ce4c4e7d13
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>
35 lines
1.1 KiB
GDScript
35 lines
1.1 KiB
GDScript
# Probes the UAL1 GLB loaded at runtime: animation names + sample track paths.
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extends SceneTree
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const UAL1 := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/anim-lib-1/Universal Animation Library[Standard]/Unreal-Godot/UAL1_Standard.glb"
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func _init() -> void:
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var doc := GLTFDocument.new()
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var state := GLTFState.new()
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if doc.append_from_file(UAL1, state) != OK:
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push_error("UAL load failed")
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quit(1)
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return
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var scene := doc.generate_scene(state)
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var player: AnimationPlayer = null
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var stack: Array = [scene]
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while not stack.is_empty():
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var n: Node = stack.pop_back()
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print("node: ", n.get_class(), " '", n.name, "'")
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if n is AnimationPlayer and player == null:
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player = n
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for c in n.get_children():
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stack.push_back(c)
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if player == null:
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print("NO AnimationPlayer")
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quit(1)
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return
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var names := player.get_animation_list()
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print("clip count: ", names.size())
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print("clips: ", ", ".join(names.slice(0, 40)))
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var a := player.get_animation(names[0])
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print("first clip '", names[0], "' tracks: ", a.get_track_count())
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for i in mini(4, a.get_track_count()):
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print(" track path: ", a.track_get_path(i))
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quit()
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