Files
gig-line/Tools/unreal/ue_character_anim_import.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

97 lines
3.6 KiB
Python

# Import the character animation clips into Unreal (0.2.0).
#
# blender -b Art/blender/character/character-2026-11-07.blend \
# --python Tools/blender/character_anim_build.py -- --out /tmp/gigline/character-anim.fbx
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/unreal/ue_character_anim_import.py -nullrhi -unattended -nopause -stdout
#
# Imports the animated FBX next to the existing character assets and verifies the
# result rather than assuming it: an FBX whose export omitted `bake_anim` imports
# without error and produces a skeletal mesh but no AnimSequence, which is exactly
# the failure this tool must catch.
#
# Destination: /Game/Test/Character. Result file: /tmp/gigline/character-anim-import.txt
import glob
import os
import unreal
SRC = "/tmp/gigline/character-anim.fbx"
DEST = "/Game/Test/Character"
PREFIX = "CharacterV6"
RESULT = "/tmp/gigline/character-anim-import.txt"
lines = []
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
def main():
if not os.path.exists(SRC):
log(f"missing {SRC}; run Tools/blender/character_anim_build.py first")
return
task = unreal.AssetImportTask()
task.filename = SRC
task.destination_path = DEST
task.destination_name = PREFIX
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 = True
ui.import_materials = True
ui.import_textures = False
# UE 5.8 has no SKELETON_ONLY content type (FBXICT_ALL/GEOMETRY/SKINNING_WEIGHTS
# only), so the clips come in with the mesh and the verification below decides
# whether that worked. The mesh is replaced at the same path by design.
ui.skeletal_mesh_import_data.import_uniform_scale = 1.0
task.options = ui
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
# Verify: the clips are the deliverable, not the mesh.
registry = unreal.AssetRegistryHelpers.get_asset_registry()
found = []
for asset in registry.get_assets_by_path(DEST, recursive=False):
name = str(asset.asset_name)
if not name.startswith(PREFIX):
continue
obj = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
if isinstance(obj, unreal.AnimSequence):
length = obj.get_play_length()
# UE 5.8 exposes only play length and sequence length here; the sampled
# frame count is derived so the report still states the clip duration.
frames = round(length * 30.0)
found.append(name)
log(f"AnimSequence {name:34} {length:.3f} s (~{frames} frames at 30 fps)")
elif isinstance(obj, unreal.SkeletalMesh):
skeleton = obj.get_editor_property("skeleton")
log(f"SkeletalMesh {name:34} skeleton={'ok' if skeleton else 'MISSING'}")
if not found:
log("FAILED: no AnimSequence was created — the FBX carried no baked animation")
lines.append("VERDICT: FAIL")
return
log(f"{len(found)} AnimSequence(s) imported: {', '.join(sorted(found))}")
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)
os.makedirs(os.path.dirname(RESULT), exist_ok=True)
with open(RESULT, "w", encoding="utf-8") as handle:
handle.write("\n".join(lines) + "\n")