#!/usr/bin/env python3 """Local part pipeline for the Blender NPC model overhaul. Builds, extracts, assembles, inspects and sheets the reusable head/face and hand parts before they are rolled into the shipped characters. It reuses the builders in ``blender_assets.py`` (no second face/hand implementation) and stays local-only and headless: the Blender commands run inside the flatpak, and the sheet/compare commands run with stdlib + Pillow. Part sources and preview GLBs live under ``tmp/npc-parts//`` (gitignored). Only the assembled character GLBs, AO/maps, the manifest and the review sheets are committed; a part GLB is not a shipped asset. # Build one part fresh from the current builders (head|face|hand_l|hand_r) flatpak run org.blender.Blender --background \ --python "$PWD/tools/npc_parts.py" -- build --part face \ --variant npc_casual --out "$PWD/tmp/npc-parts/npc_casual/face.glb" # Pull the current shipped head/hands out of the built character GLB flatpak run org.blender.Blender --background \ --python "$PWD/tools/npc_parts.py" -- extract --part hand_l \ --variant npc_casual --out "$PWD/tmp/npc-parts/npc_casual/hand_l.glb" # Assemble a variant (currently rebuilds the procedural character) flatpak run org.blender.Blender --background \ --python "$PWD/tools/npc_parts.py" -- assemble --variant npc_casual \ --out "$PWD/tmp/npc-parts/npc_casual/assembled.glb" # Inspect a part or assembled GLB (Blender import view) flatpak run org.blender.Blender --background \ --python "$PWD/tools/npc_parts.py" -- inspect --file "$PWD/tmp/npc-parts/npc_casual/face.glb" # Contact sheet / before-after comparison (outside Blender) python3 tools/npc_parts.py sheet --dir tmp/npc-parts/npc_casual --out docs/blender_previews/sheet_parts.jpg python3 tools/npc_parts.py compare --before DIR --after DIR --out sheet.jpg The flatpak sandbox cwd is /app/blender and cannot read /tmp, so every path is absolute and derived from this file's location. """ import argparse import math import sys from pathlib import Path # The flatpak sandbox may not put this script's directory on sys.path, so add it # explicitly so `import blender_assets` works from any cwd. _TOOLS = str(Path(__file__).resolve().parent) if _TOOLS not in sys.path: sys.path.insert(0, _TOOLS) import blender_assets as ba # same directory; no second implementation ROOT = Path(__file__).resolve().parent.parent PARTS_DIR = ROOT / "tmp" / "npc-parts" PROTOTYPE = "npc_casual" # canonical one-variant prototype # The four buildable parts. `head` is the bare head shell; `face` is the shell # plus nose/eyes/mouth/ears; `hand_l`/`hand_r` are the left/right hand geometry. PART_NAMES = ("head", "face", "hand_l", "hand_r", "head_proto") _HAND_PREFIXES = ("Palm", "Finger", "Fingertip", "Thumb", "ThumbTip") def _needs_blender(cmd): if ba.bpy is not None: return None print( f"npc_parts {cmd} runs inside Blender. Use:\n" f" flatpak run org.blender.Blender --background \\\n" f" --python \"$PWD/tools/npc_parts.py\" -- {cmd} ...", file=sys.stderr, ) return 2 def _mats_and_spec(variant): spec = dict(ba.CHARACTERS[variant]) mats = {slot: ba.material(slot) for slot in ba.SLOTS} for extra in ("hivis", "reflective", "leather", "steel", "patch", "plastic_black", "rubber", "helmet"): mats[extra] = ba.material(extra, textured_solid=True) return mats, spec def _export_obj(obj, path): """Export one object as a selection-only GLB (no .blend source side-effect).""" path = Path(path) path.parent.mkdir(parents=True, exist_ok=True) for o in ba.bpy.context.selected_objects: o.select_set(False) obj.select_set(True) ba.bpy.context.view_layer.objects.active = obj ba.bpy.ops.export_scene.gltf( filepath=str(path), export_format="GLB", use_selection=True, export_apply=True, export_animations=False, export_skins=True, export_yup=True, export_materials="EXPORT", export_image_format="AUTO") return path def _head_proto(mats, spec): """Connected head shell with sculpted sockets, nose, lips, ears and brow/cheek/jaw. This is the §3 prototype: the skin features are displaced out of one head mesh instead of floating spheres, so the face is a single connected surface with loop-based eye sockets and protruding nose/lip/ear volumes. The eyeballs (sclera/iris/lids) stay separate — they are not skin. Blender Z-up, face front −Y. """ skin, acc, hair = mats["skin"], mats["accessory"], mats["hair"] white = ba.material("eye_white", textured_solid=True) head = ba.sphere("HeadShell", 0.155, (0, 0, 1.635), skin, seg=48, rings=26, scale=(0.90, 0.96, 1.08)) ba._shape_head_mesh(head) # brow ridge + cheekbone + jaw/chin planes bm = ba.bmesh.new() bm.from_mesh(head.data) # Pass 1: skull shape — flatten the face plane and taper the jaw/chin so the # head stops reading as an egg. for v in bm.verts: x, y, z = v.co if y < -0.03 and 1.44 < z < 1.76: v.co.y = -0.13 + (y + 0.13) * 0.10 # flatten the forward bulge if y < -0.03 and z > 1.70: v.co.y += (z - 1.70) * 0.35 # forehead slopes back to the crown if z < 1.58: taper = max(0.0, 1.0 - (1.58 - z) / 0.12) v.co.x *= 1.0 - 0.16 * taper # narrow the lower face # Pass 2: features on the flattened face. for v in bm.verts: x, y, z = v.co ax = abs(x) # --- brow step: a clear ridge where the forehead meets the nose --- brow = (max(0.0, 1.0 - abs(z - 1.695) / 0.022) * max(0.0, 1.0 - abs(ax - 0.050) / 0.045)) if brow > 0: v.co.y -= 0.016 * brow # --- eye sockets: recess the floor, leave a raised orbital rim --- for s in (-1.0, 1.0): r = math.hypot(x - 0.052 * s, z - 1.664) if r < 0.036: v.co.y += 0.018 * (1.0 - r / 0.036) # recess inward (+y) elif r < 0.046: v.co.y -= 0.010 * (1.0 - (r - 0.036) / 0.010) # rim forward # --- nose: a wide bridge/tip with ala wings, not a spike --- if y < 0 and ax < 0.075: band = max(0.0, 1.0 - abs(z - 1.632) / 0.055) # 1.577..1.687 if band > 0: tip = max(0.0, 1.0 - abs(z - 1.615) / 0.032) v.co.y -= (0.060 * tip + 0.018 * max(0.0, band - tip)) \ * (1.0 - ax / 0.075) for s in (-1.0, 1.0): ar = math.hypot((x - 0.024 * s) / 0.014, (z - 1.604) / 0.013) if ar < 1.0: v.co.y -= 0.022 * (1.0 - ar) # --- chin: a distinct forward bump below the mouth --- if y < 0 and ax < 0.040: chin = max(0.0, 1.0 - abs(z - 1.548) / 0.022) if chin > 0: v.co.y -= 0.030 * chin # jaw step: recess just below the chin so it reads as a chin-to-neck step = max(0.0, 1.0 - abs(z - 1.516) / 0.016) if step > 0: v.co.y += 0.024 * step # --- mouth: recessed line + upper/lower lip volumes --- if y < 0 and ax < 0.030: if abs(z - 1.583) < 0.012: v.co.y += 0.008 # mouth slit recess if abs(z - 1.590) < 0.008: v.co.y -= 0.014 # upper lip if abs(z - 1.577) < 0.010: v.co.y -= 0.018 # fuller lower lip # --- ears: helix rim + concha recess + a lobe --- for v in bm.verts: x, y, z = v.co r = math.hypot((z - 1.60) / 0.055, (y - 0.002) / 0.045) near = abs(x) - 0.138 sign = 1.0 if x >= 0 else -1.0 if -0.02 < near < 0.06 and r < 1.0: if r < 0.30: v.co.x -= 0.018 * (1.0 - r / 0.30) * sign # concha recess (inward) else: v.co.x += 0.045 * (1.0 - r) * sign # helix rim outward # lobe: a distinct bump at the lower front of the ear lr = math.hypot((z - 1.575) / 0.016, (y + 0.012) / 0.016) if -0.02 < near < 0.05 and lr < 1.0: v.co.x += 0.032 * (1.0 - lr) * sign bm.normal_update() bm.to_mesh(head.data) bm.free() # Eyeballs stay separate for readability; lids wrap the socket rim. parts = [head] for s in (-1.0, 1.0): ex, ey, ez = 0.052 * s, -0.134, 1.664 parts.append(ba.sphere("EyeWhite", 0.019, (ex, ey, ez), white, seg=10, rings=6, scale=(1.25, 0.62, 0.85))) parts.append(ba.sphere("Iris", 0.0105, (ex, ey - 0.007, ez), acc, seg=8, rings=5, scale=(1.0, 0.55, 1.0))) parts.append(ba.sphere("UpperLid", 0.020, (ex, ey - 0.006, ez + 0.014), skin, seg=8, rings=4, scale=(1.20, 0.32, 0.24), rot=(math.radians(-10), 0, 0))) parts.append(ba.sphere("LowerLid", 0.017, (ex, ey - 0.004, ez - 0.012), skin, seg=8, rings=4, scale=(1.10, 0.22, 0.18), rot=(math.radians(6), 0, 0))) parts.append(ba.box("Brow", (0.055, 0.014, 0.012), (0.052 * s, -0.143, 1.699), hair, rot=(0, 0.14 * s, 0.0))) return parts def build_part(name, variant, out): """Build one part fresh from the current builders (Blender-only).""" mats, spec = _mats_and_spec(variant) if name == "head": obj = ba.sphere("Head", 0.155, (0, 0, 1.635), mats["skin"], seg=24, rings=16, scale=(0.92, 1.0, 1.12)) ba._shape_head_mesh(obj) elif name == "face": obj = ba.join(ba._face(mats, spec), "face") elif name == "head_proto": obj = ba.join(_head_proto(mats, spec), "head_proto") else: side = -1.0 if name == "hand_l" else 1.0 hs = ba._hands_and_shoes(mats, spec) def _center_x(obj): xs = [v.co.x for v in obj.data.vertices] return (min(xs) + max(xs)) / 2 hand = [o for o in hs if o.name.startswith(_HAND_PREFIXES) and (_center_x(o) < 0 if side < 0 else _center_x(o) > 0)] obj = ba.join(hand, name) return _export_obj(obj, out) def _extract_group(mesh, group_name, out): """Copy the vertices of one vertex group into a new standalone mesh.""" vg = mesh.vertex_groups.get(group_name) if vg is None: raise SystemExit(f"mesh {mesh.name} has no vertex group {group_name!r}") bm = ba.bmesh.new() bm.from_mesh(mesh.data) deform = bm.verts.layers.deform.active keep = {v.index for v in bm.verts if deform is not None and vg.index in v[deform]} if not keep: bm.free() raise SystemExit(f"vertex group {group_name!r} is empty in {mesh.name}") doomed = [v for v in bm.verts if v.index not in keep] ba.bmesh.ops.delete(bm, geom=doomed, context="VERTS") bm.to_mesh(mesh.data) bm.free() return _export_obj(mesh, out) def extract_part(name, variant, out): """Pull the current shipped head/hands out of the built character GLB. The shipped mesh joins the head shell and its features into one Head-weighted piece, so ``head`` and ``face`` both extract that piece; ``hand_l``/``hand_r`` extract the HandL/HandR-weighted geometry. """ src = ba.asset_path("npc", variant) if not src.is_file(): raise SystemExit(f"not built: {src}; run blender_assets.py build first") ba.bpy.ops.wm.read_factory_settings(use_empty=True) ba.bpy.ops.import_scene.gltf(filepath=str(src)) mesh = next((o for o in ba.bpy.context.scene.objects if o.type == "MESH" and o.name == "npc_base"), None) if mesh is None: raise SystemExit(f"no npc_base mesh in {src}") group = ("Head" if name in ("head", "face", "head_proto") else f"Hand{'L' if name == 'hand_l' else 'R'}") return _extract_group(mesh, group, out) def assemble(variant, out): """Assemble a variant (currently rebuilds the procedural character). This proves the end-to-end wiring; once parts are approved, this swaps the new part GLBs in instead of calling ``build_character`` directly. """ objs = ba.build_character(variant) mesh = next(o for o in objs if o.type == "MESH") arm = next(o for o in objs if o.type == "ARMATURE") out = Path(out) out.parent.mkdir(parents=True, exist_ok=True) for o in ba.bpy.context.selected_objects: o.select_set(False) for o in (arm, mesh): o.select_set(True) ba.bpy.context.view_layer.objects.active = mesh ba.bpy.ops.export_scene.gltf( filepath=str(out), export_format="GLB", use_selection=True, export_apply=True, export_animations=False, export_skins=True, export_yup=True, export_materials="EXPORT", export_image_format="AUTO") return out def inspect(path): result = ba.inspect_glb(str(path), category="npc") ba.print_inspection(result) return result def _pillow(): try: from PIL import Image, ImageOps # noqa: F401 return Image, ImageOps except ImportError: raise SystemExit("Pillow is required for sheet/compare (pip install pillow)") def _pngs(directory): d = Path(directory) if not d.is_dir(): raise SystemExit(f"not a directory: {d}") files = sorted(d.glob("*.png")) if not files: raise SystemExit(f"no PNGs in {d}") return files def make_sheet(directory, out, cols=4): Image, ImageOps = _pillow() files = _pngs(directory) thumb_w = 512 tiles = [] for f in files: im = Image.open(f).convert("RGB") im = ImageOps.fit(im, (thumb_w, thumb_w), Image.LANCZOS) tiles.append(im) rows = (len(tiles) + cols - 1) // cols sheet = Image.new("RGB", (cols * thumb_w, rows * thumb_w), (24, 24, 24)) for i, im in enumerate(tiles): sheet.paste(im, ((i % cols) * thumb_w, (i // cols) * thumb_w)) out = Path(out) out.parent.mkdir(parents=True, exist_ok=True) sheet.save(out, quality=90) print(f"sheet: {out} ({len(tiles)} tiles)") return out def compare(before, after, out, cols=2): Image, ImageOps = _pillow() before_files = _pngs(before) after_files = _pngs(after) if len(before_files) != len(after_files): print(f"warn: {len(before_files)} before vs {len(after_files)} after PNGs", file=sys.stderr) pairs = max(len(before_files), len(after_files)) thumb_w = 512 tiles = [] for i in range(pairs): for files in (before_files, after_files): if i < len(files): im = Image.open(files[i]).convert("RGB") im = ImageOps.fit(im, (thumb_w, thumb_w), Image.LANCZOS) else: im = Image.new("RGB", (thumb_w, thumb_w), (24, 24, 24)) tiles.append(im) rows = (len(tiles) + cols - 1) // cols sheet = Image.new("RGB", (cols * thumb_w, rows * thumb_w), (24, 24, 24)) for i, im in enumerate(tiles): sheet.paste(im, ((i % cols) * thumb_w, (i // cols) * thumb_w)) out = Path(out) out.parent.mkdir(parents=True, exist_ok=True) sheet.save(out, quality=90) print(f"compare: {out} ({pairs} pairs)") return out def main(argv=None): raw = list(argv if argv is not None else sys.argv[1:]) if "--" in raw: raw = raw[raw.index("--") + 1:] ap = argparse.ArgumentParser(description="Local NPC part pipeline") sub = ap.add_subparsers(dest="cmd", required=True) for cmd in ("build", "extract"): s = sub.add_parser(cmd) s.add_argument("--part", required=True, choices=PART_NAMES) s.add_argument("--variant", default=PROTOTYPE) s.add_argument("--out", required=True) asm = sub.add_parser("assemble") asm.add_argument("--variant", default=PROTOTYPE) asm.add_argument("--out", required=True) insp = sub.add_parser("inspect") insp.add_argument("--file", required=True) sh = sub.add_parser("sheet") sh.add_argument("--dir", required=True) sh.add_argument("--out", required=True) sh.add_argument("--cols", type=int, default=4) cm = sub.add_parser("compare") cm.add_argument("--before", required=True) cm.add_argument("--after", required=True) cm.add_argument("--out", required=True) args = ap.parse_args(raw) if args.cmd == "sheet": make_sheet(args.dir, args.out, args.cols) return 0 if args.cmd == "compare": compare(args.before, args.after, args.out) return 0 # Everything else runs inside Blender. code = _needs_blender(args.cmd) if code is not None: return code ba.reset_scene() if args.cmd == "build": build_part(args.part, args.variant, args.out) print(f"built part {args.part} -> {args.out}") elif args.cmd == "extract": extract_part(args.part, args.variant, args.out) print(f"extracted {args.part} -> {args.out}") elif args.cmd == "assemble": assemble(args.variant, args.out) print(f"assembled {args.variant} -> {args.out}") elif args.cmd == "inspect": inspect(args.file) return 0 if __name__ == "__main__": sys.exit(main())