Files
gig-line/Tools/blender/character_clothing_build.py
T
zwitschi 4d27109668 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.
2026-11-10 12:40:30 +01:00

232 lines
8.6 KiB
Python

#!/usr/bin/env python3
"""Build the character's clothing as separate skinned meshes.
The `character-artist` skill's clothing workflow, followed literally: duplicate body
faces for the clothing base, solidify for cloth thickness, and keep each piece a
separate mesh so it can be swapped or re-materialled on its own.
blender -b Art/blender/character/character-2026-11-07.blend \
--python Tools/blender/character_clothing_build.py -- \
--out /tmp/gigline/clothing --report /tmp/gigline/clothing.json
Outputs one FBX per garment (`tee`, `jeans`, `shoes`), each carrying the character
armature so Unreal imports it as a skeletal mesh with the body's skeleton.
Selection is by **dominant vertex group**, not by height band alone: a z-range band
would swallow the arms hanging at the sides, and the arms have to stay bare below the
cap sleeves. Each garment lists the bones whose weights it accepts.
"""
from __future__ import annotations
import argparse
import json
import os
import sys
import bpy
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
import fbx_export_preset as fbx_preset # noqa: E402
GARMENTS = (
{
"name": "tee",
"asset": "SM_Char_Cloth_Tee",
"bones": ["spine01", "spine02", "spine03", "spine04", "spine05",
"clavicle.L", "clavicle.R", "shoulder01.L", "shoulder01.R",
"upperarm01.L", "upperarm01.R", "breast.L", "breast.R",
"neck01", "neck02", "pelvis.L", "pelvis.R"],
"z_min": 0.90, "z_max": 1.44,
"x_max": 0.255, # trims the bare arms out of the tee
"use_bones": False,
"thickness": 0.020,
"colour": (0.020, 0.032, 0.075, 1.0), # navy cotton
"roughness": 0.78,
},
{
"name": "jeans",
"asset": "SM_Char_Cloth_Jeans",
"bones": ["pelvis.L", "pelvis.R", "upperleg01.L", "upperleg01.R",
"upperleg02.L", "upperleg02.R", "lowerleg01.L", "lowerleg01.R",
"lowerleg02.L", "lowerleg02.R", "spine01"],
"z_min": 0.06, "z_max": 1.06,
"x_max": 0.32,
"use_bones": False,
"thickness": 0.020,
"colour": (0.032, 0.055, 0.105, 1.0), # dark denim
"roughness": 0.62,
},
{
"name": "shoes",
"asset": "SM_Char_Cloth_Shoes",
"bones": ["foot.L", "foot.R", "toe1-1.L", "toe1-1.R",
"lowerleg02.L", "lowerleg02.R"],
"z_min": -0.05, "z_max": 0.16,
"x_max": 0.40,
"use_bones": False,
"thickness": 0.012,
"colour": (0.72, 0.71, 0.68, 1.0), # off-white canvas
"roughness": 0.55,
},
)
PARTS: list[str] = []
def log(message: str) -> None:
PARTS.append(message)
print(f"[cloth] {message}")
# MPFB ships helper geometry in the same mesh, weighted 1.0 to groups called
# 'Left', 'Right', 'HelperGeometry' and 'JointCubes'. Those dominate the raw weights,
# so the first build selected zero faces: every vertex's strongest group was a helper.
_HELPER_PREFIXES = ("helper", "joint", "Helper", "Joint")
_HELPER_NAMES = {"Left", "Right", "Mid", "body", "HelperGeometry", "JointCubes"}
def is_deform_bone(name: str) -> bool:
return bool(name) and not name.startswith(_HELPER_PREFIXES) and name not in _HELPER_NAMES
def dominant_groups(mesh) -> dict[int, str]:
"""Vertex index -> its strongest *deforming bone* group, ignoring helpers."""
index_to_name = {g.index: g.name for g in mesh.vertex_groups}
result = {}
for vertex in mesh.data.vertices:
candidates = [(g.weight, index_to_name.get(g.group, "")) for g in vertex.groups]
candidates = [(w, n) for w, n in candidates if is_deform_bone(n)]
if not candidates:
continue
result[vertex.index] = max(candidates)[1]
return result
def build_garment(body, arm, spec, out_dir):
bpy.ops.object.select_all(action="DESELECT")
body.select_set(True)
bpy.context.view_layer.objects.active = body
bpy.ops.object.duplicate()
garment = bpy.context.active_object
garment.name = spec["asset"]
allowed = set(spec["bones"])
dominant = dominant_groups(body)
mesh = garment.data
# Filter with bmesh instead of edit-mode selection. Setting polygon.select in
# object mode and then entering edit mode re-derives selection from the vertices,
# which were still all selected - the delete wiped the whole garment every time.
import bmesh
bm = bmesh.new()
bm.from_mesh(mesh)
doomed = []
for face in bm.faces:
centre_z = sum(v.co.z for v in face.verts) / len(face.verts)
groups = [dominant.get(v.index, "") for v in face.verts]
centre_x = abs(sum(v.co.x for v in face.verts) / len(face.verts))
keep = (spec["z_min"] <= centre_z <= spec["z_max"]
and centre_x <= spec.get("x_max", 10.0)
and (not spec.get("use_bones") or any(g in allowed for g in groups)))
face.tag = keep
if not keep:
doomed.append(face)
bmesh.ops.delete(bm, geom=doomed, context="FACES")
bm.to_mesh(mesh)
bm.free()
mesh.update()
log(f"{spec['asset']}: kept {len(mesh.polygons)} faces")
if not mesh.polygons:
log(f"{spec['asset']}: no faces selected - check the bone list and z range")
return None
# The body carries MPFB shape keys, and Blender refuses to apply a modifier to a
# mesh that has any. A garment does not need the morph targets.
if garment.data.shape_keys:
bpy.ops.object.shape_key_remove(all=True)
# Cloth thickness: solidify outward so the garment sits over the body rather
# than inside it.
solidify = garment.modifiers.new(name="Cloth", type="SOLIDIFY")
solidify.thickness = spec["thickness"]
solidify.offset = 1.0
bpy.ops.object.modifier_apply(modifier=solidify.name)
# Push the shell out along its own normals. Solidify alone left the body visible
# through the garment at every convex patch - shoulders, hips, knees.
import bmesh
bm = bmesh.new()
bm.from_mesh(mesh)
bm.normal_update()
for vertex in bm.verts:
vertex.co += vertex.normal * spec.get("fatten", 0.008)
bm.to_mesh(mesh)
bm.free()
mesh.update()
log(f"{spec['asset']}: fattened by {spec.get('fatten', 0.008):.3f} m")
material = bpy.data.materials.get(f"M_Char_{spec['name']}") \
or bpy.data.materials.new(f"M_Char_{spec['name']}")
material.use_nodes = True
bsdf = material.node_tree.nodes.get("Principled BSDF")
if bsdf:
bsdf.inputs["Base Color"].default_value = spec["colour"]
bsdf.inputs["Roughness"].default_value = spec["roughness"]
garment.data.materials.clear()
garment.data.materials.append(material)
bpy.ops.object.select_all(action="DESELECT")
arm.select_set(True)
garment.select_set(True)
bpy.context.view_layer.objects.active = arm
path = os.path.join(out_dir, f"{spec['name']}.fbx")
fbx_preset.export_character(path, selection=True)
stats = {
"asset": spec["asset"],
"file": path,
"vertices": len(garment.data.vertices),
"triangles": sum(len(p.vertices) - 2 for p in garment.data.polygons),
"thickness_m": spec["thickness"],
"bones": spec["bones"],
"z_range": [spec["z_min"], spec["z_max"]],
"colour": spec["colour"],
"roughness": spec["roughness"],
}
log(f"{spec['asset']}: {stats['vertices']} verts, {stats['triangles']} tris -> {path}")
return stats
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="/tmp/gigline/clothing")
ap.add_argument("--report", default=None)
args = ap.parse_args(argv)
arm = next((o for o in bpy.data.objects if o.type == "ARMATURE"), None)
body = next((o for o in bpy.data.objects if o.type == "MESH" and o.parent == arm), None)
if arm is None or body is None:
raise SystemExit("need the character armature and its body mesh")
log(f"body {body.name}: {len(body.data.vertices)} verts")
os.makedirs(args.out, exist_ok=True)
built = []
for spec in GARMENTS:
stats = build_garment(body, arm, spec, args.out)
if stats:
built.append(stats)
if args.report:
with open(args.report, "w") as handle:
json.dump({"garments": built, "log": PARTS}, handle, indent=2)
print(f"[cloth] report -> {args.report}")
return 0 if len(built) == len(GARMENTS) else 1
if __name__ == "__main__":
raise SystemExit(main())