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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import bpy, sys
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import numpy as np
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argv = sys.argv[sys.argv.index("--") + 1:]
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bpy.ops.wm.open_mainfile(filepath=argv[0])
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ob = max([o for o in bpy.data.objects if o.type=='MESH'], key=lambda o: len(o.data.vertices))
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me = ob.data
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act = np.load(argv[1])["active"]
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lay = me.color_attributes.new(name="dbg", type='FLOAT_COLOR', domain='POINT')
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n = len(me.vertices)
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cols = np.zeros((n, 4), dtype=np.float32)
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cols[:, 3] = 1.0
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cols[act, 0] = 1.0 # red = replaced
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cols[~act, 1] = 0.6 # green = untouched
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lay.data.foreach_set("color", cols.reshape(-1))
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mat = bpy.data.materials.new("dbg")
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mat.use_nodes = True
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nt = mat.node_tree
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vc = nt.nodes.new("ShaderNodeVertexColor")
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vc.layer_name = "dbg"
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bsdf = next(x for x in nt.nodes if x.type == 'BSDF_PRINCIPLED')
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nt.links.new(vc.outputs["Color"], bsdf.inputs["Base Color"])
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me.materials.clear()
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me.materials.append(mat)
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import math
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from mathutils import Vector
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scn = bpy.context.scene
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w = bpy.data.worlds.new("W"); w.color=(0.2,0.2,0.2); scn.world = w
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sun = bpy.data.objects.new("S", bpy.data.lights.new("S",'SUN'))
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sun.data.energy = 3; sun.data.use_shadow = False
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sun.rotation_euler = (math.radians(60),0,math.radians(75))
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bpy.context.collection.objects.link(sun)
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cam = bpy.data.objects.new("C", bpy.data.cameras.new("C"))
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cam.data.lens = 85
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bpy.context.collection.objects.link(cam)
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scn.camera = cam
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scn.render.engine = 'BLENDER_EEVEE'
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scn.render.resolution_x = scn.render.resolution_y = 1000
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ctr = Vector((0,0,0.675))
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yaw = math.radians(40)
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cam.location = ctr + Vector((math.sin(yaw)*0.66, -math.cos(yaw)*0.66, 0.02))
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cam.rotation_euler = (ctr - cam.location).to_track_quat('-Z','Y').to_euler()
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scn.render.filepath = argv[2]
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bpy.ops.render.render(write_still=True)
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print("DBG_OK")
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