Files
gig-line/Tools/vehicle_from_template.py
T
zwitschi a17e982561 fix(placement): character and car stand on the ground, not above it
Both floats had different causes and both were measured.

Character: the player start sat at Z 600 while the capsule settles at Z 561 on this
pavement - the QA self-test has been reporting that settle height all along - so the soles
hung 39 cm in the air. The start now uses the measured 561.

Car: the template's lowest geometry is exhaust and underbody, so grounding the model on its
whole bounding box left the tyres 4 cm above the origin. It is grounded on its WHEELS now.
The staged height is 342 rather than the traced road height of 366, because at 367 the
render still showed a gap: the trace and the visible road mesh disagree by about 25 cm at
that spot, and the number is recorded as empirical rather than derived.

Also adds a foot-contact log to the character at BeginPlay (actor Z, ground, capsule half,
mesh bottom, gap) so the next float is a measurement rather than a look.
2026-11-09 15:59:52 +01:00

259 lines
9.8 KiB
Python

#!/usr/bin/env python3
"""Turn the provided hot-hatch .blend into UE-ready assets.
blender -b "Art/blender/vehicle/hot hatch.blend" \
--python Tools/vehicle_from_template.py -- \
--out /tmp/gigline/hatch --report /tmp/gigline/hatch/report.json
Follows two skills:
* **vehicle-artist** — one object per system (body, wheels, glass, lights, trim,
mirrors), collision planned with the body, LODs planned before export.
* **unreal-export** — scale confirmed with a known dimension, `SM_`/`UCX_` naming,
LOD chain, and every asset measured after import.
The template is not to scale: its longest axis is 7.21 m, which no hot hatch is. The
tool therefore normalises to a documented real length (default 4.05 m) and records the
factor, rather than exporting whatever units the file happened to use. That is the
"confirm scale with known-dimension test" step, done before the export instead of after
the import.
"""
from __future__ import annotations
import argparse
import json
import os
import sys
import bpy
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import fbx_export_preset # noqa: E402
# A three-door hot hatch: 4.05 m long, 1.75 m wide, 1.42 m tall.
TARGET_LENGTH_M = 4.05
TARGET_WIDTH_M = 1.75
TARGET_HEIGHT_M = 1.42
PARTS: list[str] = []
def log(message: str) -> None:
PARTS.append(message)
print(f"[hatch] {message}")
SYSTEM_RULES = (
# (system, material substrings that identify it, object-name substrings)
("glass", ("windows",), ("Cube.003",)),
("lights", ("light", "reflector"), ("lights and grill", "Cylinder.003", "Cylinder.004")),
("mirrors", ("mirror",), ("Cube.005",)),
("wheels", ("rubber", "brake caliper", "black shiny metal"), ("Cylinder", "Cylinder.001")),
("trim", ("plastic black", "pure black", "chrome", "black metal", "rough chrome"),
("Cube.001", "Cube.002", "Cube.004", "Cube.006", "Cube.007", "Cylinder.002")),
)
def classify(obj):
"""Assign an object to a system by its materials first, then by its name."""
materials = [m.name.lower() for m in obj.data.materials if m]
name = obj.name.lower()
for system, materials_hint, names_hint in SYSTEM_RULES:
if any(hint in name for hint in (n.lower() for n in names_hint)):
return system
if any(any(h in material for h in materials_hint) for material in materials):
return system
return "body"
def min_z(objects):
from mathutils import Vector
lowest = None
for obj in objects:
for corner in obj.bound_box:
z = (obj.matrix_world @ Vector(corner)).z
lowest = z if lowest is None else min(lowest, z)
return lowest if lowest is not None else 0.0
def normalise_scale(objects):
"""Scale and centre the whole car so it matches the documented dimensions."""
xs, ys, zs = [], [], []
for obj in objects:
for corner in obj.bound_box:
world = obj.matrix_world @ __import__("mathutils").Vector(corner)
xs.append(world.x)
ys.append(world.y)
zs.append(world.z)
length = max(ys) - min(ys)
width = max(xs) - min(xs)
height = max(zs) - min(zs)
log(f"template bounds: {length:.2f} x {width:.2f} x {height:.2f} m")
factor = TARGET_LENGTH_M / length if length > 0.01 else 1.0
log(f"scale factor {factor:.4f} (target length {TARGET_LENGTH_M} m, "
f"was {length:.2f} m)")
for obj in objects:
obj.scale = tuple(s * factor for s in obj.scale)
obj.location = tuple(l * factor for l in obj.location)
bpy.context.view_layer.update()
# Drop the car onto Z 0 and centre it on the origin in X/Y. Ground on the WHEELS, not
# on the whole model: the lowest geometry in the file is exhaust/underbody, so grounding
# on everything left the tyres floating by the difference.
xs, ys, zs = [], [], []
for obj in objects:
for corner in obj.bound_box:
world = obj.matrix_world @ __import__("mathutils").Vector(corner)
xs.append(world.x)
ys.append(world.y)
zs.append(world.z)
wheels = [o for o in objects if "rubber" in [m.name.lower() for m in o.data.materials if m]]
ground = min_z(wheels) if wheels else min(zs)
log(f"grounding on {'wheels' if wheels else 'whole model'}: lowest Z {ground:.3f} m")
offset = __import__("mathutils").Vector(
(-(min(xs) + max(xs)) / 2.0, -(min(ys) + max(ys)) / 2.0, -ground))
for obj in objects:
obj.location = tuple(l + o for l, o in zip(obj.location, offset))
bpy.context.view_layer.update()
log(f"centred and grounded (offset {offset.x:.2f}, {offset.y:.2f}, {offset.z:.2f} m)")
def join_system(objects, name):
bpy.ops.object.select_all(action="DESELECT")
for obj in objects:
obj.select_set(True)
bpy.context.view_layer.objects.active = objects[0]
if len(objects) > 1:
bpy.ops.object.join()
joined = bpy.context.active_object
joined.name = name
return joined
def add_collision(body):
"""One convex box per major volume, `UCX_`-prefixed for Unreal."""
hulls = []
xs, ys, zs = [], [], []
for corner in body.bound_box:
world = body.matrix_world @ __import__("mathutils").Vector(corner)
xs.append(world.x)
ys.append(world.y)
zs.append(world.z)
length, width, height = max(ys) - min(ys), max(xs) - min(xs), max(zs) - min(zs)
centre = ((min(xs) + max(xs)) / 2.0, (min(ys) + max(ys)) / 2.0,
min(zs) + height * 0.5)
bpy.ops.mesh.primitive_cube_add(size=1.0, location=centre)
hull = bpy.context.active_object
hull.name = "UCX_SM_Vehicle_Body_01"
hull.scale = (width * 0.96, length * 0.98, height * 0.62)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
hull.hide_render = True
hulls.append(hull)
log(f"collision: 1 hull {width*0.96:.2f} x {length*0.98:.2f} x {height*0.62:.2f} m")
return hulls
def decimate_copy(source, name, ratio):
bpy.ops.object.select_all(action="DESELECT")
source.select_set(True)
bpy.context.view_layer.objects.active = source
bpy.ops.object.duplicate()
copy = bpy.context.active_object
copy.name = name
modifier = copy.modifiers.new(name="LOD", type="DECIMATE")
modifier.ratio = ratio
bpy.ops.object.modifier_apply(modifier=modifier.name)
return copy
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/hatch")
ap.add_argument("--report", default="/tmp/gigline/hatch/report.json")
args = ap.parse_args(argv)
meshes = [o for o in bpy.data.objects if o.type == "MESH"]
if not meshes:
raise SystemExit("no meshes in the template")
log(f"template: {len(meshes)} mesh objects, "
f"{sum(len(o.data.vertices) for o in meshes)} vertices")
normalise_scale(meshes)
systems = {}
for obj in meshes:
systems.setdefault(classify(obj), []).append(obj)
log("systems: " + ", ".join(f"{k}={len(v)} objects" for k, v in systems.items()))
os.makedirs(args.out, exist_ok=True)
exported = {}
joined = {}
for system, objects in systems.items():
name = {
"body": "SM_Vehicle_Body",
"glass": "SM_Vehicle_Glass",
"lights": "SM_Vehicle_Lights",
"mirrors": "SM_Vehicle_Mirrors",
"wheels": "SM_Vehicle_Wheels",
"trim": "SM_Vehicle_Trim",
}[system]
obj = join_system(objects, name)
joined[system] = obj
path = os.path.join(args.out, f"{system}.fbx")
bpy.ops.object.select_all(action="DESELECT")
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
fbx_export_preset.export_static(path, selection=True)
exported[system] = path
tris = sum(len(p.vertices) - 2 for p in obj.data.polygons)
log(f"{name}: {tris} triangles -> {path}")
hulls = add_collision(joined["body"])
bpy.ops.object.select_all(action="DESELECT")
joined["body"].select_set(True)
for hull in hulls:
hull.select_set(True)
bpy.context.view_layer.objects.active = joined["body"]
fbx_export_preset.export_static(os.path.join(args.out, "body.fbx"), selection=True)
log("body re-exported with its UCX hull")
lods = {}
for index, ratio in ((1, 0.35), (2, 0.12)):
lod = decimate_copy(joined["body"], f"SM_Vehicle_Body_LOD{index}", ratio)
path = os.path.join(args.out, f"body_lod{index}.fbx")
bpy.ops.object.select_all(action="DESELECT")
lod.select_set(True)
bpy.context.view_layer.objects.active = lod
fbx_export_preset.export_static(path, selection=True)
tris = sum(len(p.vertices) - 2 for p in lod.data.polygons)
lods[f"body_lod{index}"] = {"path": path, "triangles": tris}
log(f"SM_Vehicle_Body_LOD{index}: {tris} triangles")
bpy.data.objects.remove(lod, do_unlink=True)
report = {
"template": bpy.data.filepath,
"target_dimensions_m": {"length": TARGET_LENGTH_M, "width": TARGET_WIDTH_M,
"height": TARGET_HEIGHT_M},
"systems": {system: {"object": joined[system].name,
"triangles": sum(len(p.vertices) - 2
for p in joined[system].data.polygons),
"fbx": exported.get(system)}
for system in joined},
"lods": lods,
"collision": [h.name for h in hulls],
"log": PARTS,
}
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"[hatch] report -> {args.report}")
return 0
if __name__ == "__main__":
raise SystemExit(main())