reorg(characters): ship-time folders — lena_base_v01 ships, lane moves to work/lena
REGISTRY rewritten around the central rule: a character folder is born only when a body ships to ariki-game (<character>_base_v<NN> = ship ordinal). lena_nude dissolves accordingly: - characters/female/lena_base_v01/ — SHIPPED 2026-08-10: AccuRig GLB carrier, T-pose/rig FBX + JSON, previews, frozen README - characters/work/lena/ — the live lane: recipes 01-47 (incl. new 36-47: refill/sheets/clay/despeckle/musculature/spin/AccuRig export/graft/pose QC), masters (athletic_v04 blend + textures, accurig blend), lane-history README - hires_claude/hires_work intermediates (blends, logs, probes) pruned Supporting docs: AGENTS.md, working-files rule, rig-graft plan addendum, originals README, prune_lane.py. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# Stage 15: TRUE topological weld of the panel seams. Diagnosis: membranes level both sides
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# of every seam yet the lines persist -> the two sides are disconnected vertex runs (the
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# original "weld" unified positions only). Each panel smooths and shades independently, so a
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# crack survives any vertex MOVEMENT. Fix: bmesh remove_doubles restricted to the seam verts,
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# which merges the runs into shared vertices -> shared normals -> no shading discontinuity.
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# Loops keep their UVs, so the baked texture is unaffected. Vertex count changes; this is
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# only legal at the END of the pipeline (masks.npz indices die here).
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# blender --background --python 15_true_weld.py -- <in.blend> <raw.glb> <out.blend>
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import bpy, bmesh, sys, time
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import numpy as np
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from mathutils import Vector
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from mathutils.kdtree import KDTree
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argv = sys.argv[sys.argv.index("--") + 1:]
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BLEND, RAW, OUT = argv[0], argv[1], argv[2]
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t0 = time.time()
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SEAM_TOL = 0.0025
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MERGE_DIST = 0.002
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def log(m):
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print(f"[weld {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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before = set(bpy.data.objects)
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bpy.ops.import_scene.gltf(filepath=RAW)
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new = [o for o in bpy.data.objects if o not in before]
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raw = max([o for o in new if o.type == 'MESH'], key=lambda o: len(o.data.vertices))
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rme = raw.data
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rn = len(rme.vertices)
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log(f"working mesh {n_v}v | raw mesh {rn}v | equal: {rn == n_v}")
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rco = np.empty(rn * 3)
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rme.vertices.foreach_get("co", rco)
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rco = rco.reshape(-1, 3)
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l_tot = np.empty(len(rme.polygons), dtype=np.int32)
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rme.polygons.foreach_get("loop_total", l_tot)
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l_start = np.empty(len(rme.polygons), dtype=np.int32)
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rme.polygons.foreach_get("loop_start", l_start)
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l_v = np.empty(len(rme.loops), dtype=np.int32)
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rme.loops.foreach_get("vertex_index", l_v)
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ecount = {}
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for fs, ft in zip(l_start, l_tot):
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idxs = l_v[fs:fs + ft]
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for k in range(ft):
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a, b = idxs[k], idxs[(k + 1) % ft]
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kk = (a, b) if a < b else (b, a)
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ecount[kk] = ecount.get(kk, 0) + 1
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rbnd = np.zeros(rn, dtype=bool)
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for (a, b), c in ecount.items():
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if c == 1:
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rbnd[a] = rbnd[b] = True
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for o in new:
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bpy.data.objects.remove(o, do_unlink=True)
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log(f"raw boundary verts: {rbnd.sum()}")
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kd = KDTree(n_v)
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for i in range(n_v):
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kd.insert(Vector(co[i]), i)
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kd.balance()
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seam = np.zeros(n_v, dtype=bool)
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for p in rco[rbnd]:
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for (_, idx, dist) in kd.find_range(Vector(p), SEAM_TOL):
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seam[idx] = True
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log(f"seam verts (range map): {seam.sum()}")
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bm = bmesh.new()
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bm.from_mesh(me)
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bm.verts.ensure_lookup_table()
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sel = [bm.verts[i] for i in np.nonzero(seam)[0]]
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res = bmesh.ops.remove_doubles(bm, verts=sel, dist=MERGE_DIST)
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bm.to_mesh(me)
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bm.free()
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me.update()
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n_after = len(me.vertices)
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log(f"merged: {n_v} -> {n_after} verts (-{n_v - n_after})")
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# smooth vertex normals across the now-shared seams
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vn = np.empty(n_after * 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("WELD_DONE")
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