foitin/pipeline/render_moves.py
m3ultra 347804135d Gear wardrobe state (Phase B): vesper geared with MODELBEAST boxing gloves + headgear
- gear GLBs generated on MODELBEAST (flux product shot -> bg_remove ->
  trellis_mac), staged in foitin_assets/gear/
- pipeline: --attach bone-parents rigid gear (armature-scale compensated,
  '|'-separated spec); render_geared.sh holds calibrated transforms
- vesper: 3-state degradation geared -> base -> torn; specials knock gear
  off first, then shred clothes; kachujin stays 2-state (per-character data)
- spec doc: wardrobe section in CHARACTER_SPEC.md

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 22:23:05 +10:00

347 lines
14 KiB
Python

# Blender headless: render a rigged character + Mixamo anim clips to sprite frames.
#
# Usage:
# /Applications/Blender.app/Contents/MacOS/Blender -b --python pipeline/render_moves.py -- \
# --char ~/Documents/foitin_assets/woman_athleisure_01.fbx \
# --clips "clipdir_or_file1.fbx,file2.fbx" \
# --out renders/hero [--size 512] [--rotz 90] [--samples 16] [--step 1]
#
# One output folder per clip: renders/<id>/<clip_name_lowercase>/####.png
# (that layout feeds straight into pipeline/pack_character.py).
#
# Frames render with transparent background, fixed orthographic side camera,
# ground plane at z=0 mapped to a consistent pixel row -> stable ground pivot
# across every move (the BKB .geo lesson: bake a consistent pivot).
import argparse
import math
import sys
from pathlib import Path
import bpy
GROUND_ROW_FRAC = 0.96 # ground line at 96% of image height (bottom margin)
def parse_args():
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
ap = argparse.ArgumentParser()
ap.add_argument("--char", required=True)
ap.add_argument("--clips", required=True, help="dir or comma-separated fbx list")
ap.add_argument("--out", required=True)
ap.add_argument("--size", type=int, default=512)
ap.add_argument("--rotz", type=float, default=90.0,
help="extra Z rotation (deg) so the character faces screen-right")
ap.add_argument("--height", type=float, default=1.75,
help="normalised character height in metres")
ap.add_argument("--cam-height", type=float, default=2.6,
help="world metres covered by the image height")
ap.add_argument("--samples", type=int, default=16)
ap.add_argument("--step", type=int, default=1, help="render every Nth frame")
ap.add_argument("--max-frames", type=int, default=0, help="cap source frames per clip (0 = all)")
ap.add_argument("--torn", default="",
help="comma list of mesh-name substrings to tear (punch alpha "
"holes in their textures); output dirs get an @torn suffix")
ap.add_argument("--torn-seed", type=int, default=7)
ap.add_argument("--attach", default="",
help="gear to bone-attach, ';'-separated entries of "
"glb|Bone|scale|dx,dy,dz|rx,ry,rz (offsets in bone space, "
"rotations in degrees; '|' because mixamorig bones contain "
"':'). Output dirs get an @geared suffix")
return ap.parse_args(argv)
def import_character(path: str):
before = set(bpy.data.objects)
if path.lower().endswith((".glb", ".gltf")):
bpy.ops.import_scene.gltf(filepath=path)
else:
bpy.ops.import_scene.fbx(filepath=path)
new = [o for o in bpy.data.objects if o not in before]
arms = [o for o in new if o.type == "ARMATURE"]
if not arms:
raise RuntimeError("no armature in " + path)
# drop helper meshes that aren't skinned to the rig (stray spheres etc.)
kept = []
for o in list(new):
if o.type == "MESH" and not any(m.type == "ARMATURE" for m in o.modifiers):
bpy.data.objects.remove(o, do_unlink=True)
new.remove(o)
else:
kept.append(o)
return arms[0], kept
def world_bbox(objs):
import mathutils
pts = []
for o in objs:
if o.type == "MESH":
for c in o.bound_box:
pts.append(o.matrix_world @ mathutils.Vector(c))
lo = [min(p[i] for p in pts) for i in range(3)]
hi = [max(p[i] for p in pts) for i in range(3)]
return lo, hi
## Mixamo FBX often lands at centimetre scale (100x). Normalise the rig to
## target height with feet on the ground at the origin.
def normalize_character(arm, objs, target_h: float):
bpy.context.view_layer.update()
lo, hi = world_bbox(objs)
h = hi[2] - lo[2]
if h <= 0:
return
s = target_h / h
arm.scale = (arm.scale[0] * s, arm.scale[1] * s, arm.scale[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]
bpy.context.view_layer.update()
## Blender 4.4+ uses layered/slotted actions; older versions expose .fcurves.
def action_fcurves(act):
if hasattr(act, "fcurves"):
return list(act.fcurves)
out = []
for layer in act.layers:
for strip in layer.strips:
for cb in strip.channelbags:
out.extend(cb.fcurves)
return out
def assign_action(arm, act):
if arm.animation_data is None:
arm.animation_data_create()
arm.animation_data.action = act
if hasattr(act, "slots") and len(act.slots):
arm.animation_data.action_slot = act.slots[0]
## Punch jagged alpha holes into the base-color textures of matching meshes
## and switch their materials to alpha-clip — sprite-scale "shredded" look.
def tear_clothing(objs, name_filter: str, seed: int):
import random
import numpy as np
rng = random.Random(seed)
keys = [k.strip().lower() for k in name_filter.split(",") if k.strip()]
done_images = set()
for o in objs:
if o.type != "MESH" or not any(k in o.name.lower() for k in keys):
continue
for slot in o.material_slots:
mat = slot.material
if mat is None or not mat.use_nodes:
continue
mat.blend_method = "CLIP"
for node in mat.node_tree.nodes:
if node.type != "TEX_IMAGE" or node.image is None:
continue
img = node.image
if img.name in done_images:
continue
done_images.add(img.name)
w, h = img.size
if w == 0:
continue
px = np.empty(w * h * 4, dtype=np.float32)
img.pixels.foreach_get(px)
px = px.reshape(h, w, 4)
yy, xx = np.mgrid[0:h, 0:w]
for _ in range(14): # jagged elliptical rips
cx, cy = rng.uniform(0, w), rng.uniform(0, h)
rx = rng.uniform(0.02, 0.07) * w
ry = rng.uniform(0.04, 0.12) * h
ang = rng.uniform(0, math.pi)
dx, dy = xx - cx, yy - cy
u = (dx * math.cos(ang) + dy * math.sin(ang)) / rx
v = (-dx * math.sin(ang) + dy * math.cos(ang)) / ry
d = u * u + v * v
noise = 0.55 + 0.45 * np.sin(u * 9.0) * np.cos(v * 7.0)
px[..., 3] = np.where(d < noise, 0.0, px[..., 3])
img.pixels.foreach_set(px.reshape(-1))
img.update()
print("TORE texture", img.name, "on", o.name)
## Bone-parent rigid gear (helmets, gloves) to the armature. Entry format:
## path.glb|BoneName|scale|dx,dy,dz|rx,ry,rz — offsets in bone-local space.
def attach_gear(arm, spec: str):
import mathutils
for entry in spec.split(";"):
parts = entry.split("|")
glb, bone_name = parts[0], parts[1]
scale = float(parts[2]) if len(parts) > 2 else 0.25
off = [float(v) for v in parts[3].split(",")] if len(parts) > 3 else [0, 0, 0]
rot = [float(v) for v in parts[4].split(",")] if len(parts) > 4 else [0, 0, 0]
before = set(bpy.data.objects)
bpy.ops.import_scene.gltf(filepath=str(Path(glb).expanduser()))
new = [o for o in bpy.data.objects if o not in before and o.type == "MESH"]
# bone-parented children inherit the armature's object scale (0.01 on
# Mixamo FBX imports) — compensate so `scale`/`off` stay in metres
arm_s = arm.scale[0] if arm.scale[0] != 0 else 1.0
for o in new:
o.parent = arm
o.parent_type = "BONE"
o.parent_bone = bone_name
k = scale / arm_s
o.scale = (k, k, k)
o.location = mathutils.Vector([v / arm_s for v in off])
o.rotation_euler = [math.radians(v) for v in rot]
print("ATTACHED", Path(glb).stem, "->", bone_name, "world_scale", scale)
def import_clip_action(path: str, target_arm):
"""Import an anim-only FBX, steal its action, delete its skeleton.
Mixamo namespaces bones per download (mixamorig:, mixamorig6:, ...);
remap the action's fcurve paths onto the target rig's namespace."""
before_obj = set(bpy.data.objects)
before_act = set(bpy.data.actions)
bpy.ops.import_scene.fbx(filepath=path, use_anim=True)
new_obj = [o for o in bpy.data.objects if o not in before_obj]
new_act = [a for a in bpy.data.actions if a not in before_act]
for o in new_obj:
bpy.data.objects.remove(o, do_unlink=True)
if not new_act:
raise RuntimeError("no action in " + path)
act = new_act[0]
target_ns = ""
for b in target_arm.data.bones:
if ":" in b.name:
target_ns = b.name.split(":")[0] + ":"
break
for fc in action_fcurves(act):
if '"' not in fc.data_path:
continue
bone = fc.data_path.split('"')[1]
base = bone.split(":")[-1]
new_bone = target_ns + base
if new_bone != bone and target_arm.data.bones.get(new_bone):
fc.data_path = fc.data_path.replace('"%s"' % bone, '"%s"' % new_bone)
return act
def setup_scene(size: int, samples: int):
sc = bpy.context.scene
try:
sc.render.engine = "BLENDER_EEVEE_NEXT" # Blender 4.2+
except TypeError:
sc.render.engine = "BLENDER_EEVEE"
try:
sc.eevee.taa_render_samples = samples
except AttributeError:
pass
sc.render.film_transparent = True
sc.render.resolution_x = size
sc.render.resolution_y = size
sc.render.image_settings.file_format = "PNG"
sc.render.image_settings.color_mode = "RGBA"
# key + fill + rim, angled like a simple studio setup
for name, rot, energy in (
("key", (math.radians(60), 0, math.radians(35)), 3.0),
("fill", (math.radians(70), 0, math.radians(-50)), 1.2),
("rim", (math.radians(-60), 0, math.radians(180)), 1.5),
):
light_data = bpy.data.lights.new(name, type="SUN")
light_data.energy = energy
light = bpy.data.objects.new(name, light_data)
light.rotation_euler = rot
sc.collection.objects.link(light)
def setup_camera(cam_height: float, size: int):
cam_data = bpy.data.cameras.new("cam")
cam_data.type = "ORTHO"
cam_data.ortho_scale = cam_height # vertical extent (square image)
cam = bpy.data.objects.new("cam", cam_data)
bpy.context.scene.collection.objects.link(cam)
bpy.context.scene.camera = cam
# side view: camera on +X axis looking toward -X, up = +Z
cam.location = (8.0, 0.0, 0.0)
cam.rotation_euler = (math.radians(90), 0, math.radians(90))
# place ground (z=0) at a fixed pixel row: centre the camera so that
# z spans [c - h/2, c + h/2]; ground at row frac r -> c = h*(r - 0.5)
cam.location.z = cam_height * (GROUND_ROW_FRAC - 0.5)
return cam
def main():
args = parse_args()
bpy.ops.wm.read_factory_settings(use_empty=True)
setup_scene(args.size, args.samples)
setup_camera(args.cam_height, args.size)
arm, objs = import_character(str(Path(args.char).expanduser()))
# rotate about WORLD Z (local axes are already tilted by the FBX importer)
import mathutils
arm.matrix_world = mathutils.Matrix.Rotation(math.radians(args.rotz), 4, "Z") @ arm.matrix_world
normalize_character(arm, objs, args.height)
variant_suffix = ""
if args.torn:
tear_clothing(objs, args.torn, args.torn_seed)
variant_suffix = "@torn"
if args.attach:
attach_gear(arm, args.attach)
variant_suffix = "@geared"
clips_arg = str(Path(args.clips).expanduser())
p = Path(clips_arg)
if p.is_dir():
clip_paths = sorted(p.glob("*.fbx"))
else:
clip_paths = [Path(c).expanduser() for c in args.clips.split(",")]
out_root = Path(args.out).expanduser()
sc = bpy.context.scene
for clip in clip_paths:
action = import_clip_action(str(clip), arm)
assign_action(arm, action)
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)
# Centre EVERY frame's hips over the origin (clips travel and turn);
# the per-frame drift is exported as root-motion data instead — the
# engine decides per move whether to consume it (BKB .geo, modernised).
hips = next((pb for pb in arm.pose.bones if pb.name.endswith("Hips")), None)
base_loc = (arm.location.x, arm.location.y)
px_per_m = args.size / args.cam_height
move = clip.stem.lower() + variant_suffix
move_dir = out_root / move
move_dir.mkdir(parents=True, exist_ok=True)
n = 0
root_px = [] # forward travel (screen px) per rendered frame
prev_y = None # -cam-space y = character forward when rotz=155ish
for f in range(f0, f1 + 1, args.step):
sc.frame_set(f)
bpy.context.view_layer.update()
if hips is not None:
arm.location.x = base_loc[0]
arm.location.y = base_loc[1]
bpy.context.view_layer.update()
hw = arm.matrix_world @ hips.head
arm.location.x -= hw.x
arm.location.y -= hw.y
bpy.context.view_layer.update()
fwd = -hw.y # camera looks -X; screen-right = world -Y
root_px.append(0.0 if prev_y is None else (fwd - prev_y) * px_per_m)
prev_y = fwd
sc.render.filepath = str(move_dir / f"{n:04d}.png")
bpy.ops.render.render(write_still=True)
n += 1
if root_px:
import json
(move_dir / "root_motion.json").write_text(json.dumps(
[round(v, 2) for v in root_px]))
print(f"RENDERED {move}: {n} frames ({f0}-{f1})")
print("DONE")
main()