feat(character): ComfyUI blueprints and a render-vs-blueprint evaluation
Two tools that turn character work into something measurable. - Tools/comfyui_character_blueprint.py generates a four-view sheet (front, side, back, head) plus a contact sheet from one description, with fixed seeds and a JSON record of prompts and prompt ids. First sheet: 'GigLine walker', lean pedestrian in a navy tee, jeans and sneakers. - Tools/character_match.py compares a rendered character against a sheet: figure aspect, fill and coverage deltas, mean CIE76 colour distance, dominant-palette distance, and a side-by-side montage. The deltas stay separate on purpose - a single similarity score between a photoreal sheet and a low-detail body would be a number with no meaning. - comfyui_generate.py grew wait_for_image() so both tools share the polling path instead of duplicating it. - 13 unit tests for the colour maths, masks and palette; 95 tool tests pass. First real result, recorded rather than smoothed over: aspect delta 1.24, fill delta 0.12, mean deltaE 31.9, palette deltaE 25.4. The montage shows the reason - the model is a nude body and the blueprint wears a tee and jeans, so clothing dominates every metric. Figure segmentation is explicit (--render-box): auto-detection picked backdrop blobs on every attempt, and a background plate is the proper fix.
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@@ -92,6 +92,17 @@ AGigLineCharacter::AGigLineCharacter()
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// Hair: a separate component that copies the body's pose, so it follows the head
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// bone without a second rig or a second animation. Hidden with the body.
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// The skin material is assigned at runtime: a SkeletalMesh slot cannot be repointed
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// from Python, so Tools/ue_character_materials.py builds M_Character_Skin and the
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// pawn binds it here. Without this the imported FBX phong material is used and the
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// generated pore detail never reaches the render.
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> SkinMaterialFinder(
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TEXT("/Game/Test/Character/M_Character_Skin.M_Character_Skin"));
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if (SkinMaterialFinder.Succeeded())
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{
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GetMesh()->SetMaterial(0, SkinMaterialFinder.Object);
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}
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HairMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("HairMesh"));
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HairMesh->SetupAttachment(GetCapsuleComponent());
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HairMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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