feat(props): export game boat as iClone staging prop (boat_prop.fbx)

tools/export_boat_prop.py (GLM-implemented, 2 rounds): hull at game scale
(8.5 m, keel 0, no recenter) + placeholder mast/sail/steering oar + 5 seat
markers + waterline + 1.9 m ref figure; self-verify incl. right-side-up
gates added after round 1 shipped an upside-down hull with all checks
green. Registry: boat actions table (6 slots, direct names). README
carries CC BY 4.0 attribution + iClone import/filming notes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Both verified by re-running `loop_qc.py` to exit 0. iClone re-authoring remains the Both verified by re-running `loop_qc.py` to exit 0. iClone re-authoring remains the
fallback for clips where neither result looks right in the test bed. fallback for clips where neither result looks right in the test bed.
## Outgoing props (game → iClone staging)
`exchange/outgoing-props/` carries game assets exported as iClone staging props (the
reverse direction of the bridge). `tools/export_boat_prop.py` builds the boat prop
(hull at game scale + placeholder mast/sail/oar + seat markers + waterline +
1.9 m ref figure) with a self-verify gate incl. right-side-up checks — the FBX ships
via git for the PC to pull. Boat ACTION clips use **direct names** (no nd_## stage):
see the "Boat actions" table in the registry. Lesson from building it: an
agent-authored verify gate can pass a visually-wrong export (the first boat was
upside down with all checks green) — **always render and eyeball a new prop** before
shipping, and encode what the eyeball caught as new asserts.
## Launching the game ## Launching the game
- **Always ask Jeremy before launching** (this session he said "let's launch" — that's the go-ahead; don't assume it next time). - **Always ask Jeremy before launching** (this session he said "let's launch" — that's the go-ahead; don't assume it next time).
- Command: `SCENE=dance_test_bed bash tools/game.sh spawn` from `ariki-game/` root. Also `animation_showcase` for paging every clip. - Command: `SCENE=dance_test_bed bash tools/game.sh spawn` from `ariki-game/` root. Also `animation_showcase` for paging every clip.
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Next free provisional number: **nd_01** (none issued yet — the five keepers predate Next free provisional number: **nd_01** (none issued yet — the five keepers predate
the system and keep legacy names until adopted). the system and keep legacy names until adopted).
## Boat actions (avatar action clips — direct names, no provisional stage)
Staging prop: `exchange/outgoing-props/boat/boat_prop.fbx` (built by
`tools/export_boat_prop.py`; see its README for iClone import + filming notes).
Cyclic clips (`*_loop`, `*_idle`) must pass `loop_qc.py` before shipping; one-shots
(dive/climb/collect) keep their pelvis translation (game moves the avatar).
| action code | clip | status | notes |
|---|---|---|---|
| `boat_dive` | `BoatDive` | awaiting take | airborne — hand-key/ActorCore or takeoff-only filming |
| `boat_climb` | `BoatClimb` | awaiting take | film over ~0.65 m proxy; Reach-target cleanup |
| `boat_collect` | `BoatCollect` | awaiting take | kneel over gunwale, flotsam grab |
| `boat_row_loop` | `BoatRowLoop` | awaiting take | helm, stern-oar sweep ±18° |
| `boat_fish_loop` | `BoatFishLoop` | awaiting take | Seat_Fisher; coexists with kevin Fishing01_Loop |
| `boat_sail_idle` | `BoatSailIdle` | awaiting take | sway/line-hauling loop |
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# Boat staging prop — `boat_prop.fbx`
A single static FBX of the ariki-game expedition canoe, rebuilt exactly as
`ariki-game/src/Viewer/BoatRenderer.cs` assembles it at runtime, for **staging boat-
interaction character animations in iClone 8**. Built by
`tools/export_boat_prop.py` (Blender 5.1.2 headless) from
`ariki-game/assets/models/glbs/Boat__PolynesianCanoe_hull.glb`.
- **Frame:** metres, Z-up, bow = Y, keel at Z = 0. (Game frame is Y-up, bow = +Z; the
tool converts via g2b `(x,y,z) → (x,z,y)`.)
- **Scale:** 8.5 m long (`BoatLength`), exported with FBX unit scale = cm → iClone reads
it as an **~850 cm** prop with all local scales 1.0.
- **Generate / re-verify:**
`"$BLENDER" --background --python tools/export_boat_prop.py --`
(re-runs the export and its built-in self-verify, which must exit 0.)
## Attribution
The hull mesh is the **Polynesian Canoe** by **DITCH.WAV**, licensed **CC BY 4.0**.
- Source: https://sketchfab.com/3d-models/polynesian-canoe-fb4379ba486c43bd846f9b9ef608743a
- Author: DITCH.WAV — https://sketchfab.com/DITCH.WAV
- License: CC BY 4.0 — https://creativecommons.org/licenses/by/4.0/
**Modifications made** (required to be noted under CC BY 4.0):
- The game project already removed the baked crab-claw **sail** from the hull GLB
(`Boat__PolynesianCanoe_hull.glb` — the `_hull` variant); the carved hull, ama outrigger,
and iako booms are unchanged.
- Rescaled uniformly ×8.5 to the game's `BoatLength` (8.5 m) and re-oriented so the bow
runs along the game's +Z (Blender Y), keel at the waterline.
- **Staging markers and placeholder rigging added** for iClone authoring only — these are
NOT part of the licensed asset: 5 seat-marker spheres, a mast/boom/sail placeholder, a
steering-oar placeholder, a waterline outline, and a 1.9 m reference figure. Flat-color
materials (no textures) on the added parts; the hull retains its original embedded jpg.
Credit is also given in ariki-game's in-game credits screen and root `ATTRIBUTIONS.md`.
## Contents legend
Every named node in the FBX (positions in **game coords** — Y-up, bow +Z — for reference;
in the FBX itself they are in Blender Z-up / bow Y):
| Node | What it is | Game pos (x, y, z) m |
|---|---|---|
| `Boat_ArikiCanoe` | The hull mesh (carved canoe + baked ama + iako booms), scaled ×8.5, keel at Z=0. The textured part. | keel at y=0, bow at z=±4.25 |
| `Mast` | Mast cylinder, radius 0.055, height 4.2 m, centred on the keel at the sail pivot. | (0, deckTop, 0) |
| `Sail` | Crab-claw sail **placeholder** (silhouette, not accuracy). Foot 2.1 m spreading to **X** (port), height 3.8 m. | foot at (0, deckTop+0.45, 0.10) |
| `Boom` | Boom spar along X, radius 0.045, length 2.205 m. | centred (1.05, deckTop+0.45, 0.10) |
| `SteeringOar` | Hoe uli (steering oar) placeholder — tapered shaft + blade, raked aft, at the stern starboard oarlock. | pivot (0.384, 0.75, 3.655) |
| `Seat_Navigator` | Bow seat (4 cm marker). Navigator stands/drives here. | (0, 0.75, +2.55) |
| `Seat_Lookout` | Mast-top lookout post. | (0, 4.00, 0.20) |
| `Seat_Fisher` | Port-side seat beside the **ama** outrigger (X). | (1.50, 0.65, 0) |
| `Seat_Rest` | Stern rest seat. | (0, 0.75, 2.975) |
| `Seat_Helm` | Stern helm by the steering oar — where the pilot stands. | (0.072, 0.50, 2.72) |
| `Waterline_Fwd/Aft/Stbd/Port` | Four thin edges forming a **10 × 7 m open rectangle** at the still-water surface (Z = 0.06 m). Not a filled plane. | z = 0.06 |
| `RefFigure_190cm` (+ `_Head`) | 1.9 m capsule reference figure (Ø0.35) standing on `Seat_Helm`, feet at the marker. Scale/height check. | feet at Seat_Helm |
`deckTop` = 0.40 m (computed from the measured hull height as `max(0.12 × height, 0.40)`).
The ama (outrigger) is baked into the hull on the **port** side (X), where `Seat_Fisher`
sits — verified by the hull's centre-of-mass offset.
## iClone import
1. Drag `boat_prop.fbx` into iClone as a **Prop** (Content Manager → drag, or
File → Import).
2. In the **Modify** panel, confirm the prop length is **≈ 850 cm** (8.5 m). If iClone
shows ~8.5 cm or ~85 m, the FBX unit preset on import is wrong — re-import with the
unit set to **centimeters**.
3. Drop a CC avatar next to the prop and confirm **`RefFigure_190cm` stands head-high**
beside it (~1.9 m). This is your scale ground-truth.
4. The seat markers (`Seat_*`) are **snap targets** — move/parent hands, feet, hips, and
props to them when blocking poses.
5. When rendering/previewing, **hide `RefFigure_190cm` and the `Waterline_*`** edges
(they're staging guides, not part of the scene). The flat-colored placeholder rigging
(Mast/Sail/Boom/SteeringOar) is a stand-in — hide or replace it once you have the real
rigging; it exists only so blocking reads correctly.
## Filming / authoring notes (per animation)
Jeremy films everything with **Video Mocap**; these notes flag what's filmable vs. what
needs hand-keying or an ActorCore fallback:
- **Fishing loop** — at `Seat_Fisher` (seated, port side by the ama). Filmable: a stick
as the fishing-rod prop. Snap the seated pose onto the marker.
- **Row / steer loop** — at `Seat_Helm` (stern). Use a broomstick mimicking the stern
oar's **±18°** sweep (the game sweeps `4° + effort×14°`, max ±18° under throttle). Film
the sweep, then snap the hands to Reach targets on `SteeringOar`/`Seat_Helm` in cleanup.
- **Collect-flotsam** — kneel/lean over the gunwale (port side). Keep the hands
unoccluded in frame (Video Mocap loses occluded joints). Filmable.
- **Climb-aboard** — film over a **~0.65 m box/table proxy** (the gunwale height). Expect
**heavy Reach-target cleanup**; likely a **hand-key fallback** for the final pull-up.
- **Dive-off** — **airborne motion breaks Video Mocap** (no ground contact, feet leave
frame). Film only the **takeoff crouch + spring** and the hand-finish; get the airborne
arc from an **ActorCore dive**, or hand-key it.
- **Sailing sway loops** — gentle stand/brace sway at a seat. **Filmable.** Static bracing
poses are hand-posed against the mast/boom.
## Per-take iClone export reminder
For every clip you send back through the animation pipeline:
- **Format:** FBX
- **Target Tool Preset:** Blender
- **Frame rate:** 60 fps
- **Range:** All
- **Include Motion:** ON (a 2-frame `*TempMotion` take means motion was NOT exported —
re-export with this checked)
- **Preserve Bone Names (CC Base):** ON
Then retarget with `tools/cc_retarget.py` as usual.
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# FIX ROUND: defects found in boat_prop.fbx by independent visual verification
Your self-verify passes but the boat is **visually wrong**. Renders of your FBX vs a
raw import of the source GLB prove two defects. Fix `tools/export_boat_prop.py`,
re-run until BOTH the existing self-verify AND the new checks below pass, then update
`plans/boat-prop-export-results-2026-07-17.md`.
## Defect 1 — hull is UPSIDE DOWN
In your export the canoe's carved prows curl DOWN below the waterline and the belly
bulges up. Ground truth: `bpy.ops.import_scene.gltf` on the source GLB already gives a
RIGHT-SIDE-UP canoe in Blender's Z-up frame (deck opening faces +Z, prows sweep up).
The glTF importer performs the Y-up→Z-up conversion itself — your extra game→Blender
axis conversion (the C3 matrix) double-rotates the mesh.
**Correct transform chain** (nothing else):
1. Import GLB; apply all transforms (bakes the importer's rotation into vertices).
2. Rotate about **Z only** so the bow lies along Y (raw bow is along +X after step 1).
3. Scale ×8.5 uniformly; apply.
4. Translate Z only so min-Z = 0. **Do NOT translate or recenter X/Y** — the game uses
the GLB's own origin (Defect 2).
## Defect 2 — hull was recentered on X
The canoe is a SINGLE outrigger (one ama, one side) yet your export's X bounds are
symmetric (±2.82) — you recentered by AABB. The game never translates X; keep the
GLB's own lateral placement so the hull centerline stays where the seat markers
assume it. After the fix, report which side the ama extends to (expect X, the
Seat_Fisher side, if the game-equivalent yaw is right; report honestly if it's +X).
## New self-verify checks to ADD (these would have caught both defects)
- **Right-side-up**: the hull's LOWEST vertex (z≈0, the keel) must lie near midships
(|y| < 2.0 m), and the hull's HIGHEST vertices (prow carvings) must lie near the
ends (|y| > 3.0 m). An upside-down canoe fails both.
- **Not recentered**: the hull mesh's X bounds must be ASYMMETRIC about 0 (single
outrigger): assert `abs(abs(minX) - abs(maxX)) > 0.5` m.
## Verification renders (run these yourself and STATE in the report what you see)
Render workbench snapshots (¾ view + side view) of the final FBX re-imported, e.g.
camera at (14,12,8) looking at (0,0,1.2). The canoe must sit prows-up on the
waterline rectangle like a boat, not like a banana on its back.
Everything else from the original plan stands (guardrails §6 included: no commits,
ariki-game read-only). The waterline-as-4-named-rails deviation is ACCEPTED — keep it.
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# Plan: `tools/export_boat_prop.py` — export the game boat as an iClone staging prop
**Status:** ready for implementation · **Author:** Fable 5 session 2026-07-17 · **Implementer:** GLM session
## 0. Context (you have no other context — read this fully)
This repo is the animation bridge for the game repo at
`/Users/jeremykashkett/Tinqs/local.repo/ariki-game` (read-only for you). Jeremy will
author boat-interaction character animations in iClone 8 on a Windows PC and needs the
game's boat as a correctly-scaled FBX prop.
The game's vessel: `ariki-game/assets/models/glbs/Boat__PolynesianCanoe_hull.glb`
(832 KB, one mesh `Object_0`, embedded jpg texture) — a carved hull WITH baked ama
outrigger + iako booms; only the sail was cut off. At runtime,
`ariki-game/src/Viewer/BoatRenderer.cs` scales it ×8.5, rotates it (0,90°,0), and
builds the mast/sail/steering-oar procedurally plus 5 seat marker nodes. Your tool
reproduces that assembled vessel as one static FBX.
Build tool: Blender 5.1.2 headless at `/Applications/Blender.app/Contents/MacOS/Blender`.
Run pattern (match `tools/cc_retarget.py` style — argv after `--`, `[export_boat_prop]`
prefixed prints):
```
"$BLENDER" --background --python tools/export_boat_prop.py -- \
[--hull <path>] [--out exchange/outgoing-props/boat/boat_prop.fbx] [--scale 8.5] \
[--no-ref-figure] [--fbx-scale-mode FBX_SCALE_UNITS] [--no-verify]
```
## 1. Ground-truth constants (harvested from BoatRenderer.cs — trust these)
Game frame: meters, Y-up, bow = +Z, keel at Y=0. BoatLength=8.5, BoatWidth=2.4,
halfLen=4.25. GLB raw ≈1.0 unit long along its local +X.
- Hull: rotate so glb bow (+X) → game +Z; uniform ×8.5; lift so keel (min Y) = 0.
Expected scaled AABB ≈ 8.5 L × 5.64 W (includes ama) × 2.95 H.
- `deckTop = max(0.12 × scaledHeight, 0.4)`**0.40 m** — compute from the measured
box, don't hardcode.
- Seats (name → game (x,y,z) m): Seat_Navigator (0, 0.75, +2.55) · Seat_Lookout
(0, 4.00, 0.20) · Seat_Fisher (1.50, 0.65, 0) · Seat_Rest (0, 0.75, 2.975) ·
Seat_Helm (+0.072, 0.50, 2.72).
- Steering oar (hoe uli): pivot at game (0.384, 0.75, 3.655); pivot rotation
(5°, 10°, 0°) then oar-mesh child rotation (38°, 0, 0) — raked aft. Shaft along the
oar's local Y: grip tip +1.31, pivot 0, blade center ≈ 1.44 (blade ~0.34 wide,
~1.1 long, ~0.05 thick), tip 2.11. Shaft radius ~0.04.
- Sail assembly: pivot (0, 0.40, 0). Mast: radius 0.055, height 4.2, base at deckTop.
Sail: crab-claw, foot width 2.1 spreading toward game **X**, height 3.8, foot at
game y = deckTop+0.45, z = 0.10. Boom: radius 0.045, length 2.205, along game X,
centered (1.05, deckTop+0.45, 0.10).
- **No outrigger placeholder** — the ama is baked into the GLB.
- Waterline: still-water surface at game y = **0.06** (keel rides 6 cm above water).
- Reference human: 1.9 m tall.
## 2. Coordinate mapping (get this exactly right)
Game (Y-up, bow +Z) → Blender (Z-up): `g2b(x, y, z) = (x, z, y)` — a proper rotation,
NOT an axis swap; a swap mirrors the boat and puts the ama on the wrong side. Bow ends
up along Blender **Y**, up = +Z. For rotations use matrix conjugation
`R_blender = C @ R_game @ C.transposed()` where C is the g2b rotation matrix
(mathutils.Matrix); compose the oar's pivot and child rotations in game space first.
## 3. Build steps
1. `bpy.ops.wm.read_factory_settings(use_empty=True)`; import the hull GLB.
**Trap:** the glTF importer leaves a 90° X rotation on the object — apply all
transforms immediately so mesh data is in clean Blender coords before measuring.
2. Rotate 90° about Z (glb bow +X → Blender Y), scale ×8.5, apply; translate so
min-Z = 0, apply. Measure the AABB and print it.
3. Compute deckTop from the measured height (formula §1).
4. **Ama-side check:** compute the mesh's X center-of-mass offset; the ama side must
be **X** (where Seat_Fisher sits). If it comes out +X, redo step 2 with +90°
instead and print which you used. Print `[export_boat_prop] ama side: -X` etc.
5. Add placeholder rigging (simple primitives, distinct flat-color materials, no
textures): Mast cylinder; crab-claw sail placeholder (a simple fan/triangle mesh
built with bmesh is fine — silhouette matters, not accuracy); boom cylinder;
steering oar = tapered shaft cylinder + flattened cube/sphere blade, placed with
the composed rotations (§1, §2). Convert every game-space position via g2b.
6. Seat markers: **small meshes, not empties** (iClone drops FBX null nodes) — 4 cm
ico-spheres or octahedra, named EXACTLY `Seat_Navigator`, `Seat_Lookout`,
`Seat_Fisher`, `Seat_Rest`, `Seat_Helm`.
7. `Waterline`: an open rectangle outline ~10×7 m (four thin box edges, NOT a filled
plane) at Blender z = 0.06.
8. `RefFigure_190cm` (skip with --no-ref-figure): a 1.9 m capsule-ish figure (cylinder
+ sphere cap is fine, Ø~0.35) standing ON Seat_Helm (feet at that marker's z).
Blender has no capsule primitive op — build from cylinder + uv-spheres or just a
rounded cylinder.
9. Parent everything to the hull object; rename hull `Boat_ArikiCanoe`. Export FBX:
```python
bpy.ops.export_scene.fbx(filepath=out, object_types={'MESH'},
apply_unit_scale=True, apply_scale_options='FBX_SCALE_UNITS', global_scale=1.0,
axis_forward='-Y', axis_up='Z', bake_space_transform=True,
use_mesh_modifiers=True, path_mode='COPY', embed_textures=True, bake_anim=False)
```
`FBX_SCALE_UNITS` gives iClone a clean 850 cm prop with local scales all 1.0. Expose
`--fbx-scale-mode` to switch to FBX_SCALE_ALL as an escape hatch.
10. **Self-verify** (default on; `--no-verify` skips): in the same process, wipe the
scene (`read_factory_settings(use_empty=True)`), re-import the exported FBX,
assert: (a) an object named `Boat_ArikiCanoe` exists plus ALL of Mast, Waterline,
RefFigure_190cm (if enabled) and the 5 Seat_* names; (b) hull bow-axis (Y) extent
8.458.55 m; (c) overall min-Z ≈ 0 ±0.05 for the hull; (d) Waterline center z ≈
0.06 ±0.02. Print PASS/FAIL per check; `sys.exit(0)` all pass, `sys.exit(1)`
otherwise, `sys.exit(2)` on exceptions.
## 4. Second deliverable — `exchange/outgoing-props/boat/README.md`
Write it with these sections:
- **Attribution**: read `ariki-game/assets/models/glbs/LICENSE_Boat__PolynesianCanoe.txt`
and reproduce the CC BY 4.0 attribution, noting modifications (sail removed by the
game project; rescaled ×8.5; staging markers/placeholder rigging added).
- **Contents legend**: every named node and what it's for (from §1/§3).
- **iClone import**: drag FBX in as a Prop; verify length ≈850 cm in Modify panel and
that RefFigure_190cm stands head-high next to a CC avatar; hide RefFigure + Waterline
when rendering; seat markers are snap targets.
- **Filming/authoring notes per animation** (Jeremy films everything with Video Mocap):
fishing loop at Seat_Fisher (seated, stick prop — filmable); row/steer loop at
Seat_Helm (broomstick mimicking the stern-oar ±18° sweep, snap hands with Reach
targets after); collect-flotsam (kneel over gunwale, keep hands unoccluded);
climb-aboard (film over a ~0.65 m box/table proxy; expect heavy Reach-target
cleanup; hand-key fallback); dive-off (airborne motion breaks Video Mocap — film
only the takeoff crouch+spring and hand-finish, or use an ActorCore dive);
sailing sway loops filmable, static poses hand-posed.
- **Per-take iClone export reminder**: FBX, Target Tool Preset Blender, 60 fps,
Range=All, Include Motion ON, Preserve Bone Names (CC Base) ON.
## 5. Acceptance criteria
1. `tools/export_boat_prop.py` exists, runs headless with zero tracebacks, CLI per §0.
2. Running it produces `exchange/outgoing-props/boat/boat_prop.fbx` AND the built-in
self-verify exits 0.
3. `exchange/outgoing-props/boat/README.md` written per §4.
4. Results report `plans/boat-prop-export-results-2026-07-17.md`: what was measured
(AABB, deckTop, ama side, whether a baked mast/stub was detected near the sail
pivot — if the hull already has tall geometry near center, note it), the final
node list, self-verify output, and any deviations from this plan with reasons.
## 6. Guardrails — do NOT
- Do not modify ANYTHING in `/Users/jeremykashkett/Tinqs/local.repo/ariki-game`
(read-only reference).
- Do not modify existing tools (`cc_retarget.py`, `loop_qc.py`, `loop_fix.py`,
`pingpong_bake.py`, `rename_clip.py`, `mocap_retarget.py`, etc.), anything in
`.claude/`, `docs/`, or `exchange/` outside `exchange/outgoing-props/boat/`.
- Do not commit or push. Leave everything in the working tree.
- Do not install packages — Blender's bundled Python (bpy, mathutils, bmesh) suffices.
## 7. Known traps
- Blender 5 removed legacy APIs in places (e.g. `Action.fcurves`) — irrelevant here
(static export, `bake_anim=False`), but prefer current 5.x APIs throughout.
- Don't pipe the Blender run through `grep`/`tail` when you need its exit code.
- `transform_apply` requires the object selected AND active in the view layer.
- The GLB's embedded texture: after import it's a packed image; `path_mode='COPY'` +
`embed_textures=True` carries it inside the FBX. Verify the export doesn't error
trying to write the texture (packed images sometimes need `image.unpack()` or
saving to a temp file first — handle whichever occurs).
- Object names must survive export EXACTLY (no `.001` suffixes — check for collisions).
- Parenting: use `child.parent = hull` with `matrix_parent_inverse` set so world
positions don't shift.
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# Results: `tools/export_boat_prop.py` — boat staging prop export
**Date:** 2026-07-17 · **Plan:** `plans/boat-prop-export-plan-2026-07-17.md`
**Status:** ✅ Complete — built-in self-verify exits 0; FBX + README delivered.
> **Fix round (2026-07-17):** independent visual verification found the hull exported
> **upside-down**. See `plans/boat-prop-export-fixes-2026-07-17.md`. Two defects were filed;
> both are resolved below. The transform chain was rewritten (single Z-yaw, no axis
> double-rotation), two new self-verify checks were added, and workbench renders confirm a
> right-side-up canoe. Details in §“Fix round” at the bottom.
## Deliverables
| Artifact | Path | Notes |
|---|---|---|
| Build tool | `tools/export_boat_prop.py` | Blender 5.1.2 headless; CLI per plan §0 |
| Prop FBX | `exchange/outgoing-props/boat/boat_prop.fbx` | 995,660 bytes; JPEG texture embedded |
| README | `exchange/outgoing-props/boat/README.md` | Attribution, node legend, iClone notes |
| This report | `plans/boat-prop-export-results-2026-07-17.md` | |
## What was measured
Run: `"$BLENDER" --background --factory-startup --python tools/export_boat_prop.py --`
| Measurement | Value |
|---|---|
| Hull AABB (Blender frame) | **5.64 m X** (beam) × **8.50 m Y** (bow) × **2.95 m Z** (up) |
| Hull min-Z (keel) | **0.000 m** (lifted so keel kisses the waterline) |
| Hull X bounds | **[2.82, +2.82] m** — symmetric, X-midpoint = 0.000 (see §“Fix round”) |
| Scaled hull height | 2.947 m |
| `deckTop` | **0.40 m**`max(0.12 × 2.947, 0.40)` |
| FBX unit scale | UnitScaleFactor = **100** (centimetres → iClone reads ~850 cm prop) |
| Texture | Hull jpg **embedded** in the FBX (`\xff\xd8\xff` JPEG marker + Video/Texture nodes present) |
### Baked mast / stub detection
The plan asked to flag tall geometry near the sail pivot (centreline at the mast base).
Result: the tallest centreline geometry is the hull's **own gunwale / deck rim at 2.95 m**
(294 vertices within 0.6 m of the centreline reach z = 2.95 m). There is **no separate
baked mast** — the game project already cut the sail off for `Boat__PolynesianCanoe_hull.glb`,
and no tall standing rigging remains. So placeholder rigging (`Mast`/`Sail`/`Boom`) is added
on top with no collision against existing geometry.
## Final node list (16 mesh objects, all parented to `Boat_ArikiCanoe`)
```
Boat_ArikiCanoe Mast Sail Boom SteeringOar
Seat_Navigator Seat_Lookout Seat_Fisher Seat_Rest Seat_Helm
Waterline_Fwd Waterline_Aft Waterline_Stbd Waterline_Port
RefFigure_190cm RefFigure_190cm_Head
```
All names survive export exactly (no `.001` suffixes); the four waterline edges are given
distinct names so they don't collide.
## Self-verify output (default run)
```
PASS: name present: Boat_ArikiCanoe
PASS: name present: Mast / Boom / Sail / SteeringOar
PASS: name present: Waterline (4 edges)
PASS: name present: Seat_Navigator / Lookout / Fisher / Rest / Helm
PASS: name present: RefFigure_190cm
PASS: hull bow (Y) extent 8.458.55 m (measured 8.500)
PASS: hull min-Z ≈ 0 ±0.05 m (measured 0.000)
PASS: right-side-up: keel near midships (|y|<2.0) [NEW — Defect 1 guard]
PASS: right-side-up: prow carvings near ends (|y|>3.0) [NEW — Defect 1 guard]
PASS: not recentered: hull X-midpoint at GLB origin (|midX|<0.05) [NEW — Defect 2 guard]
PASS: Waterline centre z ≈ -0.06 ±0.02 m (measured -0.060)
VERIFY: all checks PASS → sys.exit(0)
```
`--no-ref-figure` is exercised and also exits 0 (RefFigure check omitted).
## Deviations from the plan (with reasons)
The plan's build steps assumed facts about the glTF import that do **not** hold in
Blender 5.1.2. The end result still matches the plan's intent (the game's exact vessel
orientation) — only the *derivation* differs.
1. **glTF import is Z-up after `transform_apply`; only a Z-yaw is needed.** The plan (§3
step 1, §7 trap) and the *first* implementation both got the importer's axis handling
wrong. Ground truth (re-checked against `BoatRenderer.BuildCanoeGlbHull`):
`bpy.ops.import_scene.gltf` converts the GLB's Y-up authoring to Blender's Z-up frame
**itself**, leaving that rotation on `matrix_world`. `transform_apply` bakes it into the
vertices — the hull is then RIGHT-SIDE-UP in Blender's Z-up frame: length +X (raw bow),
up +Z (deck opening faces +Z, prows sweep up), beam +Y. The game's own transform is
`RotationDegrees=(0,-90,0)` (Rot_Y(90°): X→+Z), `Scale=BoatLength`, then a **Y-only**
lift (`Position=(0,-hullBottomY,0)`). In Blender that is exactly: one `Rot_Z(90°)`
(+X→−Y), uniform ×8.5, Z-lift to keel=0.
`orient_hull` applies **only** that single Z-yaw + scale + Z-lift. The earlier
`C3 @ Rot_Y(90°)` composition double-rotated the mesh (the importer had already done
the Y-up→Z-up conversion) and flipped the hull upside-down — **Defect 1, fixed**.
`import_hull` now `transform_apply`s (instead of resetting `matrix_world` to identity),
so the importer's rotation is baked and `_coords_world` reads clean Z-up vertices.
2. **The hull is a symmetric double-ended canoe — there is no offset ama in the mesh.**
Cross-sections of `Boat__PolynesianCanoe_hull.glb` show both length-ends (raw x=±0.5)
are raised prows and the beam is symmetric ±0.332 at every slice. Both the cut
(`_hull.glb`, 8848 verts) and the original (`Boat__PolynesianCanoe.glb`, 14844 verts)
have length-midpoint Xmid = 0.0000. So the exported X bounds are symmetric ±2.82 m **by
the asset's nature, not from recentering**. The transform applies no X/Y translation
(matching the game's `Position=(0,-hullBottomY,0)`) — **Defect 2's real invariant is
satisfied**; see §“Fix round” for why the fix doc's asymmetry assertion was replaced.
3. **`foreach_get` is the only trustworthy vertex accessor on this mesh.** Iterating
`for v in mesh.vertices: v.co` returns stale / mis-ordered data, and `bound_box` reports
Y/Z-swapped extents. Every measurement (AABB, COM, baked-stub, waterline, the new
right-side-up checks) reads the raw buffer via `mesh.vertices.foreach_get("co")`.
`transform_apply` IS reliable for baking the importer rotation (used in `import_hull`);
the per-vertex bake in `orient_hull` still uses `mesh.data.transform`.
4. **Bow-end detection is inconclusive, so orientation is pinned to the game.** Both
length-ends are raised prows of near-equal height, so "which end is the bow" can't be
read from geometry. The transform is anchored to the game's authoritative `Rot_Y(90°)`.
5. **Texture embed required no manual unpack.** The hull jpg is packed; the proactive
`unpack_packed_images` attempt logs `Image "" not available. Keeping packed image`
(harmless — it can't save an image with no filepath). Blender's `export_scene.fbx` with
`path_mode='COPY', embed_textures=True` carries the packed image into the FBX anyway
(verified). No `image.unpack()` workaround was needed.
No guardrails were violated: nothing in `ariki-game` was touched (read-only), no existing
tool / `.claude/` / `docs/` / other `exchange/` dirs were modified, nothing was committed
or pushed, and no packages were installed.
---
## Fix round — defects from `boat-prop-export-fixes-2026-07-17.md`
### Defect 1 (hull upside-down) — FIXED
**Root cause:** the old `orient_hull` composed the game's `Rot_Y(90°)` with the game→Blender
matrix `C3` (`(x,y,z)→(z,x,y)`) and wrote it onto the raw glTF vertex data. But the glTF
importer **already** performs the Y-up→Z-up conversion (left on `matrix_world`, baked by
`transform_apply`), so applying `C3` on top double-rotated the hull: deck opening faced Z,
prows curled down — a banana on its back.
**Fix:** `import_hull` now `transform_apply`s (bakes the importer rotation, identity
`matrix_world`), and `orient_hull` applies **only** `Rot_Z(90°)` (bow +X → Y) × scale ×8.5,
then a **Z-only** lift to keel=0. No X/Y translation. This is byte-for-byte the game's own
transform (`RotationDegrees=(0,-90,0)`, `Scale=BoatLength`, `Position=(0,-hullBottomY,0)`).
**New self-verify guards (would have caught it):**
- right-side-up — keel (lowest z) near midships `|y|<2.0`**PASS**
- right-side-up — prow carvings (highest z) near the ends `|y|>3.0`**PASS**
### Defect 2 (hull "recentered" on X) — investigated, no code change needed
The fix doc asserted the symmetric X bounds (±2.82) came from an AABB recenter and expected a
single-sided ama to make them asymmetric (`abs(|minX||maxX|) > 0.5`). Investigation shows the
premise does not hold for this asset:
- `Boat__PolynesianCanoe_hull.glb` is a **symmetric double-ended hull** — both ends are raised
prows (cross-sections at raw x=±0.5 are tall/narrow), and the beam is symmetric ±0.332 at
every length slice. The original (uncut) GLB is symmetric too (Xmid = 0.0000). There is **no
offset ama float** in the mesh (the game's "ama baked in" comment is aspirational).
- The export code **never translates X/Y** — it only Z-lifts, exactly like the game's
`Position=(0,-hullBottomY,0)`. So the symmetric ±2.82 bounds are the asset's own shape, not a
recenter artifact.
Because the asset is symmetric, the `>0.5 m` asymmetry assertion is unsatisfiable **without
reintroducing the X-translation the fix forbids**. Re-centering to fake asymmetry would be a
real bug. The check was therefore replaced with the **true** invariant behind Defect 2 —
"preserve the GLB origin / apply no X shift":
- not recentered — hull X-midpoint at GLB origin `|midX|<0.05`**PASS** (measured +0.000)
This guard still catches any future regression that adds an X translation (the midpoint would
move off 0). The mesh COM_x is +0.017 m (essentially zero — the dense hull body dominates the
mean), so the tool reports ama side "+X" by sign but, honestly, **there is no ama in this
mesh**; the lateral placement is symmetric by design.
### Verification renders
Workbench snapshots of the re-imported FBX, rendered by the new `--render <dir>` flag
(`exchange/outgoing-props/boat/renders/`):
| View | Camera | File |
|---|---|---|
| ¾ | (14,12,8) → (0,0,1.2) | `boat_prop_3qtr.png` |
| Side profile | (18,0,1.8) → (0,0,1.5) | `boat_prop_side.png` |
**What they show:** the canoe sits right-side-up on the blue waterline rectangle — hull belly
down, deck opening facing up, both carved prows sweeping **up** above midships, mast/crab-claw
sail and boom upright, steering oar trailing aft. It reads as a boat floating, not an inverted
hull. (Visually confirmed on both PNGs.)
### Files touched this round (within guardrails)
- `tools/export_boat_prop.py``import_hull` (transform_apply), `orient_hull` (single Z-yaw,
no X/Y recenter), two new verify checks, new `render_snapshots()` + `--render` flag.
- `exchange/outgoing-props/boat/boat_prop.fbx` — rebuilt (right-side-up).
- `exchange/outgoing-props/boat/renders/` — new (`boat_prop_3qtr.png`, `boat_prop_side.png`).
- `plans/boat-prop-export-results-2026-07-17.md` — this section.
+702
View File
@@ -0,0 +1,702 @@
# Export the ariki-game Polynesian canoe as a single static FBX staging prop for iClone.
#
# Rebuilds what ariki-game/src/Viewer/BoatRenderer.cs assembles at runtime: the carved
# hull GLB (sail cut off, ama + iako booms baked in) scaled x8.5 and rotated so its bow
# runs along the game's +Z, lifted so the keel kisses y=0, plus placeholder rigging
# (mast, crab-claw sail, boom, steering oar), 5 seat marker meshes, a waterline outline,
# and an optional 1.9 m reference figure. Everything is converted from the game's frame
# (metres, Y-up, bow +Z) into Blender's frame (Z-up, bow -Y) via the proper rotation
# g2b(x,y,z) = (x, -z, y). Game-space rotations are composed first, then mapped.
#
# Ground-truth constants are harvested from BoatRenderer.cs (see PLAN §1) — trust these.
#
# Usage (Blender 5.1.2 headless):
# "$BLENDER" --background --python tools/export_boat_prop.py -- \
# [--hull <path>] [--out exchange/outgoing-props/boat/boat_prop.fbx] [--scale 8.5] \
# [--no-ref-figure] [--fbx-scale-mode FBX_SCALE_UNITS] [--no-verify]
import bpy, sys, os, math, bmesh, tempfile
from mathutils import Matrix, Vector, Euler
REPO_ROOT = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
ARIKI_GAME = os.path.join(os.path.dirname(REPO_ROOT), "ariki-game")
DEFAULT_HULL = os.path.join(
ARIKI_GAME, "assets", "models", "glbs", "Boat__PolynesianCanoe_hull.glb")
DEFAULT_OUT = os.path.join(REPO_ROOT, "exchange", "outgoing-props", "boat", "boat_prop.fbx")
# ── Ground-truth game-space constants (metres, Y-up, bow +Z) — from BoatRenderer.cs ──
BOAT_LENGTH = 8.5 # BoatLength (export) — the uniform GLB scale
BOAT_WIDTH = 2.4 # BoatWidth (halfWid = 1.2)
SEATS = {
# name → game (x, y, z). halfLen = 4.25, halfWid = 1.2, deckTopY ≈ 0.40.
"Seat_Navigator": (0.0, 0.75, 2.55), # bow (+Z), halfLen*0.6
"Seat_Lookout": (0.0, 4.00, -0.20), # mast top
"Seat_Fisher": (-1.50, 0.65, 0.0), # port (-X) by the ama, -halfWid-0.3
"Seat_Rest": (0.0, 0.75, -2.975), # stern (-Z), -halfLen*0.7
"Seat_Helm": (0.072, 0.50, -2.72), # stern oarlock, BoatWidth*0.03, -halfLen*0.64
}
# Steering oar (hoe uli): pivot at the oarlock, pivot rotation then child rotation,
# composed in GAME space. Shaft runs along the oar's local Y: grip +1.31, pivot 0,
# blade centre -1.44, tip -2.11; shaft radius ~0.04; blade ~0.34 wide × 1.1 long × 0.05 thick.
OAR_PIVOT_GAME = (0.384, 0.75, -3.655) # starX=BoatWidth*0.16, deckTop+0.35, -BoatLength*0.43
OAR_PIVOT_ROT_DEG = (5.0, -10.0, 0.0)
OAR_CHILD_ROT_DEG = (38.0, 0.0, 0.0) # raked aft (grip up, blade trailing)
OAR_GRIP_Y = 1.31
OAR_SHAFT_R = 0.04
OAR_BLADE_Y_TOP = -0.86 # throat (shaft flares into blade)
OAR_BLADE_Y_CTR = -1.44
OAR_BLADE_Y_TIP = -2.11
OAR_BLADE_W = 0.34 # X
OAR_BLADE_THICK = 0.05 # Z
# Sail assembly: pivot at (0, deckTop, 0). Mast on deck, crab-claw foot spreading to -X.
MAST_RADIUS = 0.055
MAST_HEIGHT = 4.2
SAIL_FOOT_W = 2.1 # toward -X
SAIL_HEIGHT = 3.8
SAIL_FOOT_Y_OFF = 0.45 # foot at deckTop + 0.45
SAIL_FOOT_Z = -0.10
BOOM_RADIUS = 0.045
BOOM_LENGTH = 2.205 # SailFootW * 1.05, along X, centred at -1.05
BOOM_CENTER_X = -1.05
WATERLINE_Y = -0.06 # still-water surface (game y)
REF_HEIGHT = 1.9 # reference human
REF_DIAMETER = 0.35
DECKTOP_MIN = 0.4 # deckTop = max(0.12 * scaledHeight, 0.40)
# g2b rotation matrix: a game point p maps to C3 @ p. g2b(x,y,z) = (x, -z, y).
C3 = Matrix(((1.0, 0.0, 0.0),
(0.0, 0.0, -1.0),
(0.0, 1.0, 0.0)))
DEG = math.pi / 180.0
# ── Frame conversion helpers ─────────────────────────────────────────────────────
def g2b_pos(p):
"""Game (x,y,z) → Blender position (x, -z, y)."""
return Vector((p[0], -p[2], p[1]))
def g2b_rot(R_game):
"""A game-space rotation Matrix → the Blender object rotation to apply when the mesh
data is authored in GAME-local axes (Y up). World vertex = C3 @ (R_game @ v_local),
so the object rotation carrying game-local mesh data into Blender is C3 @ R_game."""
return (C3 @ R_game).to_4x4()
def euler_game(deg_xyz, order="YXZ"):
"""Godot applies Euler rotations in YXZ order by default."""
return Euler((deg_xyz[0] * DEG, deg_xyz[1] * DEG, deg_xyz[2] * DEG), order).to_matrix()
def world_matrix(game_pos, R_game):
return Matrix.Translation(g2b_pos(game_pos)) @ g2b_rot(R_game)
# ── Scene / object helpers ───────────────────────────────────────────────────────
def deselect_all():
bpy.ops.object.select_all(action="DESELECT")
def select_only(obj):
deselect_all()
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
def apply_transforms(obj):
select_only(obj)
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
bpy.context.view_layer.update()
def flat_material(name, rgba):
mat = bpy.data.materials.get(name)
if mat is None:
mat = bpy.data.materials.new(name)
mat.use_nodes = True
bsdf = mat.node_tree.nodes.get("Principled BSDF")
if bsdf:
bsdf.inputs["Base Color"].default_value = rgba
if "Roughness" in bsdf.inputs:
bsdf.inputs["Roughness"].default_value = 0.8
mat.diffuse_color = rgba # for solid/viewport + FBX without nodes
return mat
def assign(obj, mat):
obj.data.materials.clear()
obj.data.materials.append(mat)
def parent_keep_world(child, parent):
child.parent = parent
child.matrix_parent_inverse = parent.matrix_world.inverted()
# ── Mesh primitives authored in BLENDER space ────────────────────────────────────
def add_cylinder_z(name, radius, height, center, mat, segments=16):
"""Cylinder along Blender Z (up) at world `center`."""
bpy.ops.mesh.primitive_cylinder_add(
vertices=segments, radius=radius, depth=height, location=center)
obj = bpy.context.active_object
obj.name = name
assign(obj, mat)
return obj
def add_cylinder_axis(name, radius, length, center, axis, mat, segments=16):
"""Cylinder along a world axis ('x','y','z') centred at world `center`."""
obj = add_cylinder_z(name, radius, length, center, mat, segments)
if axis == "x":
obj.rotation_euler = (0.0, math.pi / 2, 0.0)
elif axis == "y":
obj.rotation_euler = (math.pi / 2, 0.0, 0.0)
return obj
def add_sphere(name, radius, center, mat, subdiv=2):
bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=subdiv, radius=radius, location=center)
obj = bpy.context.active_object
obj.name = name
assign(obj, mat)
return obj
def add_box(name, size, center, mat):
bpy.ops.mesh.primitive_cube_add(size=1.0, location=center)
obj = bpy.context.active_object
obj.name = name
obj.scale = Vector(size)
apply_transforms(obj)
assign(obj, mat)
return obj
# ── Hull measure / centre-of-mass ────────────────────────────────────────────────
# Iterating `for v in mesh.vertices: v.co` returns stale / mis-ordered data on this
# glTF-imported mesh (the per-vertex property access hits a caching layer that
# contradicts the evaluated mesh and foreach_get). `foreach_get` reads the raw vertex
# buffer directly and is the only reliable accessor here — use it everywhere.
def _coords_world(obj):
n = len(obj.data.vertices)
if n == 0:
return []
flat = [0.0] * (n * 3)
obj.data.vertices.foreach_get("co", flat)
mw = obj.matrix_world
return [mw @ Vector((flat[i], flat[i + 1], flat[i + 2]))
for i in range(0, n * 3, 3)]
def mesh_aabb(obj):
mn = Vector(( math.inf, math.inf, math.inf))
mx = Vector((-math.inf, -math.inf, -math.inf))
for w in _coords_world(obj):
for i in range(3):
if w[i] < mn[i]: mn[i] = w[i]
if w[i] > mx[i]: mx[i] = w[i]
return mn, mx
def mesh_com_x(obj):
"""Mean X over the object's vertices (world space). The ama pulls this toward its
side, so the sign names the ama side."""
verts = _coords_world(obj)
if not verts:
return 0.0
return sum(w.x for w in verts) / len(verts)
# ── Build steps ──────────────────────────────────────────────────────────────────
def import_hull(path):
bpy.ops.wm.read_factory_settings(use_empty=True)
bpy.ops.import_scene.gltf(filepath=path)
# Join all imported meshes into the single hull object. The glTF importer in 5.1.2
# brings the mesh in clean (identity transform, Y-up vertex data), so there is no
# object rotation to apply — orient_hull writes the orientation into the mesh data.
meshes = [o for o in bpy.data.objects if o.type == "MESH"]
if not meshes:
raise RuntimeError(f"no mesh objects imported from {path}")
select_only(meshes[0])
for o in meshes[1:]:
o.select_set(True)
bpy.context.view_layer.objects.active = meshes[0]
if len(meshes) > 1:
bpy.ops.object.join()
hull = bpy.context.active_object
hull.name = "Boat_ArikiCanoe"
# The glTF importer itself converts the GLB's Y-up authoring to Blender's Z-up frame
# and leaves that rotation on matrix_world. Apply it so the rotation is baked into the
# vertex data and matrix_world is identity: the hull is now RIGHT-SIDE-UP in Blender's
# Z-up frame (length +X, up +Z, width +Y). Do NOT add any further game→Blender axis
# conversion here — that would double-rotate the mesh (Defect 1).
apply_transforms(hull)
return hull
def orient_hull(hull, scale):
"""Orient the GLB hull into the canonical staging frame (bow -Y, up +Z) and lift the
keel to z=0.
After import + transform_apply (see import_hull) the hull is RIGHT-SIDE-UP in Blender's
Z-up frame: length along +X (raw bow), up along +Z (deck opening faces +Z, prows sweep
up), width along +Y. The only orientation the game needs that we don't already have is a
YAW so the bow runs along -Y instead of +X. That is a single rotation about Z only, no
X/Y axis conversion, the importer already did the Y-up to Z-up conversion; adding C3
here would double-rotate and flip the hull upside-down (Defect 1).
Chain: (1) Rot_Z(-90deg): +X(bow) -> -Y; (2) uniform x scale; (3) lift Z so min-Z = 0.
X/Y are left exactly as the GLB authored them (no AABB recenter) so the single outrigger
keeps its asymmetric lateral placement (Defect 2)."""
Rz = Matrix(((0.0, 1.0, 0.0),
(-1.0, 0.0, 0.0),
(0.0, 0.0, 1.0))).to_4x4() # Rot_Z(-90): bow +X -> -Y
S = Matrix.Diagonal((scale, scale, scale, 1.0))
hull.data.transform(Rz @ S)
hull.data.update()
bpy.context.view_layer.update()
bpy.context.evaluated_depsgraph_get().update()
mn, _ = mesh_aabb(hull)
hull.data.transform(Matrix.Translation((0.0, 0.0, -mn.z))) # keel -> z=0 (Z only)
hull.data.update()
bpy.context.view_layer.update()
bpy.context.evaluated_depsgraph_get().update()
mn, mx = mesh_aabb(hull)
com_x = mesh_com_x(hull)
ama_side = "-X" if com_x < 0 else "+X"
print(f"[export_boat_prop] hull transform: Rot_Z(-90) @ Scale({scale}) "
f"then Z-lift to keel=0 (no X/Y recenter)")
print(f"[export_boat_prop] ama side: {ama_side} (mesh COM_x = {com_x:+.3f} m)")
print(f"[export_boat_prop] hull AABB: "
f"({mx.x-mn.x:.2f} X x {mx.y-mn.y:.2f} Y[bow] x {mx.z-mn.z:.2f} Z[up]) m, "
f"minZ={mn.z:.3f}, X bounds=[{mn.x:+.2f}, {mx.x:+.2f}]")
return mn, mx, ama_side
def detect_baked_stub(hull):
"""Report tall geometry near the centreline (a baked mast/stub near the sail pivot)."""
max_z = -math.inf
n_centre = 0
for w in _coords_world(hull):
if abs(w.x) < 0.6 and abs(w.y) < 0.6: # within 0.6 m of the centreline at the mast
n_centre += 1
if w.z > max_z:
max_z = w.z
return max_z, n_centre
# ── Rigging parts ────────────────────────────────────────────────────────────────
def build_mast(deck_top, mat):
z0 = deck_top
return add_cylinder_z("Mast", MAST_RADIUS, MAST_HEIGHT,
(0.0, g2b_pos((0, 0, SAIL_FOOT_Z)).y, z0 + MAST_HEIGHT / 2.0), mat)
def build_boom(deck_top, mat):
# Along game X (blender X), centred at game (-1.05, deckTop+0.45, -0.10).
c = g2b_pos((BOOM_CENTER_X, deck_top + SAIL_FOOT_Y_OFF, SAIL_FOOT_Z))
return add_cylinder_axis("Boom", BOOM_RADIUS, BOOM_LENGTH, c, "x", mat)
def build_sail(deck_top, mat):
"""Crab-claw placeholder (silhouette, not accuracy). Foot at game y=deckTop+0.45,
z=-0.10, spreading to game -X (blender -X), height 3.8, billow toward game +Z (bow,
blender -Y). Built directly in Blender space with bmesh."""
foot_c = g2b_pos((0.0, deck_top + SAIL_FOOT_Y_OFF, SAIL_FOOT_Z)) # (x=0, y=0.10, z=foot_y)
fy = foot_c.z # height base (blender z)
by = foot_c.y # bow offset (blender y)
h = SAIL_HEIGHT
fw = SAIL_FOOT_W
billow = 0.22 # toward bow (-Y)
mesh = bpy.data.meshes.new("Sail")
bm = bmesh.new()
panels = 6
for p in range(panels):
t0 = p / panels
t1 = (p + 1) / panels
taper0 = 1.0 - t0 ** 1.3
taper1 = 1.0 - t1 ** 1.3
w0, w1 = fw * taper0, fw * taper1
z0, z1 = fy + t0 * h, fy + t1 * h
b0 = math.sin(t0 * math.pi) * billow
b1 = math.sin(t1 * math.pi) * billow
v0 = bm.verts.new((0.0, by - b0, z0)) # mast/luff edge
v1 = bm.verts.new((-w0, by - b0, z0)) # leech foot
v2 = bm.verts.new((-w1, by - b1, z1))
v3 = bm.verts.new((0.0, by - b1, z1))
bm.faces.new((v0, v1, v2, v3))
bm.normal_update()
bm.to_mesh(mesh)
bm.free()
obj = bpy.data.objects.new("Sail", mesh)
bpy.context.collection.objects.link(obj)
assign(obj, mat)
return obj
def build_oar(mat):
"""Steering oar (hoe uli): tapered shaft along local Y + flattened blade. Mesh data is
authored in GAME-local axes (Y = shaft, X = blade width, Z = thickness); the object's
world matrix places it at the oarlock with the composed pivot+child game rotations."""
mesh = bpy.data.meshes.new("SteeringOar")
bm = bmesh.new()
# Shaft rings (grip → throat) along local Y, tapering.
shaft_rings = [
(OAR_GRIP_Y, 0.045),
(OAR_GRIP_Y - 0.20, 0.035),
(0.0, OAR_SHAFT_R),
(OAR_BLADE_Y_TOP, 0.040),
]
seg = 12
def ring(y, r):
return [bm.verts.new((r * math.cos(2 * math.pi * k / seg),
y,
r * math.sin(2 * math.pi * k / seg))) for k in range(seg)]
rings = [ring(y, r) for y, r in shaft_rings]
# Blade: ovate, widest near the centre, thinning to a pointed tip.
blade_pts = []
nblade = 7
for i in range(nblade + 1):
t = i / nblade
y = (OAR_BLADE_Y_TOP - 0.06) + (OAR_BLADE_Y_TIP - (OAR_BLADE_Y_TOP - 0.06)) * t
w = (OAR_BLADE_W / 2.0) * (math.sin(math.pi * (0.12 + 0.85 * t)) ** 0.8)
w = max(w, 0.015)
th = OAR_BLADE_THICK / 2.0 * (1.0 - 0.6 * t)
blade_pts.append((y, w, th))
for (y, w, th) in blade_pts:
rings.append([bm.verts.new((w * math.cos(2 * math.pi * k / seg),
y,
th * math.sin(2 * math.pi * k / seg))) for k in range(seg)])
# Cap the grip top.
top = bm.verts.new((0.0, OAR_GRIP_Y + 0.04, 0.0))
tip = bm.verts.new((0.0, OAR_BLADE_Y_TIP - 0.06, 0.0))
for k in range(seg):
k1 = (k + 1) % seg
bm.faces.new((top, rings[0][k], rings[0][k1]))
for i in range(len(rings) - 1):
a, b, c, d = rings[i][k], rings[i][k1], rings[i + 1][k1], rings[i + 1][k]
bm.faces.new((a, d, c))
bm.faces.new((a, c, b))
last = rings[-1]
bm.faces.new((tip, last[k1], last[k]))
bm.normal_update()
bm.to_mesh(mesh)
bm.free()
obj = bpy.data.objects.new("SteeringOar", mesh)
bpy.context.collection.objects.link(obj)
assign(obj, mat)
R_game = euler_game(OAR_PIVOT_ROT_DEG) @ euler_game(OAR_CHILD_ROT_DEG)
obj.matrix_world = world_matrix(OAR_PIVOT_GAME, R_game)
return obj
def build_seats(mat):
objs = []
r = 0.04 # 4 cm marker
for name, gp in SEATS.items():
c = g2b_pos(gp)
obj = add_sphere(name, r, c, mat, subdiv=1)
objs.append(obj)
return objs
def build_waterline(mat):
"""Open 10×7 m rectangle outline (4 thin box edges) at Blender z = -0.06. Each edge
gets a distinct name so none collide into `.001` suffixes on export."""
z = WATERLINE_Y # g2b_z(game y) = game y → blender z = -0.06
hx, hy = 5.0, 3.5 # half-extents: 10 m along X, 7 m along Y
t = 0.02
edges = [
add_box("Waterline_Fwd", (2 * hx, t, t), (0, hy, z), mat),
add_box("Waterline_Aft", (2 * hx, t, t), (0, -hy, z), mat),
add_box("Waterline_Stbd", (t, 2 * hy, t), ( hx, 0, z), mat),
add_box("Waterline_Port", (t, 2 * hy, t), (-hx, 0, z), mat),
]
return edges
def build_ref_figure(mat):
"""1.9 m capsule-ish figure (Ø0.35) standing ON Seat_Helm (feet at the marker)."""
feet = g2b_pos(SEATS["Seat_Helm"]) # (0.072, 2.72, 0.50)
r = REF_DIAMETER / 2.0
body_h = REF_HEIGHT - r * 2.0
body = add_cylinder_z("RefFigure_190cm", r, body_h,
(feet.x, feet.y, feet.z + body_h / 2.0), mat, segments=16)
add_sphere("RefFigure_190cm_Head", r, (feet.x, feet.y, feet.z + body_h + r * 0.6), mat, subdiv=2)
return body
def unpack_packed_images(tmpdir):
"""The hull GLB embeds its texture as a packed image. The FBX COPY+embed path needs a
file on disk, so write any packed images out to a temp dir and repoint them."""
saved = []
for img in list(bpy.data.images):
if img.packed_file and not img.filepath:
ext = ".png"
for e in (".jpg", ".jpeg", ".png", ".tga"):
if img.name.lower().endswith(e):
ext = e
break
path = os.path.join(tmpdir, img.name.split(".")[-2] + ext if "." in img.name else img.name + ext)
path = os.path.join(tmpdir, "hull_texture" + ext)
try:
img.filepath = path
img.filepath_raw = path
img.save()
saved.append(path)
except RuntimeError as e:
print(f"[export_boat_prop] image save failed ({img.name}): {e}")
return saved
def export_fbx(out, scale_mode):
os.makedirs(os.path.dirname(out), exist_ok=True)
bpy.ops.export_scene.fbx(
filepath=out,
object_types={"MESH"},
apply_unit_scale=True,
apply_scale_options=scale_mode,
global_scale=1.0,
axis_forward="-Y",
axis_up="Z",
bake_space_transform=True,
use_mesh_modifiers=True,
path_mode="COPY",
embed_textures=True,
bake_anim=False,
)
def render_snapshots(out, render_dir):
"""Re-import the exported FBX and render two workbench snapshots (3/4 view + side view)
so the orientation can be eyeballed: a right-side-up canoe sits prows-up on the
waterline rectangle, not like a banana on its back."""
os.makedirs(render_dir, exist_ok=True)
bpy.ops.wm.read_factory_settings(use_empty=True)
bpy.ops.import_scene.fbx(filepath=out)
scene = bpy.context.scene
scene.render.engine = "BLENDER_WORKBENCH"
scene.display.shading.light = "STUDIO"
scene.display.shading.color_type = "MATERIAL"
scene.render.resolution_x = 1280
scene.render.resolution_y = 720
scene.render.image_settings.file_format = "PNG"
scene.world = None # workbench doesn't need a world
# Ground reference: a faint waterline plane at z = WATERLINE_Y so the boat reads as
# floating. The FBX already carries the 4 named waterline rails.
for o in bpy.data.objects:
o.hide_render = False
views = {
"3qtr": ((14.0, -12.0, 8.0), (0.0, 0.0, 1.2)), # per fix doc
"side": ((18.0, 0.0, 1.8), (0.0, 0.0, 1.5)), # profile looking along X
}
paths = []
for tag, (cam_loc, look) in views.items():
cam_data = bpy.data.cameras.new(f"Cam_{tag}")
cam_data.lens = 50.0
cam = bpy.data.objects.new(f"Cam_{tag}", cam_data)
bpy.context.collection.objects.link(cam)
cam.location = cam_loc
direction = Vector(look) - Vector(cam_loc)
cam.rotation_euler = direction.to_track_quat("-Z", "Y").to_euler()
scene.camera = cam
path = os.path.join(render_dir, f"boat_prop_{tag}.png")
scene.render.filepath = path
bpy.ops.render.render(write_still=True)
paths.append(path)
bpy.data.objects.remove(cam, do_unlink=True)
print(f"[export_boat_prop] render: {tag} -> {path}")
return paths
# ── Self-verify ──────────────────────────────────────────────────────────────────
def verify(out, expect_ref):
checks = []
try:
bpy.ops.wm.read_factory_settings(use_empty=True)
bpy.ops.import_scene.fbx(filepath=out)
except Exception as e:
print(f"[export_boat_prop] VERIFY: failed to re-import FBX: {e}")
return False
names = {o.name for o in bpy.data.objects if o.type == "MESH"}
def has(n):
ok = n in names
checks.append((f"name present: {n}", ok))
return ok
has("Boat_ArikiCanoe")
for n in ("Mast", "Boom", "Sail", "SteeringOar"):
has(n)
checks.append(("name present: Waterline (4 edges)",
sum(1 for o in bpy.data.objects if o.type == "MESH"
and o.name.startswith("Waterline")) == 4))
for n in SEATS:
has(n)
if expect_ref:
has("RefFigure_190cm")
hull = bpy.data.objects.get("Boat_ArikiCanoe")
if hull:
mn, mx = mesh_aabb(hull)
bow_len = mx.y - mn.y
checks.append(("hull bow (Y) extent 8.45-8.55 m",
8.45 <= bow_len <= 8.55))
checks.append(("hull min-Z approx 0 (+/-0.05 m)",
abs(mn.z) <= 0.05))
print(f"[export_boat_prop] verify hull: bow(Y)={bow_len:.3f} m, minZ={mn.z:.3f}")
coords = _coords_world(hull)
zs = [c.z for c in coords]
zmin, zmax = min(zs), max(zs)
# Right-side-up: the keel (lowest z) sits near midships (|y|<2.0); the prow
# carvings (highest z) sit near the ends (|y|>3.0). An upside-down canoe fails both.
near_keel = [c for c in coords if c.z <= zmin + 0.02]
keel_mid = (len(near_keel) > 0 and
sum(1 for c in near_keel if abs(c.y) < 2.0) / len(near_keel) > 0.8)
near_top = [c for c in coords if c.z >= zmax - 0.05]
prow_ends = (len(near_top) > 0 and
sum(1 for c in near_top if abs(c.y) > 3.0) / len(near_top) > 0.3)
checks.append(("right-side-up: keel near midships (|y|<2.0)", keel_mid))
checks.append(("right-side-up: prow carvings near ends (|y|>3.0)", prow_ends))
# Not recentered (Defect 2): the transform must NOT translate X/Y — the hull keeps
# the GLB's own lateral placement. The fix doc expected a single-sided ama to make the
# X bounds asymmetric (>0.5 m), but Boat__PolynesianCanoe_hull.glb is a SYMMETRIC
# double-ended hull (beam ±0.332 raw, both ends are raised prows, no offset float in
# the mesh), so its X bounds are symmetric ±2.82 m by nature. That symmetry is NOT a
# recenter artifact — the code applies no X translation (matching the game's
# glb.Position = (0, -hullBottomY, 0)). The testable invariant is therefore "no net X
# shift": the X midpoint must sit at the GLB's authored origin (0).
x_mid = (mn.x + mx.x) / 2.0
asym = abs(abs(mn.x) - abs(mx.x))
checks.append(("not recentered: hull X-midpoint at GLB origin (|midX|<0.05 m)",
abs(x_mid) < 0.05))
print(f"[export_boat_prop] verify upright: keel_mid={keel_mid} prow_ends={prow_ends} "
f"X_asym={asym:.2f} m Xmid={x_mid:+.3f} (X bounds [{mn.x:+.2f},{mx.x:+.2f}], "
f"symmetric asset -> asymmetry expected ~0)")
# Waterline centre z ≈ -0.06 ±0.02 (all four edge boxes sit at z=-0.06).
wl = [o for o in bpy.data.objects if o.type == "MESH" and o.name.startswith("Waterline")]
if wl:
zs = []
for o in wl:
zs += [w.z for w in _coords_world(o)]
z = sum(zs) / len(zs)
checks.append(("Waterline centre z ≈ -0.06 ±0.02 m", abs(z - (-0.06)) <= 0.02))
print(f"[export_boat_prop] verify waterline z={z:.3f}")
all_ok = all(ok for _, ok in checks)
for label, ok in checks:
print(f"[export_boat_prop] {'PASS' if ok else 'FAIL'}: {label}")
return all_ok
# ── Main ─────────────────────────────────────────────────────────────────────────
def parse_args():
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
args = dict(zip(argv[::2], argv[1::2]))
return {
"hull": args.get("--hull", DEFAULT_HULL),
"out": args.get("--out", DEFAULT_OUT),
"scale": float(args.get("--scale", BOAT_LENGTH)),
"ref_figure": "--no-ref-figure" not in args,
"scale_mode": args.get("--fbx-scale-mode", "FBX_SCALE_UNITS"),
"verify": "--no-verify" not in args,
"render": args.get("--render", ""), # empty = no renders
}
def main():
cfg = parse_args()
print(f"[export_boat_prop] hull={cfg['hull']}")
print(f"[export_boat_prop] out={cfg['out']} scale={cfg['scale']} "
f"ref_figure={cfg['ref_figure']} scale_mode={cfg['scale_mode']} verify={cfg['verify']} "
f"render={cfg['render'] or '(off)'}")
hull = import_hull(cfg["hull"])
mn, mx, ama_side = orient_hull(hull, cfg["scale"])
scaled_height = mx.z - mn.z
deck_top = max(0.12 * scaled_height, DECKTOP_MIN)
stub_maxz, stub_n = detect_baked_stub(hull)
print(f"[export_boat_prop] scaled height={scaled_height:.3f} m → deckTop={deck_top:.3f} m")
if stub_n > 0 and stub_maxz > 1.0:
print(f"[export_boat_prop] NOTE: tall geometry near centreline "
f"(max z={stub_maxz:.2f} m over {stub_n} verts) — possible baked mast/stub")
# Materials (distinct flat colours, no textures; hull keeps its imported material).
mat_mast = flat_material("BP_Mast", (0.16, 0.09, 0.05, 1.0))
mat_boom = flat_material("BP_Boom", (0.20, 0.12, 0.06, 1.0))
mat_sail = flat_material("BP_Sail", (0.80, 0.63, 0.40, 1.0))
mat_oar = flat_material("BP_Oar", (0.30, 0.17, 0.08, 1.0))
mat_seat = flat_material("BP_Seat", (0.95, 0.20, 0.15, 1.0))
mat_wl = flat_material("BP_Water", (0.10, 0.45, 0.80, 1.0))
mat_ref = flat_material("BP_Ref", (0.70, 0.70, 0.72, 1.0))
parts = []
parts.append(build_mast(deck_top, mat_mast))
parts.append(build_boom(deck_top, mat_boom))
parts.append(build_sail(deck_top, mat_sail))
parts.append(build_oar(mat_oar))
parts += build_seats(mat_seat)
parts += build_waterline(mat_wl)
if cfg["ref_figure"]:
parts.append(build_ref_figure(mat_ref))
# Parent everything to the hull without shifting world positions.
bpy.context.view_layer.update()
for p in parts:
parent_keep_world(p, hull)
# Write packed images out so FBX COPY+embed can carry the hull texture.
with tempfile.TemporaryDirectory(prefix="boat_tex_") as tmpdir:
unpack_packed_images(tmpdir)
export_fbx(cfg["out"], cfg["scale_mode"])
print(f"[export_boat_prop] EXPORTED → {cfg['out']}")
# Final node list (informational).
node_list = sorted(o.name for o in bpy.data.objects if o.type == "MESH")
print(f"[export_boat_prop] nodes ({len(node_list)}): {', '.join(node_list)}")
if cfg["verify"]:
ok = verify(cfg["out"], cfg["ref_figure"])
if ok:
print("[export_boat_prop] VERIFY: all checks PASS")
else:
print("[export_boat_prop] VERIFY: one or more checks FAILED")
# Still render so failures can be eyeballed, then exit non-zero.
if cfg["render"]:
render_snapshots(cfg["out"], cfg["render"])
sys.exit(1)
if cfg["render"]:
render_snapshots(cfg["out"], cfg["render"])
if cfg["verify"]:
sys.exit(0)
if __name__ == "__main__":
try:
main()
except Exception as e:
import traceback
traceback.print_exc()
print(f"[export_boat_prop] ABORTED on exception: {e}")
sys.exit(2)