Add the external-mesh adapt intake command for the MakeHuman pipeline
This commit is contained in:
1 parent
e984129597
commit
28fcd96b59
7 files changed
+130
-20
No files matched your search
@@ -183,6 +183,28 @@ Caveats:
|
||||
pollute bounds or the unskinned list.
|
||||
- Bounds and bone rests are converted from Blender Z-up to Godot Y-up (`x, z, -y`),
|
||||
matching the contract bands and the audit's coordinate space.
|
||||
|
||||
### Intake adaptation (`adapt`)
|
||||
|
||||
`adapt` is the mechanical first half of an external-mesh intake (MakeHuman,
|
||||
MPFB, downloaded GLB): import, apply transforms, ground the feet, weld seam
|
||||
splits, decimate to the character budget, and export a GLB. It does **not** map
|
||||
the five tint slots or rebuild the 13-bone `npc_base` armature — those stay a
|
||||
manual `retopology`/`rigging` step with a recorded second-rig contract if the
|
||||
source rig cannot be retargeted:
|
||||
|
||||
```bash
|
||||
flatpak run org.blender.Blender --background \
|
||||
--python "$PWD/tools/blender_assets.py" -- adapt \
|
||||
--file "$PWD/tmp/npc-research/makehuman_base.glb" \
|
||||
--out "$PWD/tmp/npc-research/makehuman_adapted.glb" \
|
||||
--target-tris 8000
|
||||
# prints: adapted makehuman_adapted.glb: 36972 -> 8000 tris (bones=N, meshes=1)
|
||||
```
|
||||
|
||||
Run `inspect` on the adapted GLB before and after, and keep the procedural
|
||||
generator as the fallback until a MakeHuman variant passes `audit`/`fit` and the
|
||||
24-NPC budget.
|
||||
- Numbers are Blender-side measurements. Triangles match `audit` on project assets; the seam-split
|
||||
vertex count can differ by ±1 because the importer rounds normals. `audit` stays the single final
|
||||
gate: it is stdlib-only, runs in CI, and matches what the engine imports.
|
||||
|
||||
Reference in new issue
Block a user