feat: clothing lane, character sources, and DCC bridges
Bulk import of the working lanes that were living untracked on the PC. Content: - characters/ Lena/male body lanes, bakes, texture work, run logs - clothing/ garment pipeline, configs, gates, contract docs - garments/ MD-authored garment sources (.zprj/.zpac) - UAL-Lib/ Universal Animation Library 2 source (.blend/.fbx/.glb) - tools/ blender_bridge, iclone_bridge, md_bridge, tailor, glm_agent - docs/, plans/, dev/, .agents/plans/ Repo hygiene: - .gitattributes: LFS now covers .blend, .zprj, .zpac, .obj, .npy and the Reallusion .iAvatar/.ccAvatar/.ccRestore containers. Without this the ~3.8 GB in this commit would land as raw blobs. .png/.jpg are left out on purpose — ~250 are already tracked raw and converting them would rewrite every one without shrinking history. - .gitignore: exclude /accurig/ (~1 GB AccuRig program files, redistributable from Reallusion, nothing authored here) and /dev/null/ (git-lfs hook copies dropped by a `>/dev/null` redirect on Windows). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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# Stage 6c: bi-harmonic membrane heal of the briefs-gusset residue between the legs.
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#
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# History: v1 donor snap (06_crotch.py) fixed the pubic front but its 2 cm SNAP_MAX left the
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# gusset panel torn (the male crotch sits ~3 cm below the female bridge). Melting the panel
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# (06b) smoothed the interior but not the torn silhouette; widening the snap window (v2)
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# shredded the inner-thigh walls. This does what worked on the chest bow: excise the residue
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# box and solve a rim-anchored bi-harmonic membrane to convergence — no donor reach limits,
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# no orientation risk, C1-continuous with the surrounding skin by construction.
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#
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# blender --background --python 06c_gusset_membrane.py -- <06_crotched.blend> <out.blend>
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import bpy, sys, time
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from collections import deque
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import numpy as np
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argv = sys.argv[sys.argv.index("--") + 1:]
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BLEND, OUT = argv[0], argv[1]
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t0 = time.time()
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# residue box: the gusset bridge underside + torn seam + gathered inner-thigh cloth edges.
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# (bridge underside starts at z~0.41; tear at ~0.44; gathers reach ~0.46 and |x|~0.05)
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BOX_X = 0.055
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BOX_Z0, BOX_Z1 = 0.385, 0.462
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def log(m):
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print(f"[gusset {time.time()-t0:6.1f}s] {m}", flush=True)
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bpy.ops.wm.open_mainfile(filepath=BLEND)
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ob = max([o for o in bpy.data.objects if o.type == 'MESH'],
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key=lambda o: len(o.data.vertices))
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me = ob.data
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n_v = len(me.vertices)
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co = np.empty(n_v * 3)
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me.vertices.foreach_get("co", co)
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co = co.reshape(-1, 3)
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n_e = len(me.edges)
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ev0 = np.empty(n_e * 2, dtype=np.int32)
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me.edges.foreach_get("vertices", ev0)
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ev0 = ev0.reshape(-1, 2)
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def grow_edges(mask, rings, ev):
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m = mask.copy()
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for _ in range(rings):
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hit = m[ev[:, 0]] | m[ev[:, 1]]
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m2 = m.copy()
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m2[ev[:, 0]] |= hit
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m2[ev[:, 1]] |= hit
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m = m2
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return m
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box = (np.abs(co[:, 0]) < BOX_X) & (co[:, 2] > BOX_Z0) & (co[:, 2] < BOX_Z1)
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free_m = grow_edges(box, 2, ev0)
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collar = grow_edges(free_m, 2, ev0) & ~free_m
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S = np.nonzero(free_m | collar)[0]
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in_S = np.zeros(n_v, dtype=bool)
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in_S[S] = True
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glb = np.full(n_v, -1, dtype=np.int64)
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glb[S] = np.arange(len(S))
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se = ev0[in_S[ev0].all(axis=1)]
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a_ = glb[se[:, 0]]
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b_ = glb[se[:, 1]]
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deg = np.zeros(len(S))
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np.add.at(deg, a_, 1.0)
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np.add.at(deg, b_, 1.0)
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free = free_m[S]
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log(f"box {box.sum()} verts -> free {free.sum()}, collar {(~free).sum()}")
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def Ls(X):
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out = deg[:, None] * X
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np.add.at(out, a_, -X[b_])
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np.add.at(out, b_, -X[a_])
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return out
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def A_op(U):
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X = np.zeros((len(S), 3))
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X[free] = U
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return Ls(Ls(X))[free]
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Xc = np.zeros((len(S), 3))
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Xc[~free] = co[S[~free]]
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rhs = -Ls(Ls(Xc))[free]
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U = co[S[free]].copy()
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r = rhs - A_op(U)
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p = r.copy()
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rs = (r * r).sum()
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rs0 = rs
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for it in range(120000):
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Ap = A_op(p)
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al = rs / max((p * Ap).sum(), 1e-30)
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U += al * p
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r -= al * Ap
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rs2 = (r * r).sum()
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if rs2 < 1e-18 or rs2 < rs0 * 1e-14:
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break
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p = r + (rs2 / rs) * p
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rs = rs2
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co_new = co.copy()
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co_new[S[free]] = U
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delta = np.linalg.norm(co_new - co, axis=1)
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log(f"membrane: {free.sum()} verts healed (CG {it} iters, "
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f"rel residual {rs2/max(rs0,1e-30):.2e}), max move {delta.max():.4f}")
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me.vertices.foreach_set("co", co_new.reshape(-1))
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me.update()
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if me.has_custom_normals:
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vn = np.empty(n_v * 3, dtype=np.float32)
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me.vertices.foreach_get("normal", vn)
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me.normals_split_custom_set_from_vertices(vn.reshape(-1, 3))
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bpy.context.preferences.filepaths.save_version = 0 # no .blend1 autosave
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bpy.ops.wm.save_as_mainfile(filepath=OUT)
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log(f"WROTE {OUT}")
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print("GUSSET_DONE")
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