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>
This commit is contained in:
2026-08-06 15:55:43 -07:00
parent 3363209cac
commit 3ba86b2ea8
558 changed files with 68622 additions and 8 deletions
@@ -0,0 +1,44 @@
import bpy, sys
import numpy as np
argv = sys.argv[sys.argv.index("--") + 1:]
bpy.ops.wm.open_mainfile(filepath=argv[0])
ob = max([o for o in bpy.data.objects if o.type=='MESH'], key=lambda o: len(o.data.vertices))
me = ob.data
act = np.load(argv[1])["active"]
lay = me.color_attributes.new(name="dbg", type='FLOAT_COLOR', domain='POINT')
n = len(me.vertices)
cols = np.zeros((n, 4), dtype=np.float32)
cols[:, 3] = 1.0
cols[act, 0] = 1.0 # red = replaced
cols[~act, 1] = 0.6 # green = untouched
lay.data.foreach_set("color", cols.reshape(-1))
mat = bpy.data.materials.new("dbg")
mat.use_nodes = True
nt = mat.node_tree
vc = nt.nodes.new("ShaderNodeVertexColor")
vc.layer_name = "dbg"
bsdf = next(x for x in nt.nodes if x.type == 'BSDF_PRINCIPLED')
nt.links.new(vc.outputs["Color"], bsdf.inputs["Base Color"])
me.materials.clear()
me.materials.append(mat)
import math
from mathutils import Vector
scn = bpy.context.scene
w = bpy.data.worlds.new("W"); w.color=(0.2,0.2,0.2); scn.world = w
sun = bpy.data.objects.new("S", bpy.data.lights.new("S",'SUN'))
sun.data.energy = 3; sun.data.use_shadow = False
sun.rotation_euler = (math.radians(60),0,math.radians(75))
bpy.context.collection.objects.link(sun)
cam = bpy.data.objects.new("C", bpy.data.cameras.new("C"))
cam.data.lens = 85
bpy.context.collection.objects.link(cam)
scn.camera = cam
scn.render.engine = 'BLENDER_EEVEE'
scn.render.resolution_x = scn.render.resolution_y = 1000
ctr = Vector((0,0,0.675))
yaw = math.radians(40)
cam.location = ctr + Vector((math.sin(yaw)*0.66, -math.cos(yaw)*0.66, 0.02))
cam.rotation_euler = (ctr - cam.location).to_track_quat('-Z','Y').to_euler()
scn.render.filepath = argv[2]
bpy.ops.render.render(write_still=True)
print("DBG_OK")