Files
gig-line/Tools/ue_character_hair_import.py
T
zwitschi 39f07b0f5f feat(hair): hair cards as their own skinned mesh, attached as a second component
Follows the character-artist skill on two points it is explicit about: hair for a
game character is a card system, and swappable parts stay separate meshes.

- Tools/character_hair_build.py builds SM_Char_Hair: a scalp cap plus 18 cards in
  three rings, quads only, every vertex weighted 1.0 to the head bone, UV-mapped for
  the strand sheet from Tools/generate_character_textures.py. 321 verts / 404 tris.
- Tools/ue_character_hair_import.py imports it as its own skeletal mesh, which is the
  point: joined into the body, Unreal collapses the second material slot and the hair
  renders with the skin material.
- The pawn carries it as a second USkeletalMeshComponent on SetLeaderPoseComponent, so
  it follows the head bone with no second rig and hides with the body in first person.

Still wrong and recorded: the cards point outward, so the silhouette reads as a spiked
crown rather than a short cut. The next pass orients them tangentially along the
skull with a second overlapping row. Tools/ue_character_materials.py also segfaults in
the headless commandlet when editing a material graph, so the generated textures are
not wired yet and the hair keeps its Blender base colour.
2026-11-09 13:18:40 +01:00

71 lines
2.2 KiB
Python

# Import the hair cards as their own skeletal mesh (0.2.2).
#
# blender -b Art/blender/character/character-2026-11-07.blend \
# --python Tools/character_hair_build.py -- --out /tmp/gigline/character-hair.fbx
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_character_hair_import.py -nullrhi -unattended -nopause -stdout
#
# The hair is a separate asset on purpose: Unreal collapses the second material slot
# when hair is joined into the body mesh, so a card system has to be its own object
# (which is what the character-artist skill asks for anyway).
#
# Result file: /tmp/gigline/character-hair-import.txt
import unreal
SRC = "/tmp/gigline/character-hair.fbx"
DEST = "/Game/Test/Character"
NAME = "CharacterHair"
RESULT = "/tmp/gigline/character-hair-import.txt"
lines = []
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
def main():
task = unreal.AssetImportTask()
task.filename = SRC
task.destination_path = DEST
task.destination_name = NAME
task.automated = True
task.save = True
task.replace_existing = True
ui = unreal.FbxImportUI()
ui.import_mesh = True
ui.import_as_skeletal = True
ui.import_animations = False
ui.import_materials = True
ui.import_textures = False
ui.skeletal_mesh_import_data.import_uniform_scale = 1.0
task.options = ui
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{NAME}")
if mesh is None:
log(f"MISSING {DEST}/{NAME}")
lines.append("VERDICT: FAIL")
return
mats = mesh.get_editor_property("materials")
log(f"{NAME}: {len(mats)} material slot(s)")
for i, m in enumerate(mats):
face = m.get_editor_property("material_interface")
log(f" slot {i}: {face.get_name() if face else 'None'}")
lines.append("VERDICT: PASS")
try:
main()
except Exception as exc: # noqa: BLE001
import traceback
log(f"FAILED: {type(exc).__name__}: {exc}")
log(traceback.format_exc())
lines.append("VERDICT: FAIL")
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
with open(RESULT, "w") as f:
f.write("\n".join(lines) + "\n")