Commit Graph
2 Commits
Author SHA1 Message Date
zwitschi 286d9f6479 refactor(tools): one FBX export preset instead of six copies
The bpy.ops.export_scene.fbx argument block was duplicated in six scripts (hero,
block frontage, north buildings, site, scale test, MPFB character) and all six
carried mesh_smooth_type="OFF", which drops smoothing groups and made every
Unreal import warn and every round part faceted.

Tools/fbx_export_preset.py now owns the presets:
- preset_kwargs(preset, selection, **overrides) is bpy-free and unit-tested;
- export_static()/export_character() are thin wrappers that import bpy lazily;
- ue_metric_v1 and ue_character_v1 keep the recorded scale contract
  (FBX_SCALE_NONE, apply_unit_scale, -Y forward / Z up) and use FACE smoothing.

Callers switched: hero_facade_build, export_block_frontage, export_north_buildings,
scale_test_export, mpfb_character_export, Art/blender/site/export_site_fbx.

Verified by re-exporting every asset through the preset and re-importing all of
them: 0 smoothing warnings on site, frontage and north buildings; packaging and
-qaselftest all PASS (walk, transect 0 holes, wall probe 0/35, facade probe 0/9).
49 tool tests pass (9 new for the preset contract).
2026-11-08 18:00:59 +01:00
zwitschi 1c6b956435 bootstrap: finish project bootstrap — scale test, MPFB character, build docs
- Static-mesh scale test passes: 1 m = 100.00 cm, origin preserved, axis
  mapping east→+X / north→−Y / up→+Z (named presets ue_metric_v1 both sides).
- MPFB 2.0.18 acceptance passes: generated human + standard 137-bone rig
  with weights + v2 skin baked to 1024² diffuse; imports as SkeletalMesh
  with Skeleton, Material, and Texture2D in /Game/Test/Character.
- MPFB headless requires XDG_CONFIG_HOME at the Flatpak config tree;
  documented in Art/blender/README.md, probe in Tools/addon_compat_probe.py.
- Docs/build.md completed: fresh-checkout build, packaging, headless checks.
- Docs/setup.md reconciled with reality; ROADMAP/bootstrap closed out.
2026-11-07 09:29:11 +01:00