Files
Can Narin 8fa53c8e78 male(v15): Tripo mesh + Meshy rig, UAL retarget test beds
- male/: raw + z-facing + quat-named bodies, Meshy rigged GLB/FBX,
  stock walk/run clips, male-ual-clips.glb (16 UAL1 clips baked via
  ariki-game mixamo_retarget.py --map ual)
- anim_male.tscn: Meshy stock clips; anim_male_ual.tscn: UAL clips
  (scales position keys x100 — Meshy skeleton is cm, clips are m)
- view_tripo.tscn: env-var GLB turntable/anim shots + interactive orbit
- rotate_glb.gd: headless face-+Z/height fixup (Meshy pose estimation
  rejects Tripo's +X-facing normalized output)
- Meshy spine chain is reverse-named: Spine02 = lowest vertebra

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 21:39:30 +03:00

204 lines
6.8 KiB
GDScript

# Generic GLB inspection viewer for AI-generated meshes (Tripo / Meshy rigged).
# Reads env vars:
# VIEW_GLB - absolute path to the .glb to load
# VIEW_SHOTS - absolute dir for screenshots
# VIEW_PREFIX - filename prefix for shots
# Takes turntable shots (auto-framed from the mesh AABB); if the GLB carries
# animations, also captures frames across the first clip. Quits when done.
# Set VIEW_INTERACTIVE=1 to skip shots and orbit live instead
# (left-drag orbits, wheel zooms; animation loops if present).
extends Node3D
var model: Node3D
var cam: Camera3D
var shot_dir: String
var prefix: String
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:
var glb_path := OS.get_environment("VIEW_GLB")
shot_dir = OS.get_environment("VIEW_SHOTS")
prefix = OS.get_environment("VIEW_PREFIX")
interactive = OS.get_environment("VIEW_INTERACTIVE") == "1"
if interactive and shot_dir == "":
shot_dir = "C:/Users/CAN/AppData/Local/Temp/"
if glb_path == "" or shot_dir == "":
push_error("VIEW_GLB / VIEW_SHOTS not set")
get_tree().quit(1)
return
if not shot_dir.ends_with("/"):
shot_dir += "/"
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 doc := GLTFDocument.new()
var state := GLTFState.new()
if doc.append_from_file(glb_path, state) != OK:
push_error("GLB load failed: " + glb_path)
get_tree().quit(1)
return
model = doc.generate_scene(state)
add_child(model)
# inventory: meshes, verts, skeleton bones, animations
var anim_player: AnimationPlayer = null
var skel: Skeleton3D = null
var tri_count := 0
var stack: Array = [model]
while not stack.is_empty():
var n: Node = stack.pop_back()
if n is AnimationPlayer and anim_player == null:
anim_player = n
if n is Skeleton3D and skel == null:
skel = n
if n is MeshInstance3D and n.mesh != null:
for s in n.mesh.get_surface_count():
tri_count += n.mesh.surface_get_arrays(s)[Mesh.ARRAY_INDEX].size() / 3
for c in n.get_children():
stack.push_back(c)
print("INFO tris=", tri_count)
if skel != null:
var names := PackedStringArray()
for i in skel.get_bone_count():
names.append(skel.get_bone_name(i))
print("INFO bones=", skel.get_bone_count(), " names=", ",".join(names))
else:
print("INFO bones=0")
if anim_player != null:
print("INFO anims=", ",".join(anim_player.get_animation_list()))
# auto-frame from merged AABB (skinned meshes report bogus tiny AABBs —
# fall back to skeleton bone rest positions)
await get_tree().process_frame
var aabb := _merged_aabb()
if skel != null and max(aabb.size.x, max(aabb.size.y, aabb.size.z)) < 0.5:
aabb = _skeleton_aabb(skel)
print("INFO aabb pos=", aabb.position, " size=", aabb.size)
var center := aabb.get_center()
var radius: float = max(aabb.size.x, max(aabb.size.y, aabb.size.z)) * 0.5
var dist := radius * 2.6
cam = Camera3D.new()
cam.fov = 50
add_child(cam)
cam.current = true
if interactive:
orbit_target = center
orbit_dist = dist
_update_cam()
if anim_player != null and anim_player.get_animation_list().size() > 0:
var loop_anim: String = anim_player.get_animation_list()[0]
anim_player.get_animation(loop_anim).loop_mode = Animation.LOOP_LINEAR
anim_player.play(loop_anim)
print("INTERACTIVE — left-drag orbit, wheel zoom")
return
# turntable
var angles := {"01_front": 0.0, "02_three_quarter": PI * 0.25, "03_side": PI * 0.5, "04_back": PI}
for shot_name in angles:
var a: float = angles[shot_name]
cam.look_at_from_position(center + Vector3(sin(a) * dist, radius * 0.35, cos(a) * dist), center)
await _snap(shot_name)
# head closeup (top of AABB)
var head := center + Vector3(0, aabb.size.y * 0.38, 0)
cam.look_at_from_position(head + Vector3(0, 0.05 * radius, dist * 0.35), head)
await _snap("05_head")
# animation frames
if anim_player != null and anim_player.get_animation_list().size() > 0:
var anim_name: String = anim_player.get_animation_list()[0]
var anim := anim_player.get_animation(anim_name)
var frames := 6
for i in frames:
var t := anim.length * float(i) / float(frames)
anim_player.play(anim_name)
anim_player.seek(t, true)
anim_player.pause()
cam.look_at_from_position(center + Vector3(sin(PI * 0.2) * dist, radius * 0.35, cos(PI * 0.2) * dist), center)
await _snap("anim_f%d" % i)
print("SHOTS_DONE")
get_tree().quit(0)
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, 12.0)
_update_cam()
elif event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
orbit_dist = clampf(orbit_dist / 0.90, 0.35, 12.0)
_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)
func _skeleton_aabb(skel: Skeleton3D) -> AABB:
var box := AABB(skel.global_transform * skel.get_bone_global_rest(0).origin, Vector3.ZERO)
for i in skel.get_bone_count():
box = box.expand(skel.global_transform * skel.get_bone_global_rest(i).origin)
box = box.grow(box.size.y * 0.12)
return box
func _merged_aabb() -> AABB:
var merged := AABB()
var first := true
var stack: Array = [model]
while not stack.is_empty():
var n: Node = stack.pop_back()
if n is MeshInstance3D:
var box: AABB = n.global_transform * n.get_aabb()
if first:
merged = box
first = false
else:
merged = merged.merge(box)
for c in n.get_children():
stack.push_back(c)
return merged
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 + prefix + shot_name + ".png")
print("shot saved: ", shot_dir + prefix + shot_name + ".png")