# v6 bake — aspect-true sleeves + inset tops + raised back (on top of v5): # limbs: mirrored cylindrical wrap as v5, but sampling is ASPECT-CORRECT — # per limb we measure length L and half-circumference C from the mesh # and sample only a centered horizontal strip of the texture # (u_span = C/L * texH/texW) so on-body texels stay square: no more # horizontal/vertical stretch. Limbs sample the FULL texture (no ink # bbox crop) so authored negative space survives. Arms start INSET # below the shoulder cap so the sleeve never touches the arm/torso # meeting line. # torso: v3 planar pieces; back raised (top offset 0.04→0.10), bottom lifted # (clip 1.04→1.08), widened (half-width 0.21→0.26) and its arm-weight # exclusion relaxed so it rides a little onto the rear shoulder. # Output: baked_body.png. Run headless: # tinqs.console.exe --headless --path tattoo-test -s res://bake_v6.gd extends SceneTree const GLTF_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/source-models/Regular_Male_FullBody.gltf" const SKIN_TEX_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/source-models/T_Regular_Male_Dark_BaseColor_png.png" const MARKS_V3 := "C:/Users/CAN/tinqs-ltd/design/conceptart/generated-images/tattoo-marks/" const GEN_DIR := "C:/Users/CAN/tinqs-ltd/tattoo-test/gen-v6/" const OUT_PATH := "C:/Users/CAN/tinqs-ltd/tattoo-test/baked_body.png" const INK_COLOR := Color(0.10, 0.085, 0.08) const INK_OPACITY := 0.88 const DILATE := 4 const LIMBS := [ # arms: T-pose "up" is the anatomical outer face once arms hang down (the # spine→shoulder direction is near-parallel to a T-pose arm — unusable) {"label": "arm_r", "tex": GEN_DIR + "v6_arm_r_chiefs-mark.png", "bones": ["upperarm_r", "lowerarm_r", "hand_r"], "center": "spine_03", "hem": false, "inset": 0.10, "out_up": true}, {"label": "arm_l", "tex": GEN_DIR + "v6_arm_l_iron-spine.png", "bones": ["upperarm_l", "lowerarm_l", "hand_l"], "center": "spine_03", "hem": false, "inset": 0.10, "out_up": true}, {"label": "leg_r", "tex": GEN_DIR + "v6_leg_r_voyagers-current.png", "bones": ["thigh_r", "calf_r", "foot_r"], "center": "pelvis", "hem": true, "inset": 0.0}, {"label": "leg_l", "tex": GEN_DIR + "v6_leg_l_storm-bearer.png", "bones": ["thigh_l", "calf_l", "foot_l"], "center": "pelvis", "hem": true, "inset": 0.0}, ] # v3 torso pieces; back framing raised + widened for v6 const BACK_PATH := MARKS_V3 + "mark-06-hearth-warmth_back_v3.png" const CHEST_PATH := MARKS_V3 + "mark-09-star-eye_chest_v3.png" const BACK_HALF_WIDTH := 0.26 const BACK_Y_TOP_OFFSET := 0.10 const BACK_Y_CLIP := 1.08 const CHEST_HALF_WIDTH := 0.21 const CHEST_Y_TOP := 1.50 const CHEST_Y_CLIP := 1.15 var skel: Skeleton3D var verts: PackedVector3Array var normals: PackedVector3Array var uvs: PackedVector2Array var indices: PackedInt32Array var armw_any: PackedFloat32Array var skin_img: Image var painted_mask: PackedByteArray var tw: int var th: int func _init() -> void: var t_start := Time.get_ticks_msec() var doc := GLTFDocument.new() var state := GLTFState.new() if doc.append_from_file(GLTF_PATH, state) != OK: push_error("GLTF load failed") quit(1) return var scene := doc.generate_scene(state) var body: Node = 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") \ and String(n.name).to_lower().contains("regularmale"): body = n for c in n.get_children(): stack.push_back(c) if skel == null or body == null: push_error("skeleton or body mesh not found") quit(1) return var mesh = body.mesh if mesh is ImporterMesh: mesh = mesh.get_mesh() var arrays: Array = mesh.surface_get_arrays(0) verts = arrays[Mesh.ARRAY_VERTEX] normals = arrays[Mesh.ARRAY_NORMAL] uvs = arrays[Mesh.ARRAY_TEX_UV] var vbones: PackedInt32Array = arrays[Mesh.ARRAY_BONES] var vweights = arrays[Mesh.ARRAY_WEIGHTS] indices = arrays[Mesh.ARRAY_INDEX] var nverts := verts.size() var influences := int(float(vbones.size()) / float(nverts)) var skin: Skin = body.skin var bind_bone := PackedInt32Array() for i in skin.get_bind_count(): var b := skin.get_bind_bone(i) if b < 0: b = skel.find_bone(skin.get_bind_name(i)) bind_bone.append(b) skin_img = Image.load_from_file(SKIN_TEX_PATH) skin_img.convert(Image.FORMAT_RGBA8) tw = skin_img.get_width() th = skin_img.get_height() painted_mask = PackedByteArray() painted_mask.resize(tw * th) # per-vertex weights: per-limb (island pick) + any-arm (torso exclusion) var limb_w := {} for limb in LIMBS: limb_w[limb["label"]] = _weight_sum(bind_bone, vbones, vweights, influences, nverts, limb["bones"].slice(0, 2)) armw_any = _weight_sum(bind_bone, vbones, vweights, influences, nverts, ["upperarm_l", "lowerarm_l", "hand_l", "upperarm_r", "lowerarm_r", "hand_r"]) var comp := _uv_components(nverts) for limb in LIMBS: var root := _dominant_component(comp, limb_w[limb["label"]], nverts) _bake_limb_island(limb, comp, root) var back_y_top := _bone_pos("neck_01").y + BACK_Y_TOP_OFFSET _bake_torso("back hearth-warmth", BACK_PATH, -1.0, BACK_HALF_WIDTH, back_y_top, BACK_Y_CLIP, "cover", 0.5, 0.75, 0.85) _bake_torso("chest star-eye", CHEST_PATH, 1.0, CHEST_HALF_WIDTH, CHEST_Y_TOP, CHEST_Y_CLIP, "width", 0.2, 0.4, 0.5) _dilate() skin_img.save_png(OUT_PATH) print("saved: ", OUT_PATH) print("bake took %d ms" % (Time.get_ticks_msec() - t_start)) quit() func _weight_sum(bind_bone: PackedInt32Array, vbones: PackedInt32Array, vweights, influences: int, nverts: int, names: Array) -> PackedFloat32Array: var bone_ids := {} for bn in names: var idx := skel.find_bone(bn) if idx < 0: push_error("bone not found: " + str(bn)) bone_ids[idx] = true var binds := {} for i in bind_bone.size(): if bone_ids.has(bind_bone[i]): binds[i] = true var w := PackedFloat32Array() w.resize(nverts) for v in nverts: var acc := 0.0 for k in influences: if binds.has(vbones[v * influences + k]): acc += vweights[v * influences + k] w[v] = acc return w func _uv_components(nverts: int) -> PackedInt32Array: var parent := PackedInt32Array() parent.resize(nverts) for i in nverts: parent[i] = i var ntris := indices.size() / 3 for t in ntris: _union(parent, indices[t * 3], indices[t * 3 + 1]) _union(parent, indices[t * 3 + 1], indices[t * 3 + 2]) for i in nverts: parent[i] = _find(parent, i) return parent func _find(parent: PackedInt32Array, i: int) -> int: while parent[i] != i: parent[i] = parent[parent[i]] i = parent[i] return i func _union(parent: PackedInt32Array, a: int, b: int) -> void: var ra := _find(parent, a) var rb := _find(parent, b) if ra != rb: parent[ra] = rb func _dominant_component(comp: PackedInt32Array, w: PackedFloat32Array, nverts: int) -> int: var sums := {} for v in nverts: sums[comp[v]] = sums.get(comp[v], 0.0) + w[v] var best := -1 var best_w := 0.0 for c in sums: if sums[c] > best_w: best_w = sums[c] best = c return best func _bone_pos(bone: String) -> Vector3: return skel.get_bone_global_rest(skel.find_bone(bone)).origin func _ink_bbox(img: Image) -> Rect2: var w := img.get_width() var h := img.get_height() var minx := w var maxx := -1 var miny := h var maxy := -1 for y in h: for x in w: var c := img.get_pixel(x, y) if (c.r + c.g + c.b) / 3.0 < 0.75: minx = mini(minx, x) maxx = maxi(maxx, x) miny = mini(miny, y) maxy = maxi(maxy, y) return Rect2(float(minx) / w, float(miny) / h, float(maxx - minx + 1) / w, float(maxy - miny + 1) / h) func _sample_crop(img: Image, rect: Rect2, u: float, v: float) -> Color: return _sample_bilinear(img, rect.position.x + clampf(u, 0.0, 1.0) * rect.size.x, rect.position.y + clampf(v, 0.0, 1.0) * rect.size.y) func _is_skin(px: int, py: int) -> bool: var c := skin_img.get_pixel(px, py) return (c.r + c.g + c.b) / 3.0 >= 0.30 # cylindrical coords of a 3D point against the limb's bone chain; z = radius func _limb_coords(pos: Vector3, segs: Array, total_len: float, outward: Vector3) -> Vector3: var best_dist := 1e9 var t_along := 0.0 var ang := 0.0 for seg in segs: var a: Vector3 = seg[0] var axis: Vector3 = (seg[1] as Vector3) - a var seg_len := axis.length() axis /= seg_len var s := clampf((pos - a).dot(axis), 0.0, seg_len) var cp: Vector3 = a + axis * s var d := pos.distance_to(cp) if d < best_dist: best_dist = d t_along = ((seg[2] as float) + s) / total_len var uref: Vector3 = (outward - axis * outward.dot(axis)).normalized() var dv: Vector3 = pos - cp ang = atan2(dv.dot(axis.cross(uref)), dv.dot(uref)) return Vector3(ang, t_along, best_dist) # rows of the design that contain ink, merged into clusters [y0, y1] func _detect_clusters(tat: Image) -> Array: var w := tat.get_width() var h := tat.get_height() var runs := [] var s := -1 for y in h: var cnt := 0 for x in w: var c := tat.get_pixel(x, y) if (c.r + c.g + c.b) / 3.0 < 0.70: cnt += 1 if cnt >= 3: break var inky := cnt >= 3 if inky and s == -1: s = y elif not inky and s != -1: runs.append([s, y - 1]) s = -1 if s != -1: runs.append([s, h - 1]) var clusters := [] for r in runs: if clusters.size() > 0 and r[0] - clusters[-1][1] <= 10: clusters[-1][1] = r[1] else: clusters.append(r) return clusters # virtual-canvas row remap: keep ink clusters at true pixel scale, stretch only # the parchment gaps between them to fill the limb's length. remap[y'] = source # row, or -1 for parchment. Top/bottom margins keep their authored pixel size. func _build_remap(clusters: Array, h: int, hprime: int) -> PackedInt32Array: var remap := PackedInt32Array() remap.resize(hprime) remap.fill(-1) if clusters.is_empty(): return remap var ink_h := 0 for c in clusters: ink_h += c[1] - c[0] + 1 var top: int = mini(clusters[0][0], int(0.02 * hprime)) var bot: int = mini(h - 1 - clusters[-1][1], int(0.03 * hprime)) var free := hprime - ink_h - top - bot if free < 0: # limb shorter than the design: uniform scale fallback for y in hprime: remap[y] = int(float(y) * h / hprime) return remap var gsum := 0.0 for i in clusters.size() - 1: gsum += clusters[i + 1][0] - clusters[i][1] - 1 var cursor := top for i in clusters.size(): var c: Array = clusters[i] for k in c[1] - c[0] + 1: if cursor + k < hprime: remap[cursor + k] = c[0] + k cursor += c[1] - c[0] + 1 if i < clusters.size() - 1: var g := float(clusters[i + 1][0] - c[1] - 1) cursor += int(free * (g / gsum if gsum > 0.0 else 1.0 / (clusters.size() - 1))) return remap # ── limb sleeve: mirrored wrap, aspect-true cluster layout, inset top ──────── func _bake_limb_island(limb: Dictionary, comp: PackedInt32Array, root: int) -> void: var tat := Image.load_from_file(limb["tex"]) tat.convert(Image.FORMAT_RGBA8) var bones: Array = limb["bones"] var p0 := _bone_pos(bones[0]) var p1 := _bone_pos(bones[1]) var p2 := _bone_pos(bones[2]) var center := _bone_pos(limb["center"]) var len1 := p0.distance_to(p1) var total_len := len1 + p1.distance_to(p2) var outward := Vector3.UP if limb.get("out_up", false) else (p0 - center).normalized() var segs := [[p0, p1, 0.0], [p1, p2, len1]] var skip_shorts: bool = limb["hem"] # island SKIN vertices: v range (legs hem→ankle, arms cap→wrist) + mean radius var t_min := 1e9 var t_max := -1e9 var r_sum := 0.0 var r_n := 0 for v in verts.size(): if comp[v] != root: continue if skip_shorts: var sx := clampi(int(uvs[v].x * tw), 0, tw - 1) var sy := clampi(int(uvs[v].y * th), 0, th - 1) if not _is_skin(sx, sy): continue var cc := _limb_coords(verts[v], segs, total_len, outward) t_min = minf(t_min, cc.y) t_max = maxf(t_max, cc.y) r_sum += cc.z r_n += 1 # Plain 360° wrap, design column centered on the OUTER face; the seam falls # in the design's parchment margins on the inner limb, so it is invisible. # Aspect-true: one scale s (px/m) for both axes — the motif column may take # up to FRAC_CIRC of the circumference and the ink rows up to FRAC_LEN of # the length; parchment gaps between clusters absorb the rest (row remap). const FRAC_CIRC := 0.75 const FRAC_LEN := 0.85 var r_mean := r_sum / maxf(1.0, float(r_n)) var t_top := t_min + float(limb["inset"]) * (t_max - t_min) var phys_len := (t_max - t_top) * total_len var circ := TAU * r_mean var crop := _ink_bbox(tat) var texw := float(tat.get_width()) var texh := tat.get_height() var crop_w_px := crop.size.x * texw var crop_cx := (crop.position.x + crop.size.x * 0.5) * texw var clusters := _detect_clusters(tat) var ink_rows := 0 for cl in clusters: ink_rows += cl[1] - cl[0] + 1 var s := maxf(crop_w_px / (FRAC_CIRC * circ), float(ink_rows) / (FRAC_LEN * phys_len)) var hprime := maxi(1, int(s * phys_len)) var remap := _build_remap(clusters, texh, hprime) print("%s v-range %.3f..%.3f (inset→%.3f) r=%.3f L=%.3f circ=%.3f | %d clusters, ink %dpx, s=%.0f px/m, col=%.2f of circ" % [limb["label"], t_min, t_max, t_top, r_mean, phys_len, circ, clusters.size(), ink_rows, s, crop_w_px / (s * circ)]) var painted := 0 var ntris := indices.size() / 3 for t in ntris: var i0 := indices[t * 3] if comp[i0] != root: continue var i1 := indices[t * 3 + 1] var i2 := indices[t * 3 + 2] painted += _raster_tri(i0, i1, i2, skip_shorts, func(pos: Vector3, _nrm: Vector3, _bary: Vector3) -> float: var cc := _limb_coords(pos, segs, total_len, outward) var v_norm := (cc.y - t_top) / (t_max - t_top) if v_norm < 0.0 or v_norm > 1.0: return -1.0 var src_row := remap[clampi(int(v_norm * (hprime - 1)), 0, hprime - 1)] if src_row < 0: return 0.0 # parchment gap: bare skin, but mark coverage var u_frac := fposmod(0.5 + cc.x / TAU, 1.0) # 0.5 = outer face var x_px := crop_cx + (u_frac - 0.5) * s * circ if x_px < 0.0 or x_px >= texw: return 0.0 # beyond the canvas: bare skin (seam side) var c := _sample_bilinear(tat, x_px / texw, (float(src_row) + 0.5) / texh) var ink := 1.0 - smoothstep(0.45, 0.80, (c.r + c.g + c.b) / 3.0) return ink * INK_OPACITY * smoothstep(0.0, 0.012, v_norm)) print(limb["label"], " painted px: ", painted) # ── torso piece, v3 planar projection with tunable arm-weight exclusion ────── func _bake_torso(label: String, tex_path: String, facing: float, hw: float, y_top: float, y_clip: float, fit: String, arm_fade_lo: float, arm_fade_hi: float, arm_skip: float) -> void: var tat := Image.load_from_file(tex_path) tat.convert(Image.FORMAT_RGBA8) var crop := _ink_bbox(tat) var aspect := crop.size.y / crop.size.x # normalized rect → recompute px aspect var timg_aspect := float(tat.get_height()) / float(tat.get_width()) aspect = aspect * timg_aspect / 1.0 var box_w := 2.0 * hw var design_w := box_w if fit == "cover": design_w = maxf(box_w, (y_top - y_clip) / aspect) var design_h := design_w * aspect var y_bot := maxf(y_clip, y_top - design_h) print("%s: design %.2fw x %.2fh, y %.2f..%.2f" % [label, design_w, design_h, y_bot, y_top]) var painted := 0 var ntris := indices.size() / 3 for t in ntris: var i0 := indices[t * 3] var i1 := indices[t * 3 + 1] var i2 := indices[t * 3 + 2] if min(armw_any[i0], min(armw_any[i1], armw_any[i2])) > arm_skip: continue var ymax := maxf(verts[i0].y, maxf(verts[i1].y, verts[i2].y)) var ymin := minf(verts[i0].y, minf(verts[i1].y, verts[i2].y)) if ymin > y_top + 0.05 or ymax < y_bot - 0.05: continue painted += _raster_tri(i0, i1, i2, true, func(pos: Vector3, nrm: Vector3, bary: Vector3) -> float: if pos.y < y_bot or pos.y > y_top or absf(pos.x) > hw: return -1.0 var faceness := nrm.z * facing if faceness < 0.25: return -1.0 var aw: float = bary.x * armw_any[i0] + bary.y * armw_any[i1] + bary.z * armw_any[i2] if aw > arm_fade_hi: return -1.0 var x_norm := (pos.x * facing + hw) / box_w var u := 0.5 + (x_norm - 0.5) * (box_w / design_w) var v := (y_top - pos.y) / design_h if u < 0.0 or u > 1.0 or v > 1.0: return -1.0 var c := _sample_crop(tat, crop, u, v) var ink := 1.0 - smoothstep(0.45, 0.80, (c.r + c.g + c.b) / 3.0) var alpha := ink * INK_OPACITY * smoothstep(0.25, 0.45, faceness) alpha *= 1.0 - smoothstep(arm_fade_lo, arm_fade_hi, aw) return alpha) print(label, " painted px: ", painted) # rasterize one triangle in UV space; shade(pos, nrm, bary) → alpha (<=0 skips # ink but still marks coverage). skip_shorts guards dark shorts texels. func _raster_tri(i0: int, i1: int, i2: int, skip_shorts: bool, shade: Callable) -> int: var p0 := Vector2(uvs[i0].x * tw, uvs[i0].y * th) var p1 := Vector2(uvs[i1].x * tw, uvs[i1].y * th) var p2 := Vector2(uvs[i2].x * tw, uvs[i2].y * th) var denom := (p1.y - p2.y) * (p0.x - p2.x) + (p2.x - p1.x) * (p0.y - p2.y) if absf(denom) < 1e-9: return 0 var minx := clampi(int(floor(min(p0.x, min(p1.x, p2.x)))), 0, tw - 1) var maxx := clampi(int(ceil(max(p0.x, max(p1.x, p2.x)))), 0, tw - 1) var miny := clampi(int(floor(min(p0.y, min(p1.y, p2.y)))), 0, th - 1) var maxy := clampi(int(ceil(max(p0.y, max(p1.y, p2.y)))), 0, th - 1) var painted := 0 for py in range(miny, maxy + 1): for px in range(minx, maxx + 1): var fx := px + 0.5 var fy := py + 0.5 var b0 := ((p1.y - p2.y) * (fx - p2.x) + (p2.x - p1.x) * (fy - p2.y)) / denom var b1 := ((p2.y - p0.y) * (fx - p2.x) + (p0.x - p2.x) * (fy - p2.y)) / denom var b2 := 1.0 - b0 - b1 if b0 < -0.001 or b1 < -0.001 or b2 < -0.001: continue if skip_shorts and not _is_skin(px, py): continue var pos: Vector3 = verts[i0] * b0 + verts[i1] * b1 + verts[i2] * b2 var nrm: Vector3 = (normals[i0] * b0 + normals[i1] * b1 + normals[i2] * b2).normalized() var alpha: float = shade.call(pos, nrm, Vector3(b0, b1, b2)) painted_mask[py * tw + px] = 1 if alpha <= 0.003: continue skin_img.set_pixel(px, py, skin_img.get_pixel(px, py).lerp(INK_COLOR, alpha)) painted += 1 return painted # pull composited colors DILATE px into unpainted texels (seam gutters) func _dilate() -> void: for pass_i in DILATE: var grown := PackedInt32Array() for y in th: for x in tw: if painted_mask[y * tw + x] == 1: continue var acc := Color(0, 0, 0) var n := 0 for d in [[1, 0], [-1, 0], [0, 1], [0, -1]]: var nx: int = x + d[0] var ny: int = y + d[1] if nx < 0 or nx >= tw or ny < 0 or ny >= th: continue if painted_mask[ny * tw + nx] == 1: acc += skin_img.get_pixel(nx, ny) n += 1 if n > 0: skin_img.set_pixel(x, y, acc / n) grown.append(y * tw + x) for p in grown: painted_mask[p] = 1 func _sample_bilinear(img: Image, x: float, y: float) -> Color: var w := img.get_width() var h := img.get_height() var fx := clampf(x * w - 0.5, 0.0, w - 1.001) var fy := clampf(y * h - 0.5, 0.0, h - 1.001) var x0 := int(fx) var y0 := int(fy) var x1 := mini(x0 + 1, w - 1) var y1 := mini(y0 + 1, h - 1) var tx := fx - x0 var ty := fy - y0 return img.get_pixel(x0, y0).lerp(img.get_pixel(x1, y0), tx) \ .lerp(img.get_pixel(x0, y1).lerp(img.get_pixel(x1, y1), tx), ty)