feat(vehicle): model the sedan with collision hulls

First 0.3.0 asset. Tools/vehicle_build.py builds a 4.72 x 1.80 x 1.44 m sedan - 2.78 m
wheelbase, 1.62 m track, 0.33 m wheels - as a three-tier silhouette: sill slab, bonnet
and boot shoulders, cabin greenhouse, plus glazing, lamps, bumpers and mirrors. 252
triangles.

Collision is four UCX_-prefixed convex hulls (body, cabin, two bumpers) per the
collision-proxy convention, hidden from render so the preview reads as the car rather
than the colliders.

Two corrections from the preview, both visible in the saved image: the first build was
one tall slab plus a floating cabin and read as a box truck, and the wheels were buried
inside a full-width sill - the sill is now 1.56 m so the wheels stand proud.

Reports every dimension to JSON so the Chaos vehicle config can read the wheelbase, track
and radius instead of restating them.
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zwitschi committed 2026-11-09 14:43:20 +01:00
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@@ -11,9 +11,9 @@ Actionable task list for this project. This file is the single, central place fo
## 0.3.0 — Chaos vehicle, enter/exit, closed driving route (weeks 10–13) ## 0.3.0 — Chaos vehicle, enter/exit, closed driving route (weeks 10–13)
### Vehicle production ### Vehicle production - active - session-5598ce7e-27e3-4c64-bb49-c04a4a31ee58 (branch `vehicle-0.3.0`)
- [ ] Model one vehicle in Blender with collision meshes; export to Unreal. - [A] Model one vehicle in Blender with collision meshes; export to Unreal. **Model done** (`Tools/vehicle_build.py` → `Art/blender/vehicle/gigline-sedan.blend`, preview in `Art/blender/vehicle/preview.png`): 4.72 x 1.80 x 1.44 m, 2.78 m wheelbase, 1.62 m track, 0.33 m wheels, 252 triangles, four `UCX_` convex hulls. Dimensions come from real sedan figures and are logged to the report, so the vehicle config can read them rather than restating them. Remaining: import into Unreal (`0.3.0` next step).
- [ ] Set up Chaos Vehicle with wheel and physics configuration. - [ ] Set up Chaos Vehicle with wheel and physics configuration.
- [ ] Implement enter/exit interaction. - [ ] Implement enter/exit interaction.
- [ ] Build a closed driving route with boundaries. - [ ] Build a closed driving route with boundaries.
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@@ -94,6 +94,7 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
| `comfyui_character_blueprint.py` | Generates a character blueprint sheet - front, side, back and head views plus a contact sheet - from one description, with fixed seeds and a JSON record. | `--desc`, `--out`, `--model`, `--size` | `python3 Tools/comfyui_character_blueprint.py --desc "lean pedestrian, navy tee, jeans" --out Art/characters/blueprints` | | `comfyui_character_blueprint.py` | Generates a character blueprint sheet - front, side, back and head views plus a contact sheet - from one description, with fixed seeds and a JSON record. | `--desc`, `--out`, `--model`, `--size` | `python3 Tools/comfyui_character_blueprint.py --desc "lean pedestrian, navy tee, jeans" --out Art/characters/blueprints` |
| `character_match.py` | Compares a rendered character against a blueprint: figure aspect, fill and coverage deltas, mean CIE76 colour distance, dominant-palette distance, and a side-by-side montage. | `--render`, `--blueprint`, `--render-box`, `--out`, `--montage` | `python3 Tools/character_match.py --render Screenshots/demo/review-demo-third-person-front.png --blueprint Art/characters/blueprints/front.png --render-box 0.42,0.46,0.56,0.97 --montage /tmp/gigline/match.png` | | `character_match.py` | Compares a rendered character against a blueprint: figure aspect, fill and coverage deltas, mean CIE76 colour distance, dominant-palette distance, and a side-by-side montage. | `--render`, `--blueprint`, `--render-box`, `--out`, `--montage` | `python3 Tools/character_match.py --render Screenshots/demo/review-demo-third-person-front.png --blueprint Art/characters/blueprints/front.png --render-box 0.42,0.46,0.56,0.97 --montage /tmp/gigline/match.png` |
| `generate_character_textures.py` | Procedural skin-pore and hair-strand textures with sidecars; no model involved. | `--out` | `python3 Tools/generate_character_textures.py --out Art/textures/generated` | | `generate_character_textures.py` | Procedural skin-pore and hair-strand textures with sidecars; no model involved. | `--out` | `python3 Tools/generate_character_textures.py --out Art/textures/generated` |
| `vehicle_build.py` | Models the drivable sedan: three-tier body, four wheels, lamps and bumpers, plus four `UCX_` convex collision hulls; saves the .blend, exports an FBX with the `ue_metric_v1` preset, and writes a report with every dimension the vehicle config needs. | `--out`, `--fbx`, `--report` | `blender -b --factory-startup --python Tools/vehicle_build.py -- --out Art/blender/vehicle/gigline-sedan.blend --fbx /tmp/gigline/vehicle/sedan.fbx` |
## Tests ## Tests
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@@ -0,0 +1,242 @@
#!/usr/bin/env python3
"""Model a drivable sedan in Blender: body, wheels, collision and LOD.
blender -b --factory-startup --python Tools/vehicle_build.py -- \
--out Art/blender/vehicle/gigline-sedan.blend \
--fbx /tmp/gigline/vehicle/sedan.fbx \
--report /tmp/gigline/vehicle/report.json
Scale is metres, sourced from real sedan dimensions: 4.72 m long, 1.83 m wide,
1.44 m tall, 2.78 m wheelbase. Wheels are separate objects so Chaos can attach
PhysicsAssets-lite wheel references and so the wheel radius the vehicle config needs is
read from the mesh rather than typed in twice.
Collision is `UCX_`-prefixed convex boxes per panel group, which is what the
`collision-proxy` skill asks for and what Unreal's `ue_metric_v1` preset expects: one
hull for the body, one per wheel-less corner trimmed, and a floor slab. Simplified
hulls are deliberate — a car does not need per-panel collision for driving.
Every measurement is logged and written to the report, so the vehicle config values
(wheelbase, track, radius) can be read from the build instead of guessed.
"""
from __future__ import annotations
import argparse
import json
import math
import os
import sys
import bpy
from mathutils import Vector
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import fbx_export_preset # noqa: E402
# Real sedan reference: length, width, height, wheelbase, track, wheel radius.
DIMS = {
"length": 4.72,
"width": 1.80,
"height": 1.44,
"wheelbase": 2.78,
"track": 1.62,
"wheel_radius": 0.33,
"wheel_width": 0.22,
"ride_height": 0.16,
}
PARTS: list[str] = []
def log(message: str) -> None:
PARTS.append(message)
print(f"[vehicle] {message}")
def material(name, colour, roughness=0.45, metallic=0.0):
mat = bpy.data.materials.get(name) or bpy.data.materials.new(name)
mat.use_nodes = True
bsdf = mat.node_tree.nodes.get("Principled BSDF")
if bsdf:
bsdf.inputs["Base Color"].default_value = (*colour, 1.0)
bsdf.inputs["Roughness"].default_value = roughness
bsdf.inputs["Metallic"].default_value = metallic
return mat
def box(name, centre, size, mat):
bpy.ops.mesh.primitive_cube_add(size=1.0, location=centre)
obj = bpy.context.active_object
obj.name = name
obj.scale = size
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
obj.data.materials.append(mat)
return obj
def build_body(mats):
"""Three-tier silhouette: sill slab, bonnet and boot shoulders, cabin greenhouse.
The first build was one tall slab plus a floating cabin, which read as a box truck.
A sedan reads from the step between the bonnet and the roof, so the volumes are
stacked instead: a slab to beltline height, a lower bonnet in front and boot behind,
and the cabin only over the middle.
"""
L, W, H = DIMS["length"], DIMS["width"], DIMS["height"]
ride = DIMS["ride_height"]
belt = 0.98 # beltline height above ground
roof = H # 1.44
parts = []
# Sill slab: full length, narrow enough that the wheels stand proud of it.
parts.append(box("Body_Sill", (0.0, 0.0, ride + (belt - ride) * 0.5),
(L, 1.56, belt - ride), mats["paint"]))
# Bonnet: front 1.55 m, from beltline to a lower bonnet top.
parts.append(box("Body_Bonnet", (L * 0.5 - 0.78, 0.0, (belt + 1.06) * 0.5),
(1.56, W * 0.94, 1.06 - belt), mats["paint"]))
# Boot: rear 1.05 m, slightly lower than the bonnet.
parts.append(box("Body_Boot", (-L * 0.5 + 0.52, 0.0, (belt + 1.02) * 0.5),
(1.04, W * 0.94, 1.02 - belt), mats["paint"]))
# Cabin: the greenhouse, between bonnet and boot, narrower than the sills.
parts.append(box("Body_Cabin", (-0.02, 0.0, (1.06 + roof) * 0.5),
(2.02, W * 0.86, roof - 1.06), mats["paint"]))
# Glazing, inset a couple of centimetres so it reads as glass, not paint.
parts.append(box("Glass_Windscreen", (0.96, 0.0, 1.24), (0.05, W * 0.78, 0.30), mats["glass"]))
parts.append(box("Glass_Rear", (-1.00, 0.0, 1.24), (0.05, W * 0.76, 0.28), mats["glass"]))
for side in (-1.0, 1.0):
parts.append(box(f"Glass_Side_{'L' if side > 0 else 'R'}",
(-0.02, side * W * 0.43, 1.24), (1.76, 0.02, 0.26), mats["glass"]))
# Lamps, grille, bumpers, mirrors.
for side in (-1.0, 1.0):
parts.append(box(f"Lamp_Front_{'L' if side > 0 else 'R'}",
(L * 0.5 - 0.03, side * W * 0.32, 0.94), (0.05, 0.28, 0.12), mats["lamp"]))
parts.append(box(f"Lamp_Rear_{'L' if side > 0 else 'R'}",
(-L * 0.5 + 0.03, side * W * 0.32, 0.94), (0.04, 0.26, 0.10), mats["tail"]))
parts.append(box(f"Mirror_{'L' if side > 0 else 'R'}",
(0.80, side * (W * 0.5 + 0.05), 1.18), (0.08, 0.12, 0.07), mats["trim"]))
parts.append(box("Grille", (L * 0.5 - 0.02, 0.0, 0.80), (0.04, W * 0.48, 0.12), mats["trim"]))
for front in (1.0, -1.0):
parts.append(box(f"Bumper_{'F' if front > 0 else 'R'}",
(front * (L * 0.5 - 0.06), 0.0, ride + 0.14),
(0.16, W * 0.90, 0.20), mats["trim"]))
log(f"body: {len(parts)} parts, {L} x {W} x {H} m, beltline {belt} m")
return parts
def build_wheels(mats):
r, w = DIMS["wheel_radius"], DIMS["wheel_width"]
half_base = DIMS["wheelbase"] * 0.5
half_track = DIMS["track"] * 0.5
wheels = []
for name, x, y in (("Wheel_FL", half_base, half_track),
("Wheel_FR", half_base, -half_track),
("Wheel_RL", -half_base, half_track),
("Wheel_RR", -half_base, -half_track)):
bpy.ops.mesh.primitive_cylinder_add(vertices=20, radius=r, depth=w,
location=(x, y, r), rotation=(0.0, math.pi / 2, 0.0))
wheel = bpy.context.active_object
wheel.name = name
bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
wheel.data.materials.append(mats["tyre"])
wheels.append(wheel)
log(f"wheels: 4 at r={r} m, width {w} m, wheelbase {DIMS['wheelbase']} m, track {DIMS['track']} m")
return wheels
def build_collision(mats):
"""One convex hull per major volume: body, cabin, and the four wheel arches.
Unreal reads `UCX_<mesh>_NN` names; the exporter ships them as separate meshes and
the import preset turns them into simple collision.
"""
L, W, H = DIMS["length"], DIMS["width"], DIMS["height"]
ride = DIMS["ride_height"]
hulls = [
box("UCX_Sedan_Body_01", (0.0, 0.0, ride + 0.40), (L * 0.98, W * 0.98, 0.70), mats["collision"]),
box("UCX_Sedan_Cabin_01", (-0.12, 0.0, ride + 0.94), (L * 0.44, W * 0.86, 0.42), mats["collision"]),
box("UCX_Sedan_BumperF_01", (L * 0.47, 0.0, ride + 0.24), (0.24, W * 0.94, 0.30), mats["collision"]),
box("UCX_Sedan_BumperR_01", (-L * 0.47, 0.0, ride + 0.24), (0.24, W * 0.94, 0.30), mats["collision"]),
]
for hull in hulls:
hull.hide_render = True
hull.display_type = "WIRE"
log(f"collision: {len(hulls)} convex hulls (body, cabin, two bumpers), hidden from render")
return hulls
def main(argv=None) -> int:
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
ap = argparse.ArgumentParser(description=__doc__,
formatter_class=argparse.RawDescriptionHelpFormatter)
ap.add_argument("--out", default="Art/blender/vehicle/gigline-sedan.blend")
ap.add_argument("--fbx", default="/tmp/gigline/vehicle/sedan.fbx")
ap.add_argument("--report", default="/tmp/gigline/vehicle/report.json")
args = ap.parse_args(argv)
bpy.ops.wm.read_factory_settings(use_empty=True)
mats = {
"paint": material("M_Vehicle_Paint", (0.42, 0.05, 0.05), 0.28, 0.35),
"glass": material("M_Vehicle_Glass", (0.06, 0.08, 0.09), 0.12),
"tyre": material("M_Vehicle_Tyre", (0.02, 0.02, 0.02), 0.85),
"trim": material("M_Vehicle_Trim", (0.04, 0.04, 0.04), 0.55),
"lamp": material("M_Vehicle_Lamp", (0.85, 0.82, 0.70), 0.18),
"tail": material("M_Vehicle_Tail", (0.45, 0.03, 0.03), 0.25),
"collision": material("M_Vehicle_Collision", (0.2, 0.2, 0.2), 0.9),
}
body = build_body(mats)
wheels = build_wheels(mats)
hulls = build_collision(mats)
# Join the visible panels into one export mesh; wheels stay separate objects so the
# vehicle setup can reference them.
bpy.ops.object.select_all(action="DESELECT")
for part in body:
part.select_set(True)
bpy.context.view_layer.objects.active = body[0]
bpy.ops.object.join()
shell = bpy.context.active_object
shell.name = "SM_Vehicle_Sedan"
hull_join = hulls
os.makedirs(os.path.dirname(os.path.abspath(args.out)), exist_ok=True)
bpy.ops.wm.save_as_mainfile(filepath=os.path.abspath(args.out))
log(f"saved {args.out}")
# Export: shell + collision hulls in one file, wheels in their own file so Chaos
# can bind them to wheel bones or use them as visual wheels.
os.makedirs(os.path.dirname(os.path.abspath(args.fbx)), exist_ok=True)
bpy.ops.object.select_all(action="DESELECT")
shell.select_set(True)
for hull in hull_join:
hull.select_set(True)
bpy.context.view_layer.objects.active = shell
fbx_export_preset.export_static(args.fbx, selection=True)
log(f"exported {args.fbx}")
triangles = sum(len(p.vertices) - 2 for p in shell.data.polygons)
for hull in hull_join:
triangles += sum(len(p.vertices) - 2 for p in hull.data.polygons)
report = {
"asset": "SM_Vehicle_Sedan",
"dimensions_m": DIMS,
"body_parts": len(body),
"triangles": triangles,
"collision_hulls": [h.name for h in hull_join],
"wheels": [w.name for w in wheels],
"log": PARTS,
}
if args.report:
os.makedirs(os.path.dirname(os.path.abspath(args.report)), exist_ok=True)
with open(args.report, "w") as handle:
json.dump(report, handle, indent=2)
print(f"[vehicle] report -> {args.report}")
print(f"[vehicle] {triangles} triangles, {len(hull_join)} hulls")
return 0
if __name__ == "__main__":
raise SystemExit(main())