Files
tattoo-test/gif_capture.gd
T
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

198 lines
6.0 KiB
GDScript

# GIF capture: plays a showcase of UAL1 clips on the tattooed model while the
# camera orbits a full 360°, then quits. Run with movie-maker mode:
# tinqs...console.exe --path <this dir> res://gif_capture.tscn \
# --write-movie <frames dir>/capture.png --fixed-fps 15
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 UAL1 := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/anim-lib-1/Universal Animation Library[Standard]/Unreal-Godot/UAL1_Standard.glb"
# [clip, seconds] — one full camera orbit over the whole timeline
const SCHEDULE := [
["Idle_Loop", 2.5],
["Walk_Loop", 2.5],
["Jog_Fwd_Loop", 2.5],
["Dance_Loop", 3.0],
["Punch_Jab", 1.2],
["Punch_Cross", 1.3],
]
var skel: Skeleton3D
var cam: Camera3D
var player: AnimationPlayer
var hud: Label
var elapsed := 0.0
var total := 0.0
var seg_idx := -1
var orbit_pitch := 0.12
var orbit_dist := 2.5
var orbit_target := Vector3(0, 1.0, 0)
func _ready() -> void:
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 ground := MeshInstance3D.new()
var plane := PlaneMesh.new()
plane.size = Vector2(12, 12)
ground.mesh = plane
var gmat := StandardMaterial3D.new()
gmat.albedo_color = Color(0.16, 0.17, 0.21)
gmat.roughness = 1.0
ground.set_surface_override_material(0, gmat)
add_child(ground)
var doc := GLTFDocument.new()
var state := GLTFState.new()
if doc.append_from_file(GLTF_PATH, state) != OK:
push_error("GLTF load failed")
get_tree().quit(1)
return
var 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)
_load_ual_clips()
cam = Camera3D.new()
cam.fov = 50
add_child(cam)
cam.current = true
hud = Label.new()
hud.position = Vector2(16, 12)
hud.add_theme_font_size_override("font_size", 26)
hud.add_theme_color_override("font_color", Color(0.95, 0.95, 0.9))
add_child(hud)
for spec in SCHEDULE:
total += spec[1]
func _load_ual_clips() -> void:
var doc := GLTFDocument.new()
var state := GLTFState.new()
if doc.append_from_file(UAL1, state) != OK:
push_error("UAL1 load failed")
get_tree().quit(1)
return
var ual := doc.generate_scene(state)
var src: AnimationPlayer = null
var stack: Array = [ual]
while not stack.is_empty():
var n: Node = stack.pop_back()
if n is AnimationPlayer:
src = n
break
for c in n.get_children():
stack.push_back(c)
if src == null:
push_error("no AnimationPlayer in UAL1")
get_tree().quit(1)
return
player = AnimationPlayer.new()
add_child(player)
var skel_path := String(get_path_to(skel))
var lib := AnimationLibrary.new()
for spec in SCHEDULE:
var clip_name: String = spec[0]
if lib.has_animation(clip_name):
continue
if not src.has_animation(clip_name):
push_warning("UAL1 missing clip: " + clip_name)
continue
var anim := src.get_animation(clip_name).duplicate() as Animation
anim.loop_mode = Animation.LOOP_LINEAR
for i in anim.get_track_count():
var path := String(anim.track_get_path(i))
if path.contains("Armature/Skeleton3D"):
anim.track_set_path(i, path.replace("Armature/Skeleton3D", skel_path))
lib.add_animation(clip_name, anim)
player.add_animation_library("", lib)
ual.queue_free()
func _process(delta: float) -> void:
if player == null:
return
elapsed += delta
if elapsed >= total:
get_tree().quit()
return
# which schedule segment are we in?
var t := elapsed
var idx := 0
for spec in SCHEDULE:
if t < spec[1]:
break
t -= spec[1]
idx += 1
idx = mini(idx, SCHEDULE.size() - 1)
if idx != seg_idx:
seg_idx = idx
var clip: String = SCHEDULE[idx][0]
if player.has_animation(clip):
player.play(clip)
hud.text = clip.replace("_Loop", "").replace("_", " ")
# one full orbit over the whole timeline, starting from the front
var yaw := TAU * elapsed / total
var dir := Vector3(
sin(yaw) * cos(orbit_pitch),
sin(orbit_pitch),
cos(yaw) * cos(orbit_pitch))
cam.look_at_from_position(orbit_target + dir * orbit_dist, orbit_target)