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animation/tools/pingpong_bake.py
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"""pingpong_bake.py — bake a clip into a palindrome (forward + reversed) loop.
Plays the clip forward, then backward, as ONE animation: frames [0..N] followed by
[N-1..1] mirrored (total 2N). The final frame equals frame 0 exactly, so Godot's
LoopMode.Linear wraps with zero pose gap and zero root drift — the character returns
to its start point by construction. The trade-off: motion direction reverses at the
turn point and at the wrap (inherent to the tactic).
Usage:
blender --background --python tools/pingpong_bake.py -- \
--src <in.glb> --out <out.glb> --name <NewClipName>
"""
import bpy, sys, argparse
def parse():
argv = sys.argv[sys.argv.index("--")+1:] if "--" in sys.argv else []
p = argparse.ArgumentParser()
p.add_argument("--src", required=True)
p.add_argument("--out", required=True)
p.add_argument("--name", required=True, help="clip name baked into the output")
return p.parse_args(argv)
def action_fcurves(a):
"""All fcurves across Blender 5 slotted-action layers/strips (legacy fallback)."""
if hasattr(a, "fcurves") and getattr(a, "fcurves", None) is not None:
return list(a.fcurves)
fcs = []
for layer in getattr(a, "layers", []):
for strip in layer.strips:
for bag in strip.channelbags:
fcs.extend(bag.fcurves)
return fcs
def main():
a = parse()
bpy.ops.wm.read_factory_settings(use_empty=True)
bpy.ops.import_scene.gltf(filepath=a.src)
arm = next(o for o in bpy.data.objects if o.type == 'ARMATURE')
act = arm.animation_data.action
if getattr(act, "slots", None) and arm.animation_data.action_slot is None:
arm.animation_data.action_slot = act.slots[0]
f0, f1 = int(act.frame_range[0]), int(act.frame_range[1])
n = f1 - f0
print(f"[pingpong] src clip '{act.name}' frames {f0}..{f1} -> palindrome 0..{2*n}")
# extend every fcurve in place: append mirrored keys [N-1..0] after frame N
for fc in action_fcurves(act):
vals = [fc.evaluate(f0 + k) for k in range(n + 1)]
base = len(fc.keyframe_points)
fc.keyframe_points.add(n) # frames N+1 .. 2N
# rewrite ALL points to a clean dense 0..2N ramp (handles f0 offset too)
total = 2 * n
need = total + 1
have = base + n
if have < need:
fc.keyframe_points.add(need - have)
elif have > need:
for _ in range(have - need):
fc.keyframe_points.remove(fc.keyframe_points[-1], fast=True)
for k in range(need):
v = vals[k] if k <= n else vals[2 * n - k]
kp = fc.keyframe_points[k]
kp.co = (k, v)
kp.interpolation = 'LINEAR'
fc.update()
act.name = a.name
# drop NLA tracks that came in with the import — only our palindrome track may export
for t in list(arm.animation_data.nla_tracks):
arm.animation_data.nla_tracks.remove(t)
# single NLA track named = clip name (same convention as cc_retarget.py)
track = arm.animation_data.nla_tracks.new()
track.name = a.name
strip = track.strips.new(a.name, 0, act)
strip.name = a.name
arm.animation_data.action = None
for o in [o for o in bpy.data.objects if o.type == 'MESH']:
bpy.data.objects.remove(o, do_unlink=True)
bpy.context.scene.frame_start = 0
bpy.context.scene.frame_end = 2 * n
bpy.ops.export_scene.gltf(
filepath=a.out,
export_animation_mode="NLA_TRACKS",
export_force_sampling=True,
export_optimize_animation_size=False,
)
print(f"[pingpong] EXPORTED {a.out} clip '{a.name}' ({2*n+1} frames)")
if __name__ == "__main__":
main()