Files
tattoo-test/probe_lena2.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

145 lines
4.8 KiB
GDScript

# Measurements for the full-body Lena bake: bone heights, leg UV overlap,
# torso half-width, and fabric (bra/underwear) color stats.
extends SceneTree
const GLB_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/derived-bodies/Ariki_Female_QuatSkin.glb"
const GRID := 256
func _init() -> void:
var doc := GLTFDocument.new()
var state := GLTFState.new()
if doc.append_from_file(GLB_PATH, state) != OK:
quit(1)
return
var scene := doc.generate_scene(state)
var skel: Skeleton3D = null
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("lena"):
body = n
for c in n.get_children():
stack.push_back(c)
for bn in ["neck_01", "spine_03", "spine_02", "spine_01", "pelvis",
"thigh_r", "calf_r", "foot_r", "clavicle_r"]:
print("bone %s: %s" % [bn, skel.get_bone_global_rest(skel.find_bone(bn)).origin])
var mesh = body.mesh
if mesh is ImporterMesh:
mesh = mesh.get_mesh()
var arrays: Array = mesh.surface_get_arrays(0)
var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
var uvs: PackedVector2Array = arrays[Mesh.ARRAY_TEX_UV]
var normals: PackedVector3Array = arrays[Mesh.ARRAY_NORMAL]
var vbones: PackedInt32Array = arrays[Mesh.ARRAY_BONES]
var vweights = arrays[Mesh.ARRAY_WEIGHTS]
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)
# leg UV overlap (same method that showed 100% for arms)
var sets := {}
for side in [["r", ["thigh_r", "calf_r", "foot_r"]], ["l", ["thigh_l", "calf_l", "foot_l"]]]:
var ids := {}
for bn in side[1]:
ids[skel.find_bone(bn)] = true
var binds := {}
for i in bind_bone.size():
if ids.has(bind_bone[i]):
binds[i] = true
var mask := PackedByteArray()
mask.resize(GRID * GRID)
for v in nverts:
var w := 0.0
for k in influences:
if binds.has(vbones[v * influences + k]):
w += vweights[v * influences + k]
if w > 0.3:
var gx := clampi(int(uvs[v].x * GRID), 0, GRID - 1)
var gy := clampi(int(uvs[v].y * GRID), 0, GRID - 1)
mask[gy * GRID + gx] = 1
sets[side[0]] = mask
var r: PackedByteArray = sets["r"]
var l: PackedByteArray = sets["l"]
var cr := 0
var ov := 0
for i in GRID * GRID:
if r[i] == 1:
cr += 1
if l[i] == 1:
ov += 1
print("LEG UV overlap: %d/%d cells (%.0f%%)" % [ov, cr, 100.0 * ov / maxf(cr, 1)])
# arm weights (to exclude arms when measuring torso width)
var arm_ids := {}
for bn in ["upperarm_l", "lowerarm_l", "hand_l", "upperarm_r", "lowerarm_r", "hand_r"]:
arm_ids[skel.find_bone(bn)] = true
var arm_binds := {}
for i in bind_bone.size():
if arm_ids.has(bind_bone[i]):
arm_binds[i] = true
# torso extents + fabric stats: front-facing verts in the chest band
var mat: Material = mesh.surface_get_material(0)
var img: Image = (mat as BaseMaterial3D).albedo_texture.get_image()
img.clear_mipmaps()
img.convert(Image.FORMAT_RGBA8)
var tw := img.get_width()
var th := img.get_height()
var neck_y: float = skel.get_bone_global_rest(skel.find_bone("neck_01")).origin.y
var pelvis_y: float = skel.get_bone_global_rest(skel.find_bone("pelvis")).origin.y
var maxx_front := 0.0
var maxx_back := 0.0
var n_fab := 0
var n_skin := 0
var sat_fab := 0.0
var sat_skin := 0.0
var lum_fab := 0.0
var lum_skin := 0.0
for v in nverts:
var aw := 0.0
for k in influences:
if arm_binds.has(vbones[v * influences + k]):
aw += vweights[v * influences + k]
if aw > 0.3:
continue
var p := verts[v]
if p.y < pelvis_y or p.y > neck_y:
continue
if normals[v].z > 0.25:
maxx_front = maxf(maxx_front, absf(p.x))
elif normals[v].z < -0.25:
maxx_back = maxf(maxx_back, absf(p.x))
var px := clampi(int(uvs[v].x * tw), 0, tw - 1)
var py := clampi(int(uvs[v].y * th), 0, th - 1)
var c := img.get_pixel(px, py)
var mx := maxf(c.r, maxf(c.g, c.b))
var mn := minf(c.r, minf(c.g, c.b))
var sat := (mx - mn) / maxf(mx, 0.001)
var lum := (c.r + c.g + c.b) / 3.0
# crude split: bra/underwear are pale + desaturated
if sat < 0.15 and lum > 0.55:
n_fab += 1
sat_fab += sat
lum_fab += lum
else:
n_skin += 1
sat_skin += sat
lum_skin += lum
print("torso band y %.2f..%.2f half-width front=%.3f back=%.3f" % [pelvis_y, neck_y, maxx_front, maxx_back])
print("fabric-ish verts: %d (avg sat %.3f lum %.3f)" % [n_fab, sat_fab / maxf(n_fab, 1), lum_fab / maxf(n_fab, 1)])
print("skin-ish verts: %d (avg sat %.3f lum %.3f)" % [n_skin, sat_skin / maxf(n_skin, 1), lum_skin / maxf(n_skin, 1)])
quit()