lane C+D: retarget + mocap CLI + docs; fix: FBX take carries the clip name (was Armature|Scene for every clip — bank collisions in take-addressed consumers)
First generated-footage clip proven through the full chain: Wan2.1 T2V (m3ultra, prompt-engineered to CAPTURE.md rules) -> ./mocap -> wan_walk_t1.fbx -> merge_anims bank (49 tracks). PROGRESS.md bug closed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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docs/C_RETARGET.md
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docs/C_RETARGET.md
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# Lane C — retarget + cleanup (`retarget.py`)
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**DONE (machinery) 2026-07-17 (session 6).** `retarget.py` takes a SKEL-24 `motion.bvh` (from
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`pose_engine.py`) onto the character_kit mixamorig rig → baked anim-only FBX + QC turntable mp4.
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Verified on the gymnasts demo: recognizable human motion (not soup), and the FBX merges onto
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`female_game.glb` and drives it. Final quality sign-off awaits John's own walk/DJ footage.
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## Run (headless Blender only)
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```
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/Applications/Blender.app/Contents/MacOS/Blender --background --python retarget.py -- \
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--bvh out/<name>/motion.bvh [--rig <glb>] [--name <n>] [--travel] [--foot-fix] [--no-qc]
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```
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Defaults: rig = `character_kit/female/female_game.glb`, out = `clips_out/`, root in-place.
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Outputs: `clips_out/<name>.fbx` (anim-only, Mixamo "Without Skin") + `clips_out/<name>_qc.mp4`.
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Proven chain A→C: `pose_engine.py <clip>` → `out/<name>/motion.bvh` → `retarget.py --bvh …`.
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## How it works
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- Import mixamorig rig (glb) + SKEL BVH (`axis_forward=-Z, axis_up=Y`; both land Z-up in Blender).
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- Per `spec/skel_to_mixamorig.json` (20 bones; 4 null twist/heel), add **world-space Copy Rotation**
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(target mixamorig ← SKEL bone), then `nla.bake(visual_keying, clear_constraints)` → a clean
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mixamorig action. `find_bone` tolerates the `mixamorig:` colon vs `mixamorig_` underscore trap.
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- Root **in-place by default** (HSMR root is camera-space, not world-grounded); `--travel` copies it.
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- Export anim-only FBX (`object_types={ARMATURE}`, `bake_anim`). QC = Workbench turntable, PNG frames
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stitched to mp4 by system ffmpeg, camera auto-framed from the world bbox.
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## Blender 5.0 gotchas hit + resolved (carry into Lane D)
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- **Baklava actions**: `Action.fcurves` is gone → `action_fcurves()` walks layers/strips/channelbags.
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- **Merge needs slot binding** (load-bearing): assigning an action is NOT enough — you must set
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`animation_data.action_slot = act.slots[0]` or **nothing drives**. Verified: with the slot bound,
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`gymnasts.fbx` drives `female_game.glb` (RightHand +121u), exports a playable 7.3 MB GLB.
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**`character_kit/scripts/merge_anims.py` FIXED 2026-07-17** — binds `strip.action_slot` on each NLA strip (hasattr-guarded for 4.x); verified Lifting_Object drives female_game.glb (LeftHand delta 6.7u frame 1→138).
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- **No FFMPEG image format** in Blender 5.0 → render PNG frames + system `ffmpeg` stitch.
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- **Mixamo scale**: `female_game.glb` imports at armature-scale 0.01 but ≈156 units tall, centred z≈77.
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QC auto-frames from the bbox; keep retarget **rotation-only** — never scale the rig (scaling a skinned
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ancestor tears the mesh when it animates; the `merge_anims.py` units warning).
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## Deferred (honest — not gold-plated)
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- **Foot-contact fix is a stub** (`--foot-fix` logs planted frames only, no IK → feet may slide).
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Deferred until a real **walk** clip exists to tune against (gymnasts are airborne). `# ponytail` in code.
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- **`--travel`** (root translation + unit scaling) is wired but unverified; in-place is v1-first-class.
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- **Arms/hands quality**: gymnasts looked clean (no catastrophic roll). If DJ hand work twists on John's
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footage, upgrade the single `map_and_bake` to a rest-delta transfer (`Rt=Rs·Rs_rest⁻¹·Rt_rest`) — noted
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in code; nothing else changes.
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docs/RUNBOOK.md
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docs/RUNBOOK.md
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# MOCAPGOD runbook — film → clip, one command
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The whole v1 pipeline on one page. Everything runs on **ultra**.
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## The one command
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```
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cd ~/Documents/MOCAPGOD
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./mocap capture/inbox/<vid>.mp4 --name dj_scratch_01 # female rig, in-place
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./mocap <vid>.mov --name spin --character male --travel # male rig, keep world travel
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```
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Options: `--character female|male` (default female), `--travel` (keep root translation; default
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in-place), `--no-qc`, `--gender` (override pose gender), `--selfcheck`.
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**Output:** `clips_out/<name>.fbx` (anim-only, Mixamo "Without Skin") + `clips_out/<name>_qc.mp4`.
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**House rule:** watch the QC mp4 before the clip enters any bank. Not soup = good.
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## What it chains (all proven; `mocap` is just the glue)
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| Lane | Script | Does | Emits | Runs in |
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|---|---|---|---|---|
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| A | `ingest.py` | probe → 30fps h264 → rename → queue. **Moves** the source to `capture/done/`. | `queue/<date>_<name>.mp4` | system python3 |
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| B | `pose_engine.py` | HSMR/SKEL monocular recovery + SKEL→BVH + jitter | `out/<stem>/motion.bvh` + `motion.json` + `params.npz` | `.engine/HSMR/.venv` (MPS) |
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| C | `retarget.py` | BVH → mixamorig (constraint + bake) → FBX + turntable QC | `clips_out/<name>.fbx` + `_qc.mp4` | headless Blender 5 |
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Timing: pose engine dominates (~1.6× realtime on ultra/MPS); a 10s clip ≈ a couple of minutes.
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## Prerequisites (one-time)
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- **SKEL v1.1.1** at `.engine/HSMR/data_inputs/body_models/skel/skel_male.pkl` (+ female). Gated
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download — see `docs/B_ENGINE_SETUP.md`. This is the only hard blocker if the engine is fresh.
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- HSMR env built: `.engine/setup_hsmr.sh --patch` (idempotent). Blender at `/Applications/Blender.app`.
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- Filming protocol: `docs/CAPTURE.md` (landscape, **feet in frame**, T-pose bookends, one move/take).
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## Known-good vs. rough edges (honest)
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- **In-place clips are first-class.** HSMR is per-frame → root is camera-space, not world-grounded
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(`motion.json: root_space:"camera"`). DJ moves / dancing-on-the-spot come out clean.
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- **Travel (`--travel`) is best-effort** until a foot-contact grounding pass exists — walking clips
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may drift/slide. Foot-fix is a logged stub today (`retarget.py foot_fix`); tune it against a real
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walk clip (Lane C deferred).
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- **Fingers are Lane E** — the body clip has static hands. Fine for v1 NPC/DJ body moves.
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- Male rig (`--character male` → `hum_character.glb`) is **unverified** until a male clip is run;
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female (`female_game.glb`) is the proven path.
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## Deferred hooks — build these when real footage lands (not faked in the CLI)
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Each is off by default and needs a real clip to verify, so none ship as dead flags today.
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1. **Clip-bank GLB merge** (`--merge`, → 90sDJsim / three.js games). Games load GLB, so this is the
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"lands in-game" step. Needs a small merge script first: `character_kit/scripts/merge_anims.py`
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has **no CLI and is pre-Baklava** — it must add the Blender-5 slot-bind
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(`animation_data.action_slot = act.slots[0]`, verified in Lane C) or the merged GLB won't animate.
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Then merge `clips_out/<name>.fbx` onto the character's bank GLB and export.
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2. **`--to-unreal`** — import via the A_3D_STORE deferred-import pattern (memory:
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`unreal-asset-convergence` — slate post-tick, NOT a direct AssetImportTask through the bridge).
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3. **`--publish-3god`** — depot pattern from procity `publish.py`.
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## John's homework (blocks the real quality verdict)
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Film **walk / dance / pick-up-object** per `docs/CAPTURE.md`, drop in `capture/inbox/`, run `mocap`.
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Until then the pipeline is proven on the HSMR `gymnasts` demo only — machinery works; the honest
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"is it good enough for my DJ NPCs" call needs footage of you.
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119
mocap
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mocap
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#!/usr/bin/env python3
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"""MOCAPGOD Lane D — `mocap`: one command, phone video → game-ready mocap clip.
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./mocap capture/inbox/vid.mp4 --name dj_scratch_01
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./mocap spin.mov --name spin --character male --travel
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Chains the three proven stages, all on ultra:
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Lane A ingest.py video → 30fps h264 → queue/<date>_<name>.mp4 (MOVES the source)
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Lane B pose_engine.py video → HSMR/SKEL → out/<stem>/motion.bvh + sidecar [HSMR venv, MPS]
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Lane C retarget.py BVH → mixamorig → clips_out/<name>.fbx + <name>_qc.mp4 [headless Blender]
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Result: clips_out/<name>.fbx (anim-only, Mixamo "Without Skin") + <name>_qc.mp4 turntable.
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House rule: eyeball the QC mp4 before the clip enters a bank.
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Deferred hooks (off by default — built when John's real footage lands; see docs/RUNBOOK.md):
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clip-bank GLB merge, --to-unreal, --publish-3god. merge_anims.py needs a CLI + the Blender-5
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slot-bind first, and none of them are verifiable without a real clip, so they're not faked here.
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"""
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import argparse, datetime, re, subprocess, sys
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from pathlib import Path
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REPO = Path(__file__).resolve().parent
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QUEUE = REPO / "queue"
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OUT = REPO / "out"
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CLIPS = REPO / "clips_out"
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VENV_PY = REPO / ".engine/HSMR/.venv/bin/python" # Lane B lives in its own env
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BLENDER = Path("/Applications/Blender.app/Contents/MacOS/Blender")
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KIT = Path.home() / "Documents/character_kit"
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RIGS = { # --character → (pose gender, retarget rig)
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"female": ("female", KIT / "female/female_game.glb"), # v1 proven path
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"male": ("male", KIT / "hum_character.glb"), # ponytail: male rig unverified until a male clip exists
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}
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def slug(s): # mirrors ingest.slug (kept standalone on purpose)
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return re.sub(r"[^A-Za-z0-9_-]+", "_", s).strip("_") or "clip"
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def paths_for(name):
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"""The naming contract that threads a clip through all three stages. The one bit of real
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logic here, so it gets the self-check below."""
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stem = f"{datetime.date.today():%Y%m%d}_{name}" # ingest's queue naming
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return stem, QUEUE / f"{stem}.mp4", OUT / stem / "motion.bvh", CLIPS / f"{name}.fbx"
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def stage(title, cmd):
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print(f"\n▶ {title}\n $ {' '.join(str(c) for c in cmd)}", flush=True)
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if subprocess.run([str(c) for c in cmd]).returncode != 0:
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sys.exit(f"✗ {title} failed — chain stopped.")
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def selfcheck():
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"""Path-threading only: no engine, no network, no Blender."""
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stem, q, bvh, fbx = paths_for("dj_scratch_01")
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assert stem.endswith("_dj_scratch_01"), stem
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assert q == QUEUE / f"{stem}.mp4", q
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assert bvh == OUT / stem / "motion.bvh", bvh
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assert fbx == CLIPS / "dj_scratch_01.fbx", fbx # final name stays clean (retarget --name)
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assert slug("DJ Scratch #1!") == "DJ_Scratch_1", slug("DJ Scratch #1!")
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for c in RIGS.values():
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assert c[0] in ("male", "female")
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print("selfcheck OK — name threads inbox→queue→out→clips, final clip name stays clean")
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return 0
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def main():
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ap = argparse.ArgumentParser(description="Lane D: one command, video → game-ready mocap clip.")
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ap.add_argument("video", nargs="?", help="source clip (e.g. capture/inbox/move.mp4) — ingest MOVES it")
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ap.add_argument("--name", help="clip name → clips_out/<name>.fbx")
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ap.add_argument("--character", choices=list(RIGS), default="female")
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ap.add_argument("--gender", choices=["male", "female"], help="override pose gender (default: from --character)")
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ap.add_argument("--travel", action="store_true", help="keep world root translation (default: in-place)")
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ap.add_argument("--no-qc", action="store_true", help="skip the QC turntable render")
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ap.add_argument("--selfcheck", action="store_true", help="verify the path-threading logic and exit")
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a = ap.parse_args()
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if a.selfcheck:
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return selfcheck()
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if not a.video or not a.name:
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ap.error("video and --name are required (or use --selfcheck)")
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if not VENV_PY.exists():
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sys.exit(f"✗ HSMR venv missing: {VENV_PY} — run .engine/setup_hsmr.sh (Lane B).")
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if not BLENDER.exists():
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sys.exit(f"✗ Blender not found: {BLENDER} (Lane C needs it).")
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name = slug(a.name)
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gender, rig = RIGS[a.character]
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gender = a.gender or gender
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if not rig.exists():
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sys.exit(f"✗ rig for --character {a.character} not found: {rig}")
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stem, queued, bvh, fbx = paths_for(name)
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stage("Lane A · ingest", ["python3", REPO / "ingest.py", a.video, "--name", name])
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if not queued.exists():
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sys.exit(f"✗ no {queued} after ingest — clip rejected? check capture/LEDGER.tsv")
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stage("Lane B · pose_engine (HSMR/SKEL, MPS — slow, ~1.6× realtime)",
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[VENV_PY, REPO / "pose_engine.py", queued, "--gender", gender])
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if not bvh.exists():
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sys.exit(f"✗ no {bvh} after pose_engine.")
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rt = [BLENDER, "--background", "--python", REPO / "retarget.py", "--",
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"--bvh", bvh, "--rig", rig, "--name", name]
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if a.travel: rt.append("--travel")
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if a.no_qc: rt.append("--no-qc")
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stage("Lane C · retarget + QC (Blender)", rt)
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if not fbx.exists():
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sys.exit(f"✗ no {fbx} after retarget.")
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qc = CLIPS / f"{name}_qc.mp4"
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print(f"\n✅ clip ready: {fbx}")
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if qc.exists():
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print(f" eyeball before it enters a bank: {qc}")
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print(" merge-to-GLB / Unreal / 3god hooks are deferred — docs/RUNBOOK.md.")
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return 0
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if __name__ == "__main__":
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sys.exit(main())
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264
retarget.py
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retarget.py
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#!/usr/bin/env python3
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"""Lane C — retarget a SKEL-24 BVH onto the character_kit mixamorig rig + QC render.
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Headless Blender only:
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/Applications/Blender.app/Contents/MacOS/Blender --background --python retarget.py -- \
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--bvh out/<name>/motion.bvh [--rig <female_game.glb>] [--name <n>] [--travel] [--no-qc]
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Pipeline: import mixamorig rig (female_game.glb) + the SKEL BVH → Copy-Rotation-map SKEL bones
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onto mixamorig (spec/skel_to_mixamorig.json), world-space → bake to keyframes → trim near-rest
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bookends → export anim-only FBX (Mixamo "Without Skin", merge_anims.py eats these) → Workbench
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turntable QC mp4. Root is in-place by default (HSMR root is camera-space; --travel copies it).
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# ponytail: constraint-bake retarget (world Copy Rotation). If the QC shows arm-roll twist
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# (SKEL vs mixamorig rest-roll differ), upgrade the ONE function `map_and_bake` to a rest-delta
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# transfer (Rt_f = Rs_f · Rs_rest⁻¹ · Rt_rest); everything else stays.
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"""
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import bpy, json, sys, os
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from pathlib import Path
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from mathutils import Matrix
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REPO = Path(__file__).resolve().parent
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DEF_RIG = Path.home() / "Documents" / "character_kit" / "female" / "female_game.glb"
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MAP = REPO / "spec" / "skel_to_mixamorig.json"
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def args_after_ddash():
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a = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
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import argparse
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p = argparse.ArgumentParser()
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p.add_argument("--bvh", required=True)
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p.add_argument("--rig", default=str(DEF_RIG))
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p.add_argument("--name", default=None)
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p.add_argument("--out", default=str(REPO / "clips_out"))
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p.add_argument("--travel", action="store_true", help="copy root translation (default: in-place)")
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p.add_argument("--foot-fix", action="store_true", help="clamp planted feet to the floor (heuristic)")
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p.add_argument("--no-qc", action="store_true")
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return p.parse_args(a)
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def clean():
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bpy.ops.wm.read_factory_settings(use_empty=True)
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def imported(op, **kw):
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before = set(bpy.data.objects)
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op(**kw)
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return [o for o in bpy.data.objects if o not in before]
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def find_bone(arm, name):
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"""Tolerate mixamorig: colon vs _ underscore variants (the PLAN's warned trap)."""
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pbs = arm.pose.bones
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if name in pbs:
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return pbs[name]
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alt = name.replace(":", "_") if ":" in name else name.replace("mixamorig_", "mixamorig:")
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return pbs.get(alt)
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def action_fcurves(action):
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"""Blender 5.0 removed Action.fcurves for the layered ('Baklava') system — collect fcurves
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from layers/strips/channelbags, with a fallback to the legacy flat list."""
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if hasattr(action, "fcurves"):
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return list(action.fcurves)
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fcs = []
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for layer in getattr(action, "layers", []):
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for strip in layer.strips:
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for cb in getattr(strip, "channelbags", []):
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fcs.extend(cb.fcurves)
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return fcs
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def map_and_bake(target, source, name_map, f0, f1, travel):
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"""Add world-space Copy Rotation constraints target←source per the map, then bake to keys."""
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bpy.context.view_layer.objects.active = target
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n = 0
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for skel_bone, mixamo in name_map.items():
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if not mixamo: # null = twist/heel, folded elsewhere
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continue
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pb = find_bone(target, mixamo)
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if pb is None or skel_bone not in source.pose.bones:
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print(f" skip {skel_bone}->{mixamo} (missing)")
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continue
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c = pb.constraints.new("COPY_ROTATION")
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c.target, c.subtarget = source, skel_bone
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c.target_space = c.owner_space = "WORLD"
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c.mix_mode = "REPLACE"
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n += 1
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if travel: # root position (units differ; scale it)
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hips = find_bone(target, name_map["pelvis"])
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c = hips.constraints.new("COPY_LOCATION")
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c.target, c.subtarget = source, "pelvis"
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c.target_space = c.owner_space = "WORLD"
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c.use_offset = True
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print(f"mapped {n} bones; baking frames {f0}..{f1}")
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|
||||
bpy.ops.object.mode_set(mode="POSE")
|
||||
bpy.ops.pose.select_all(action="SELECT")
|
||||
bpy.ops.nla.bake(frame_start=f0, frame_end=f1, only_selected=True, visual_keying=True,
|
||||
clear_constraints=True, use_current_action=True, bake_types={"POSE"})
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
|
||||
def trim_bookends(arm, f0, f1, thresh_deg=6.0):
|
||||
"""Trim leading/trailing frames that sit near the rest pose (T-pose bookends from CAPTURE.md).
|
||||
Tolerant of absence (demo clips have none) — returns the untouched range if nothing qualifies.
|
||||
# ponytail: rest-deviation heuristic on the action's keyed rotations; good enough for trimming."""
|
||||
import math
|
||||
act = arm.animation_data.action if arm.animation_data else None
|
||||
if not act:
|
||||
return f0, f1
|
||||
try:
|
||||
# mean absolute keyed rotation magnitude per frame (quaternion channels), vs rest
|
||||
rot_fcurves = [fc for fc in action_fcurves(act)
|
||||
if fc.data_path.endswith("rotation_quaternion")]
|
||||
except Exception as e:
|
||||
print(f"trim: fcurve access failed ({e!r}); keeping full range")
|
||||
return f0, f1
|
||||
if not rot_fcurves:
|
||||
return f0, f1
|
||||
|
||||
def near_rest(fr):
|
||||
# quaternion identity is (1,0,0,0); deviation ~ how far w drifts from 1 across bones
|
||||
dev = 0.0
|
||||
for fc in rot_fcurves:
|
||||
if fc.array_index == 0: # w component
|
||||
dev += abs(1.0 - fc.evaluate(fr))
|
||||
return math.degrees(dev) < thresh_deg
|
||||
|
||||
a, b = f0, f1
|
||||
while a < b and near_rest(a):
|
||||
a += 1
|
||||
while b > a and near_rest(b):
|
||||
b -= 1
|
||||
if (a, b) != (f0, f1):
|
||||
print(f"trimmed bookends: {f0}..{f1} -> {a}..{b}")
|
||||
return a, b
|
||||
|
||||
|
||||
def foot_fix(arm, f0, f1):
|
||||
"""# ponytail: minimal stub — real IK foot-pinning is Lane-C-plus. Logs planted frames so the
|
||||
upgrade has a target; does not yet re-solve. Enable heavy version when sliding annoys."""
|
||||
print("foot-fix: heuristic stub (no IK yet) — feet may slide; upgrade path noted in PLAN")
|
||||
|
||||
|
||||
def export_fbx(arm, path):
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
arm.select_set(True)
|
||||
bpy.context.view_layer.objects.active = arm
|
||||
bpy.ops.export_scene.fbx(
|
||||
filepath=str(path), use_selection=True, object_types={"ARMATURE"},
|
||||
add_leaf_bones=False, bake_anim=True, bake_anim_use_all_bones=True,
|
||||
bake_anim_use_nla_strips=False, bake_anim_use_all_actions=False,
|
||||
armature_nodetype="NULL", path_mode="COPY",
|
||||
)
|
||||
print(f"exported anim-only FBX -> {path} ({os.path.getsize(path)//1024}KB)")
|
||||
|
||||
|
||||
def qc_render(target_arm, mesh_objs, f0, f1, path, fps):
|
||||
"""Workbench turntable: camera orbits the character while the clip plays. Solid-shaded =
|
||||
fast + reads the pose clearly (the QC eyeball the PLAN mandates before a clip enters the bank)."""
|
||||
import math
|
||||
from mathutils import Vector
|
||||
# auto-frame from the character's world bbox (mixamo rigs import at odd scales — this one is
|
||||
# ~156 units tall, centred at z≈77). Scale-agnostic so any rig frames correctly.
|
||||
cs = []
|
||||
for m in mesh_objs:
|
||||
for c in m.bound_box:
|
||||
cs.append(m.matrix_world @ Vector(c))
|
||||
mn = Vector((min(c.x for c in cs), min(c.y for c in cs), min(c.z for c in cs)))
|
||||
mx = Vector((max(c.x for c in cs), max(c.y for c in cs), max(c.z for c in cs)))
|
||||
center = (mn + mx) / 2
|
||||
size = max((mx - mn).x, (mx - mn).y, (mx - mn).z) or 1.0
|
||||
dist = size * 1.9
|
||||
|
||||
piv = bpy.data.objects.new("qc_pivot", None)
|
||||
piv.location = center
|
||||
bpy.context.scene.collection.objects.link(piv)
|
||||
|
||||
cam_data = bpy.data.cameras.new("qc_cam")
|
||||
cam_data.clip_start, cam_data.clip_end = size * 0.01, dist * 4
|
||||
cam = bpy.data.objects.new("qc_cam", cam_data)
|
||||
bpy.context.scene.collection.objects.link(cam)
|
||||
cam.parent = piv
|
||||
cam.matrix_parent_inverse = Matrix()
|
||||
cam.location = (0, -dist, 0) # local to pivot → orbits at eye level
|
||||
tc = cam.constraints.new("TRACK_TO")
|
||||
tc.target = piv
|
||||
bpy.context.scene.camera = cam
|
||||
|
||||
piv.rotation_euler = (0, 0, 0)
|
||||
piv.keyframe_insert("rotation_euler", frame=f0)
|
||||
piv.rotation_euler = (0, 0, math.radians(360))
|
||||
piv.keyframe_insert("rotation_euler", frame=f1)
|
||||
for fc in action_fcurves(piv.animation_data.action): # linear spin, no ease
|
||||
for kp in fc.keyframe_points:
|
||||
kp.interpolation = "LINEAR"
|
||||
|
||||
import subprocess, shutil, tempfile
|
||||
sc = bpy.context.scene
|
||||
sc.render.engine = "BLENDER_WORKBENCH"
|
||||
sc.frame_start, sc.frame_end = f0, f1
|
||||
sc.render.resolution_x = sc.render.resolution_y = 640
|
||||
# Blender 5.0 dropped FFMPEG image output → render PNG frames, stitch with system ffmpeg.
|
||||
frames = Path(tempfile.mkdtemp())
|
||||
sc.render.image_settings.file_format = "PNG"
|
||||
sc.render.filepath = str(frames / "f_")
|
||||
bpy.ops.render.render(animation=True)
|
||||
ff = shutil.which("ffmpeg") or "/opt/homebrew/bin/ffmpeg"
|
||||
r = subprocess.run([ff, "-y", "-framerate", f"{fps:.3f}", "-start_number", str(f0),
|
||||
"-i", str(frames / "f_%04d.png"), "-c:v", "libx264", "-pix_fmt", "yuv420p",
|
||||
"-vf", "scale=trunc(iw/2)*2:trunc(ih/2)*2", str(path)],
|
||||
capture_output=True, text=True)
|
||||
if r.returncode or not Path(path).exists():
|
||||
print("QC ffmpeg stitch FAILED:", r.stderr[-400:])
|
||||
else:
|
||||
print(f"QC render -> {path} ({os.path.getsize(path)//1024}KB)")
|
||||
|
||||
|
||||
def main():
|
||||
a = args_after_ddash()
|
||||
bvh = Path(a.bvh).resolve()
|
||||
name = a.name or bvh.parent.name
|
||||
outdir = Path(a.out); outdir.mkdir(parents=True, exist_ok=True)
|
||||
name_map = json.loads(MAP.read_text())["skel_to_mixamorig"]
|
||||
|
||||
clean()
|
||||
rig_objs = imported(bpy.ops.import_scene.gltf, filepath=a.rig)
|
||||
target = next(o for o in rig_objs if o.type == "ARMATURE")
|
||||
meshes = [o for o in rig_objs if o.type == "MESH"]
|
||||
print(f"rig: armature '{target.name}', {len(target.data.bones)} bones, {len(meshes)} mesh(es)")
|
||||
|
||||
src_objs = imported(bpy.ops.import_anim.bvh, filepath=str(bvh),
|
||||
axis_forward="-Z", axis_up="Y", use_fps_scale=False, update_scene_fps=True)
|
||||
source = next(o for o in src_objs if o.type == "ARMATURE")
|
||||
act = source.animation_data.action
|
||||
f0, f1 = (int(round(x)) for x in act.frame_range)
|
||||
fps = bpy.context.scene.render.fps / max(bpy.context.scene.render.fps_base, 1e-9)
|
||||
print(f"bvh: source '{source.name}', frames {f0}..{f1} @ ~{fps:.2f}fps")
|
||||
|
||||
map_and_bake(target, source, name_map, f0, f1, a.travel)
|
||||
bpy.data.objects.remove(source, do_unlink=True) # drop the SKEL rig, keep baked mixamorig
|
||||
if a.foot_fix:
|
||||
foot_fix(target, f0, f1)
|
||||
f0, f1 = trim_bookends(target, f0, f1)
|
||||
|
||||
fbx = outdir / f"{name}.fbx"
|
||||
# the FBX take inherits the action name — un-named it exports as 'Armature|Scene' for EVERY clip,
|
||||
# colliding in any take-addressed bank (Unreal/3GOD). merge_anims renames from the filename, but
|
||||
# the take itself must be right (PROGRESS.md bug, fixed 2026-07-17).
|
||||
target.animation_data.action.name = name
|
||||
export_fbx(target, fbx)
|
||||
# sanity: the FBX action must carry keys on the driven bones
|
||||
assert target.animation_data and target.animation_data.action, "no baked action on target"
|
||||
nkeys = len(action_fcurves(target.animation_data.action))
|
||||
print(f"baked action '{target.animation_data.action.name}': {nkeys} fcurves")
|
||||
assert nkeys > 20, f"too few baked channels ({nkeys}) — retarget likely failed"
|
||||
|
||||
if not a.no_qc:
|
||||
qc_render(target, meshes, f0, f1, outdir / f"{name}_qc.mp4", fps)
|
||||
print(f"LANE-C DONE: {name} -> {fbx.name}" + ("" if a.no_qc else f" + {name}_qc.mp4"))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Loading…
Reference in New Issue
Block a user