoint the imported instance rather than editing its graph.
|
||||
instance = unreal.EditorAssetLibrary.load_asset(f"{DEST}/M_Character_Hair")
|
||||
if isinstance(instance, unreal.MaterialInstanceConstant):
|
||||
instance.set_editor_property("parent", hair)
|
||||
unreal.MaterialEditingLibrary.update_material_instance(instance)
|
||||
log("M_Character_Hair instance: parent -> M_Character_Hair_Mat")
|
||||
else:
|
||||
log(f"M_Character_Hair is {instance.get_class().get_name() if instance else 'missing'}, "
|
||||
"not an instance - skipped")
|
||||
|
||||
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
|
||||
lines.append("VERDICT: PASS")
|
||||
|
||||
|
||||
try:
|
||||
# Environment, not a command-line flag: the commandlet drops unknown switches, so
|
||||
# the flag never reached Python. An env var is inherited.
|
||||
main(unlit_test=os.environ.get("GIGLINE_UNLIT_TEST") == "1")
|
||||
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")
|
||||
Reference in new issue
Block a user