Tattoo test bed: Quaternius v3-v6 bakes + Lena pipeline (bake, de-mirror, re-UV, viewers)

Session 2026-07-23/24 additions on top of the existing Quaternius bed:
- bake_lena.gd: 6-piece bake on QuatSkin Lena (chiefs-mark/iron-spine arms,
  voyagers/storm-bearer legs, star-eye chest, hearth-warmth back); global-axis
  wrap frame + 3cm junction blend kill the elbow split line
- demirror_lena.gd: tri-level split of mirror-shared limb UVs (arms 100%->0%,
  legs 99%->5% crotch-only residual)
- reuv_lena.gd: Quaternius-style semantic re-UV (16 islands, cylinder limbs +
  cylinder head/torso with planar caps) + texture transfer; fixes armpit/chin/
  cheek planar smears; single 4096 atlas, per-side tattoos native
- main_lena / anim_lena viewers (18 UAL clips, U light toggle) + probes + shots

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Can Narin
2026-07-24 00:47:12 +03:00
commit ce4c4e7d13
105 changed files with 5090 additions and 0 deletions
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# Probe the QuatSkin Lena GLB: skeleton bones, meshes, UV/weight arrays, textures.
# Run: tinqs.console.exe --headless --path tattoo-test -s res://probe_lena.gd
extends SceneTree
const GLB_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/derived-bodies/Ariki_Female_QuatSkin.glb"
func _init() -> void:
var doc := GLTFDocument.new()
var state := GLTFState.new()
if doc.append_from_file(GLB_PATH, state) != OK:
push_error("GLB load failed")
quit(1)
return
var scene := doc.generate_scene(state)
var skel: Skeleton3D = null
var stack: Array = [scene]
while not stack.is_empty():
var n: Node = stack.pop_back()
if n is Skeleton3D and skel == null:
skel = n
if n is MeshInstance3D or n.get_class() == "ImporterMeshInstance3D":
var mesh = n.mesh
if mesh is ImporterMesh:
mesh = mesh.get_mesh()
print("MESH node=", n.name, " surfaces=", mesh.get_surface_count())
for s in mesh.get_surface_count():
var arrays: Array = mesh.surface_get_arrays(s)
var v: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
var uv = arrays[Mesh.ARRAY_TEX_UV]
var bones = arrays[Mesh.ARRAY_BONES]
var nrm = arrays[Mesh.ARRAY_NORMAL]
var mat: Material = mesh.surface_get_material(s)
var matname: String = mat.resource_name if mat else "none"
var texinfo := "no-tex"
if mat is BaseMaterial3D and mat.albedo_texture:
var img: Image = mat.albedo_texture.get_image()
texinfo = "%dx%d" % [img.get_width(), img.get_height()]
print(" surf %d: verts=%d uv=%s normals=%s bones=%s mat=%s tex=%s" % [
s, v.size(),
"yes" if uv != null else "NO",
"yes" if nrm != null else "NO",
str(bones.size() / v.size()) + "x" if bones != null and v.size() > 0 else "NO",
matname, texinfo])
if n.get("skin") != null and n.skin != null:
print(" skin binds=", n.skin.get_bind_count())
for c in n.get_children():
stack.push_back(c)
if skel:
print("SKELETON bones=", skel.get_bone_count())
var names := []
for i in skel.get_bone_count():
names.append(skel.get_bone_name(i))
print(" names: ", ", ".join(names))
for bn in ["upperarm_r", "lowerarm_r", "hand_r", "spine_03", "clavicle_r"]:
var idx := skel.find_bone(bn)
if idx >= 0:
print(" %s idx=%d pos=%s" % [bn, idx, skel.get_bone_global_rest(idx).origin])
else:
print(" %s NOT FOUND" % bn)
else:
print("NO SKELETON")
quit()