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 43: open her in the Blender GUI on a slow, endless turntable.
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#
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# blender <blend> --python 43_spin.py
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#
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# Runs inside the GUI session. Puts a linear 360-degree Z rotation on the body over SECONDS_PER_TURN
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# and starts playback; the scene loops, and because the last frame is the same pose as the first,
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# the turn is seamless and runs until you stop it.
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#
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# sync_mode is set to FRAME_DROP on purpose: left at the default, Blender plays this 32k mesh as
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# fast as the viewport can draw it, which is far faster than the fps you asked for. FRAME_DROP
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# makes playback honour real time, so "slow" actually means slow.
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import bpy
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import math
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SECONDS_PER_TURN = 50.0
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FPS = 24
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def setup():
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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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bpy.context.view_layer.objects.active = ob
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for o in bpy.data.objects:
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o.select_set(o is ob)
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scn = bpy.context.scene
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scn.render.fps = FPS
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scn.sync_mode = 'FRAME_DROP'
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n = int(round(SECONDS_PER_TURN * FPS))
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scn.frame_start = 1
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scn.frame_end = n # frame n+1 would repeat frame 1, so end at n
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scn.frame_set(1)
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# Blender 5.x uses slotted actions, so `action.fcurves` no longer exists and reaching the
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# curves means walking layers/strips/channelbags. Not needed: set the interpolation default
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# BEFORE inserting, and let the scene's loop supply the extrapolation. A constant-interpolated
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# turntable would visibly stutter, so LINEAR here is the whole point.
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bpy.context.preferences.edit.keyframe_new_interpolation_type = 'LINEAR'
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ob.animation_data_clear()
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ob.rotation_mode = 'XYZ'
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ob.rotation_euler = (0.0, 0.0, 0.0)
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ob.keyframe_insert("rotation_euler", index=2, frame=1)
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ob.rotation_euler = (0.0, 0.0, 2.0 * math.pi)
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ob.keyframe_insert("rotation_euler", index=2, frame=n + 1)
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for area in bpy.context.screen.areas:
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if area.type != 'VIEW_3D':
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continue
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sp = area.spaces.active
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sp.shading.type = 'MATERIAL'
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sp.shading.use_scene_lights = False
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sp.shading.use_scene_world = False
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sp.overlay.show_floor = False
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sp.overlay.show_axis_x = False
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sp.overlay.show_axis_y = False
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sp.overlay.show_text = False
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sp.overlay.show_cursor = False
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sp.overlay.show_object_origins = False
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sp.clip_start = 0.01
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sp.clip_end = 100.0
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for region in area.regions:
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if region.type == 'WINDOW':
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with bpy.context.temp_override(area=area, region=region):
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bpy.ops.view3d.view_axis(type='FRONT')
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bpy.ops.view3d.view_selected()
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# pull back a little: her arms swing toward camera through the turn
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bpy.ops.view3d.zoom(delta=-2)
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ob.select_set(False) # drop the selection outline for a clean look
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for window in bpy.context.window_manager.windows:
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scr = window.screen
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for area in scr.areas:
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if area.type == 'VIEW_3D':
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with bpy.context.temp_override(window=window, screen=scr, area=area):
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bpy.ops.screen.animation_play()
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break
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print(f"SPIN_READY {n} frames at {FPS} fps = {SECONDS_PER_TURN:.0f}s per turn", flush=True)
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return None
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bpy.app.timers.register(setup, first_interval=0.6)
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