Files
Can Narin ce4c4e7d13 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>
2026-07-24 00:47:12 +03:00

188 lines
6.7 KiB
GDScript

# Tattoo viewer: Quaternius Regular Male with six baked tattoo marks.
# Saves verification shots to shots/, then hands over to manual control:
# left-drag orbits the camera around the model, scroll wheel zooms in/out.
extends Node3D
const GLTF_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/source-models/Regular_Male_FullBody.gltf"
const BAKED_PATH := "C:/Users/CAN/tinqs-ltd/tattoo-test/baked_body.png"
const NORMAL_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/source-models/T_Regular_Male_Normal_png.png"
const EYE_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/source-models/T_Eye_Brown.png"
const HAIR_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/source-models/T_Hair_1_BaseColor.png"
const SHOT_DIR := "C:/Users/CAN/tinqs-ltd/tattoo-test/shots/"
const TAKE_SHOTS := true
var model: Node3D
var skel: Skeleton3D
var cam: Camera3D
# manual orbit state (active once shots are done)
var interactive := false
var dragging := false
var orbit_yaw := 0.0
var orbit_pitch := 0.08
var orbit_dist := 3.4
var orbit_target := Vector3(0, 1.0, 0)
func _ready() -> void:
DirAccess.make_dir_recursive_absolute(SHOT_DIR)
var env := Environment.new()
env.background_mode = Environment.BG_COLOR
env.background_color = Color(0.12, 0.13, 0.16)
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color(0.75, 0.78, 0.85)
env.ambient_light_energy = 0.7
env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
var we := WorldEnvironment.new()
we.environment = env
add_child(we)
var sun := DirectionalLight3D.new()
sun.rotation_degrees = Vector3(-40, -35, 0)
sun.light_energy = 1.5
add_child(sun)
var fill := DirectionalLight3D.new()
fill.rotation_degrees = Vector3(-15, 140, 0)
fill.light_energy = 0.6
add_child(fill)
var under := DirectionalLight3D.new()
under.rotation_degrees = Vector3(35, 0, 0)
under.light_energy = 0.35
add_child(under)
var doc := GLTFDocument.new()
var state := GLTFState.new()
var err := doc.append_from_file(GLTF_PATH, state)
if err != OK:
push_error("GLTF load failed")
return
model = doc.generate_scene(state)
add_child(model)
var baked := ImageTexture.create_from_image(Image.load_from_file(BAKED_PATH))
var body_normal := ImageTexture.create_from_image(Image.load_from_file(NORMAL_PATH))
var eye_tex := ImageTexture.create_from_image(Image.load_from_file(EYE_PATH))
var hair_tex := ImageTexture.create_from_image(Image.load_from_file(HAIR_PATH))
var stack: Array = [model]
while not stack.is_empty():
var n: Node = stack.pop_back()
if n is Skeleton3D and skel == null:
skel = n
if n is MeshInstance3D:
var lname := String(n.name).to_lower()
var mat := StandardMaterial3D.new()
mat.roughness = 0.85
if lname.contains("regularmale"):
mat.albedo_texture = baked
mat.normal_enabled = true
mat.normal_texture = body_normal
elif lname.contains("eye") and not lname.contains("brow"):
mat.albedo_texture = eye_tex
else:
mat.albedo_texture = hair_tex
for s in n.mesh.get_surface_count():
n.set_surface_override_material(s, mat)
for c in n.get_children():
stack.push_back(c)
cam = Camera3D.new()
cam.fov = 50
add_child(cam)
cam.current = true
if TAKE_SHOTS:
await _take_shots()
print("SHOTS_DONE")
# hand over to manual orbit
model.rotation.y = 0.0
interactive = true
_update_cam()
# ── manual orbit: left-drag rotates, scroll wheel zooms ─────────────────────
func _unhandled_input(event: InputEvent) -> void:
if not interactive:
return
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT:
dragging = event.pressed
elif event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_UP:
orbit_dist = clampf(orbit_dist * 0.90, 0.35, 8.0)
_update_cam()
elif event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
orbit_dist = clampf(orbit_dist / 0.90, 0.35, 8.0)
_update_cam()
elif event is InputEventMouseMotion and dragging:
orbit_yaw -= event.relative.x * 0.008
orbit_pitch = clampf(orbit_pitch + event.relative.y * 0.008, -1.3, 1.3)
_update_cam()
func _update_cam() -> void:
var dir := Vector3(
sin(orbit_yaw) * cos(orbit_pitch),
sin(orbit_pitch),
cos(orbit_yaw) * cos(orbit_pitch))
cam.look_at_from_position(orbit_target + dir * orbit_dist, orbit_target)
# ── verification shots ───────────────────────────────────────────────────────
func _bone_point(bone: String) -> Vector3:
return (skel.global_transform * skel.get_bone_global_rest(skel.find_bone(bone)).origin)
func _limb_mid(a: String, b: String) -> Vector3:
return (_bone_point(a) + _bone_point(b)) * 0.5
func _snap(shot_name: String) -> void:
await get_tree().process_frame
await get_tree().process_frame
await RenderingServer.frame_post_draw
var img := get_viewport().get_texture().get_image()
img.save_png(SHOT_DIR + shot_name + ".png")
print("shot saved: ", SHOT_DIR + shot_name + ".png")
func _take_shots() -> void:
# full body front / back
model.rotation.y = 0.0
cam.look_at_from_position(Vector3(0, 1.1, 3.4), Vector3(0, 1.0, 0))
await _snap("01_full_front")
model.rotation.y = PI
await get_tree().process_frame
await _snap("02_full_back")
# torso closeups
model.rotation.y = 0.0
await get_tree().process_frame
cam.look_at_from_position(Vector3(0, 1.3, 0.9), Vector3(0, 1.3, 0))
await _snap("03_chest_star_eye")
model.rotation.y = PI
await get_tree().process_frame
cam.look_at_from_position(Vector3(0, 1.25, 0.9), Vector3(0, 1.25, 0))
await _snap("04_back_hearth_warmth")
# arms (front view of each arm)
model.rotation.y = 0.0
await get_tree().process_frame
var mid_r := _limb_mid("upperarm_r", "hand_r")
cam.look_at_from_position(mid_r + Vector3(0, 0.12, 1.0), mid_r)
await _snap("05_arm_r_chiefs_mark")
var mid_l := _limb_mid("upperarm_l", "hand_l")
cam.look_at_from_position(mid_l + Vector3(0, 0.12, 1.0), mid_l)
await _snap("06_arm_l_iron_spine")
# legs (front + outer side of each leg)
var leg_r := _limb_mid("thigh_r", "foot_r")
cam.look_at_from_position(leg_r + Vector3(0, 0.05, 1.1), leg_r)
await _snap("07_leg_r_voyagers_front")
cam.look_at_from_position(leg_r + Vector3(-1.0, 0.05, 0.3), leg_r)
await _snap("08_leg_r_voyagers_outer")
var leg_l := _limb_mid("thigh_l", "foot_l")
cam.look_at_from_position(leg_l + Vector3(0, 0.05, 1.1), leg_l)
await _snap("09_leg_l_storm_front")
cam.look_at_from_position(leg_l + Vector3(1.0, 0.05, 0.3), leg_l)
await _snap("10_leg_l_storm_outer")
model.rotation.y = PI
await get_tree().process_frame
cam.look_at_from_position(leg_r + Vector3(0, 0.05, 1.1), leg_r)
await _snap("11_legs_back")
model.rotation.y = 0.0