MeshGod wave config: 8 fighters, wildcard tear filter for fused TRELLIS meshes
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -51,6 +51,39 @@ FIGHTERS = {
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kit={"idle": "Bouncing Fight Idle", "jab": "Punching (1)",
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"straight": "Hook Punch", "kick": "Kicking (5)",
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"special": "Armada", "finisher": "Standing Melee Attack Horizontal"}),
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# -- MeshGod wave (TRELLIS fused meshes: torn="*" rips the whole texture) --
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"decks": dict(model="decks.fbx", torn="*",
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kit={"idle": "Bouncing Fight Idle", "jab": "Elbow Punching",
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"straight": "Cross Punch", "kick": "Kicking (2)",
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"special": "Stylish Flip", "finisher": "Headbutt"}),
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"birdie": dict(model="birdie.fbx", torn="*",
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kit={"idle": "Ready Idle", "jab": "Punching",
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"straight": "Hook Punch", "kick": "Knee Kick Lead",
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"special": "Flip Kick (1)", "finisher": "Bayonet Stab"}),
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"widow": dict(model="widow.fbx", torn="*",
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kit={"idle": "Ready Idle", "jab": "Boxing (2)",
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"straight": "Big Body Blow", "kick": "Kicking",
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"special": "Inverted Double Kick To Kip Up", "finisher": "Strangling"}),
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"violet": dict(model="violet.fbx", torn="*",
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kit={"idle": "Bouncing Fight Idle", "jab": "Boxing (1)",
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"straight": "Mutant Punch", "kick": "Leg Sweep",
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"special": "Flip Kick", "finisher": "Standing Torch Melee Attack 01"}),
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"nappo": dict(model="nappo.fbx", torn="*",
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kit={"idle": "Bouncing Fight Idle", "jab": "Elbow Punch",
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"straight": "Cross Punch", "kick": "Kicking (2)",
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"special": "Front Twist Flip", "finisher": "Grab And Slam"}),
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"dread": dict(model="dread.fbx", torn="*",
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kit={"idle": "Ready Idle", "jab": "Punching",
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"straight": "Hook Punch", "kick": "Kicking (6)",
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"special": "Front Flip", "finisher": "Fireball"}),
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"jima": dict(model="jima.fbx", torn="*",
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kit={"idle": "Ginga Variation 3", "jab": "Boxing (2)",
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"straight": "Big Body Blow", "kick": "Knee Kick Lead",
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"special": "Macaco Side", "finisher": "Stable Sword Outward Slash"}),
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"roca": dict(model="roca.fbx", torn="*",
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kit={"idle": "Ready Idle", "jab": "Elbow Punching",
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"straight": "Cross Punch", "kick": "Standing Melee Attack Kick Ver. 1",
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"special": "Ginga Sideways To Au", "finisher": "Hell Slammer B"}),
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}
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@ -137,7 +137,9 @@ def tear_clothing(objs, name_filter: str, seed: int):
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keys = [k.strip().lower() for k in name_filter.split(",") if k.strip()]
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done_images = set()
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for o in objs:
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if o.type != "MESH" or not any(k in o.name.lower() for k in keys):
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if o.type != "MESH":
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continue
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if "*" not in keys and not any(k in o.name.lower() for k in keys):
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continue
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for slot in o.material_slots:
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mat = slot.material
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63
tools/assess_fbx.py
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63
tools/assess_fbx.py
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@ -0,0 +1,63 @@
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# Blender headless: probe a folder of FBX models for fighter-readiness.
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# Emits one JSON line per file: rig, bones, namespace, meshes, verts,
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# height, textures, action count. Re-runnable (skips nothing, cheap).
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#
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# Usage: Blender -b --python tools/assess_fbx.py -- --dir ~/Documents/fbxes --out report.jsonl
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import argparse
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import json
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import sys
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from pathlib import Path
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import bpy
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def parse_args():
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argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
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ap = argparse.ArgumentParser()
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ap.add_argument("--dir", required=True)
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ap.add_argument("--out", required=True)
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return ap.parse_args(argv)
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args = parse_args()
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src = Path(args.dir).expanduser()
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out = Path(args.out).expanduser()
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results = []
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for f in sorted(src.glob("*.fbx")):
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rec = {"file": f.name, "mb": round(f.stat().st_size / 1e6, 1)}
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bpy.ops.wm.read_factory_settings(use_empty=True)
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try:
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bpy.ops.import_scene.fbx(filepath=str(f))
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except Exception as e:
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rec["error"] = str(e)[:80]
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results.append(rec)
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continue
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arms = [o for o in bpy.data.objects if o.type == "ARMATURE"]
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meshes = [o for o in bpy.data.objects if o.type == "MESH"]
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rec["arms"] = len(arms)
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rec["meshes"] = len(meshes)
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rec["verts"] = sum(len(m.data.vertices) for m in meshes)
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if arms:
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bones = arms[0].data.bones
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rec["bones"] = len(bones)
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rec["ns"] = ""
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for b in bones:
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if ":" in b.name:
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rec["ns"] = b.name.split(":")[0]
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break
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# world height
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import mathutils
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pts = [o.matrix_world @ mathutils.Vector(c) for o in meshes for c in o.bound_box]
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if pts:
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rec["h"] = round(max(p[2] for p in pts) - min(p[2] for p in pts), 2)
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rec["textured"] = any(
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n.type == "TEX_IMAGE" and n.image is not None
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for m in meshes for s in m.material_slots if s.material and s.material.use_nodes
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for n in s.material.node_tree.nodes)
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rec["actions"] = len(bpy.data.actions)
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results.append(rec)
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print("PROBED", f.name, "rig" if arms else "NORIG", flush=True)
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out.write_text("\n".join(json.dumps(r) for r in results))
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print("WROTE", out, len(results), "records")
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@ -70,6 +70,14 @@ CHAR_TUNE = {
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"jinx": {"finisher": DEFAULT_FINISHER},
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"elva": {"finisher": DEFAULT_FINISHER},
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"umbra": {"finisher": DEFAULT_FINISHER},
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"decks": {"finisher": DEFAULT_FINISHER},
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"birdie": {"finisher": DEFAULT_FINISHER},
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"widow": {"finisher": DEFAULT_FINISHER},
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"violet": {"finisher": DEFAULT_FINISHER},
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"nappo": {"finisher": DEFAULT_FINISHER},
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"dread": {"finisher": DEFAULT_FINISHER},
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"jima": {"finisher": DEFAULT_FINISHER},
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"roca": {"finisher": DEFAULT_FINISHER},
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}
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@ -109,6 +117,14 @@ MANIFESTS = {
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"jinx": _roster_manifest("jinx", "JINX", 1000, 3.6, 2.8, -13.5, "#e05070"),
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"elva": _roster_manifest("elva", "ELVA", 900, 3.8, 3.1, -14.5, "#58c060"),
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"umbra": _roster_manifest("umbra", "UMBRA", 1200, 3.1, 2.5, -13.0, "#503a70"),
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"decks": _roster_manifest("decks", "DECKS", 950, 3.7, 2.9, -14.0, "#8a4ae8"),
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"birdie": _roster_manifest("birdie", "BIRDIE", 900, 3.8, 3.0, -14.0, "#e878b0"),
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"widow": _roster_manifest("widow", "WIDOW", 1000, 3.3, 2.7, -13.2, "#383844"),
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"violet": _roster_manifest("violet", "VIOLET", 950, 3.5, 2.8, -13.5, "#7a5ae0"),
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"nappo": _roster_manifest("nappo", "NAPPO", 1000, 3.4, 2.7, -13.5, "#38b8a8"),
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"dread": _roster_manifest("dread", "DREAD", 900, 3.9, 3.1, -14.2, "#d8a838"),
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"jima": _roster_manifest("jima", "JIMA", 1050, 3.2, 2.6, -13.0, "#d8d8d8"),
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"roca": _roster_manifest("roca", "ROCA", 1050, 3.3, 2.6, -13.0, "#b87848"),
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}
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