foitin/pipeline/README.md
m3ultra 8e58b88262 Blender render pipeline + first real character from asset library
- pipeline/render_moves.py: headless Blender 5.x renderer — imports rigged
  FBX/GLB, remaps Mixamo bone namespaces (mixamorigN:), fixes FBX axis/scale,
  normalises height, centres ground pivot, renders transparent ortho sprites
- engine: sprite_scale in manifest (scales sprite + all boxes), --p1/--p2
  roster picks for testing
- characters/trainer: woman_athleisure_01 (Mixamo, web-ok) rendered through
  the full pipeline as integration proof — idle/jab/hit from NPC clips,
  silhouette auto-hurtboxes, verified in-game vs alpha

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 19:02:39 +10:00

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FOITIN asset pipeline (MODELBEAST)

New fighter = one pass through this pipeline. Target cost: hours, not weeks. Steps 13 run as MODELBEAST jobs (queue on m3ultra :8777 — see the fleet skill); 46 run locally.

1. IDENTITY   FLUX + character LoRA        → master portrait(s), costume locked
2. MESH       Hunyuan3D-2.1 / TRELLIS      → textured 3D mesh (GLB) from portrait
3. RIG+MOVES  auto-rig → retarget the SHARED move library (~30 clips) onto the rig
              (character-specific specials are extra clips, added per character)
4. RENDER     render_moves.py (Blender headless, tested on Blender 5.1):
              handles Mixamo namespace remap, axis fix, height normalisation,
              first-frame pivot centring, transparent ortho side camera
   → renders/<char>/<move>/####.png
   /Applications/Blender.app/Contents/MacOS/Blender -b \
     --python pipeline/render_moves.py -- \
     --char <rigged.fbx|.glb> --clips <dir_or_list> --out renders/<id> \
     --rotz 155 --step 2
5. HITBOX     autohitbox.py — DWPose over rendered frames → hurtbox rects per move
6. PACK       pack_character.py — assemble characters/<char>/ per CHARACTER_SPEC.md

Timing/damage numbers still get tuned by hand in each move's data.json — that's game feel, not asset work. Startup/active windows: see STUDY.md §2 (modern pacing, NOT BKB's 53-frame jab).

Naming

Use the shared move vocabulary (idle, walk_f, jab, kick, hit, knockdown, …, spec/CHARACTER_SPEC.md "Required move names") so every character drops onto the same FSM with zero engine changes — the Mortal Kombat uniform-mechanics doctrine, same reason BKB could ship 12 fighters on one exe.