fix: FBX take name actually works (was still 'Armature|Scene' after the last attempt)
The previous fix renamed the baked ACTION, but Blender's FBX exporter builds the AnimStack name from scene.name (io_scene_fbx/export_fbx_bin.py), so every clip still exported the take 'Scene' -> imported back as 'Armature|Scene'. Verified failing on wan_dig_t3.fbx, which was built AFTER that commit. Now sets bpy.context.scene.name = name before export. Both stated acceptances pass: strings clips_out/wan_dig_t3.fbx | grep wan_dig_t3 -> 6 hits Blender import -> 'Armature|wan_dig_t3' Re-exported wan_walk_t1 + wan_dig_t3; takes are distinct, so they can no longer collide in the 24-track female_game bank. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -244,9 +244,12 @@ def main():
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f0, f1 = trim_bookends(target, f0, f1)
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f0, f1 = trim_bookends(target, f0, f1)
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fbx = outdir / f"{name}.fbx"
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fbx = outdir / f"{name}.fbx"
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# the FBX take inherits the action name — un-named it exports as 'Armature|Scene' for EVERY clip,
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# FBX take naming: the exporter builds the AnimStack from **scene.name**, NOT the action name
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# colliding in any take-addressed bank (Unreal/3GOD). merge_anims renames from the filename, but
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# (io_scene_fbx/export_fbx_bin.py — `name = ... else scene.name`). Renaming only the action left
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# the take itself must be right (PROGRESS.md bug, fixed 2026-07-17).
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# every clip exporting as the take 'Scene' (importing back as 'Armature|Scene'), so clips collide
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# in any take-addressed bank (Unreal/3GOD). Rename the scene; keep the armature 'Armature' so the
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# imported action reads '<Armature>|<name>' — the same shape Mixamo's anim-only FBXs use.
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bpy.context.scene.name = name
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target.animation_data.action.name = name
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target.animation_data.action.name = name
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export_fbx(target, fbx)
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export_fbx(target, fbx)
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# sanity: the FBX action must carry keys on the driven bones
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# sanity: the FBX action must carry keys on the driven bones
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