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-> void: entry.portrait = ImageTexture.create_from_image(img) roster.append(entry) - var per_row: int = mini(roster.size(), 4) - var total_w: int = per_row * (CARD_W + 40) - 40 + # adaptive grid: shrink cards as the roster grows + var per_row: int = mini(roster.size(), 4 if roster.size() <= 8 else 8) + if roster.size() > 8: + CARD_W = 140 + CARD_H = 196 + var gap: int = 40 if roster.size() <= 8 else 16 + var total_w: int = per_row * (CARD_W + gap) - gap var x0: float = 640.0 - total_w / 2.0 for i in roster.size(): var card := Node2D.new() - card.position = Vector2(x0 + (i % per_row) * (CARD_W + 40), - 170 + int(i / float(per_row)) * (CARD_H + 60) as float) + card.position = Vector2(x0 + (i % per_row) * (CARD_W + gap), + 170 + int(i / float(per_row)) * (CARD_H + 56) as float) add_child(card) var frame := ColorRect.new() frame.color = Color("#22252e") @@ -63,13 +68,14 @@ func _ready() -> void: var spr := Sprite2D.new() spr.texture = roster[i].portrait spr.centered = false - spr.scale = Vector2(1.2, 1.2) - spr.position = Vector2((CARD_W - 192) / 2.0, 24) + var pscale: float = (CARD_W - 24) / 160.0 + spr.scale = Vector2(pscale, pscale) + spr.position = Vector2(12, 12) card.add_child(spr) var nm := Label.new() nm.text = roster[i].name - nm.add_theme_font_size_override("font_size", 26) - nm.position = Vector2(20, CARD_H - 52) + nm.add_theme_font_size_override("font_size", 26 if roster.size() <= 8 else 17) + nm.position = Vector2(12, CARD_H - 40) card.add_child(nm) cards.append(card) diff --git a/pipeline/render_moves.py b/pipeline/render_moves.py index 88e43017..e8e3e371 100644 --- a/pipeline/render_moves.py +++ b/pipeline/render_moves.py @@ -90,7 +90,9 @@ def world_bbox(objs): ## Mixamo FBX often lands at centimetre scale (100x). Normalise the rig to -## target height with feet on the ground at the origin. +## target height with feet on the ground at the origin. Scales every ROOT +## object (some rig exports keep meshes as siblings of the armature, not +## children — scaling only the armature leaves them behind). def normalize_character(arm, objs, target_h: float): bpy.context.view_layer.update() lo, hi = world_bbox(objs) @@ -98,13 +100,37 @@ def normalize_character(arm, objs, target_h: float): if h <= 0: return s = target_h / h - arm.scale = (arm.scale[0] * s, arm.scale[1] * s, arm.scale[2] * s) + roots = {o for o in objs + [arm] if o.parent is None} + for o in roots: + o.scale = (o.scale[0] * s, o.scale[1] * s, o.scale[2] * s) + o.location = (o.location[0] * s, o.location[1] * s, o.location[2] * s) bpy.context.view_layer.update() lo, hi = world_bbox(objs) - arm.location.x -= (lo[0] + hi[0]) / 2 - arm.location.y -= (lo[1] + hi[1]) / 2 - arm.location.z -= lo[2] + dx, dy, dz = (lo[0] + hi[0]) / 2, (lo[1] + hi[1]) / 2, lo[2] + for o in roots: + o.location.x -= dx + o.location.y -= dy + o.location.z -= dz bpy.context.view_layer.update() + lo, hi = world_bbox(objs) + print("NORMALIZED height", round(hi[2] - lo[2], 3), "roots", len(roots)) + + +## Height of the DEFORMED meshes (rest-pose bound_box lies once an action +## with foreign rest conventions poses the rig). +def deformed_height(objs): + dg = bpy.context.evaluated_depsgraph_get() + zs = [] + for o in objs: + if o.type != "MESH": + continue + ev = o.evaluated_get(dg) + mesh = ev.to_mesh() + mw = ev.matrix_world + for v in mesh.vertices: + zs.append((mw @ v.co).z) + ev.to_mesh_clear() + return (max(zs) - min(zs)) if zs else 0.0 ## Blender 4.4+ uses layered/slotted actions; older versions expose .fcurves. @@ -323,9 +349,57 @@ def main(): out_root = Path(args.out).expanduser() sc = bpy.context.scene + posed_renorm_done = False for clip, baked in jobs: action = baked if baked is not None else import_clip_action(str(clip), arm) assign_action(arm, action) + # Once, on the first clip's first posed frame: render a probe image, + # measure the ACTUAL sprite in pixels, and recalibrate the camera. + # Immune to whatever transform conventions the rig ships with. + if not posed_renorm_done: + posed_renorm_done = True + import numpy as np + sc.frame_set(int(action.frame_range[0])) + out_root.mkdir(parents=True, exist_ok=True) + probe_path = str(out_root / "_probe.png") + cam = sc.camera + target_px = args.size * (args.height / args.cam_height) + target_feet_frac = 1.0 - GROUND_ROW_FRAC # from image bottom + for it in range(8): # closed-loop servo + sc.render.filepath = probe_path + bpy.ops.render.render(write_still=True) + pimg = bpy.data.images.load(probe_path) + px = np.array(pimg.pixels[:]).reshape(pimg.size[1], pimg.size[0], 4) + rows = np.where(px[..., 3].max(axis=1) > 0.1)[0] # row 0 = bottom + bpy.data.images.remove(pimg) + s = cam.data.ortho_scale + if rows.size == 0: + # nothing visible: zoom way out and retry + cam.data.ortho_scale = s * 3.0 + print(f"CAM CALIB it{it} EMPTY -> zoom out") + continue + clipped_bottom = rows[0] == 0 + clipped_top = rows[-1] >= args.size - 1 + if clipped_bottom or clipped_top: + # sprite runs off frame: recentre camera on it, zoom out a bit + mid_frac = (rows[0] + rows[-1]) / 2.0 / args.size + cam.location.z += (mid_frac - 0.5) * s + cam.data.ortho_scale = s * 1.5 + print(f"CAM CALIB it{it} CLIPPED -> recentre+zoom") + continue + h_px = rows[-1] - rows[0] + feet_frac = rows[0] / args.size + ok_h = abs(h_px / target_px - 1) < 0.06 + print(f"CAM CALIB it{it} h_px {int(h_px)} feet_frac {feet_frac:.3f} ok_h {ok_h}") + if ok_h: + # scale converged: pin the feet in one exact step and stop + cam.location.z -= (target_feet_frac - feet_frac) * s + break + # keep the sprite mid-frame while scale converges + mid_frac = (rows[0] + rows[-1]) / 2.0 / args.size + cam.location.z += (mid_frac - 0.5) * s + cam.data.ortho_scale = s * max(min(h_px / target_px, 3.0), 0.33) + Path(probe_path).unlink(missing_ok=True) f0, f1 = (int(action.frame_range[0]), int(action.frame_range[1])) if args.max_frames > 0: f1 = min(f1, f0 + args.max_frames - 1)