ship(mako): mako_base_v01 — fullhead body (24k body / full-res 158k head) as male Ariki default
Decimate body-only (01), AccuRig manual rig, index-exact graft (02, mesh moved 0mm), QuatSkin via ariki-game converter (HEAD_SAFE=1, body-only normals fix). Ships as Ariki_Male_Mako.glb, lineage MALE-MAKO-FULLHEAD-V1. First mako ship. Height 1.818m provisional. Ceremony per REGISTRY.md; irreplaceable AccuRig FBX preserved in rig/. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# Mako work lane, stage 02: graft AccuRig skeleton + weights onto the fullhead GLB.
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# Direct adaptation of work/lena/46_graft.py — sole difference: the target is the GLB itself
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# (the mako lane has no .blend master; the GLB is the source of truth).
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#
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# blender --background --python 02_graft.py -- <target.glb> <rigged.fbx> <out.blend> <out.glb>
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#
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# blender --background --python 46_graft.py -- <target.glb> <rigged.fbx> <out.blend> <out.glb>
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#
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# The lane's rule (`.agents/plans/rig-graft-lane-2026-08-04.md`): FBX is a disposable rig carrier,
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# the GLB is the sole source of truth for mesh and materials, and it only ever GAINS bones and
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# weights. So nothing here touches a vertex position, a UV, or a texture — the mesh that comes out
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# is byte-for-byte v10's, and that is asserted at the end, not hoped for.
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#
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# INDEX-EXACT, not nearest-surface. The plan assumed a decimated bait would have to hand weights to
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# a full-res mesh by proximity, which is where the July lane mangled the fingers (close-packed
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# digits confuse a proximity search). AccuRig rigged the shipping mesh whole and returned the same
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# 31,111 vertices in the same order, so weights copy index-to-index and the failure mode is gone.
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#
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# TWO CORRECTIONS, both SOLVED here rather than hardcoded. The carrier was exported at 1.700 m and
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# AccuRig also shifted the body ~1.2 cm (the same family as the July lane's 4 cm offset trap). Both
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# are recovered by least-squares fitting a uniform scale + translation between the two vertex sets,
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# so this stays correct if either changes on a future re-rig.
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import bpy, sys, os, time
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import numpy as np
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from mathutils import Vector, Matrix
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argv = sys.argv[sys.argv.index("--") + 1:]
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GLB, FBX, OUTB, OUTG = argv[0], argv[1], os.path.abspath(argv[2]), os.path.abspath(argv[3])
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t0 = time.time()
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def log(m):
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print(f"[graft {time.time()-t0:6.1f}s] {m}", flush=True)
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bpy.ops.wm.read_factory_settings(use_empty=True)
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bpy.ops.import_scene.gltf(filepath=GLB)
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for _o in bpy.data.objects:
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if _o.type == "MESH":
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bpy.context.view_layer.objects.active = _o; _o.select_set(True)
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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body = max([o for o in bpy.data.objects if o.type == 'MESH'], key=lambda o: len(o.data.vertices))
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me = body.data
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n = len(me.vertices)
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V = np.empty(n * 3); me.vertices.foreach_get("co", V); V = V.reshape(-1, 3)
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V_ref = V.copy()
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log(f"target: '{body.name}' {n}v {len(me.polygons)}f uv={[l.name for l in me.uv_layers]}")
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before = {o.name for o in bpy.data.objects}
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bpy.ops.import_scene.fbx(filepath=FBX)
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new = [o for o in bpy.data.objects if o.name not in before]
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arm = next(o for o in new if o.type == 'ARMATURE')
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src = max([o for o in new if o.type == 'MESH'], key=lambda o: len(o.data.vertices))
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log(f"carrier: armature '{arm.name}' {len(arm.data.bones)} bones, mesh {len(src.data.vertices)}v")
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# AccuRig ships a "T-Pose" take, and Blender's importer binds it as an ACTION. An action re-applies
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# its pose on every evaluation and on every file load, so clearing pose values while it exists is
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# futile — the in-session assert passes, the saved file comes back posed, and the body deforms
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# 1.25 units into the air with every edge length unchanged. Drop the animation data first.
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dropped = []
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for o in (arm, src):
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if o.animation_data:
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dropped.append(o.name)
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o.animation_data_clear()
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dat = o.data
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if dat and getattr(dat, "animation_data", None):
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dat.animation_data_clear()
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sk = getattr(dat, "shape_keys", None)
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if sk and sk.animation_data:
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sk.animation_data_clear()
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for act in list(bpy.data.actions):
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if act.users == 0:
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bpy.data.actions.remove(act)
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log(f"animation data cleared on {dropped}; actions left: {[a.name for a in bpy.data.actions]}")
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assert len(src.data.vertices) == n, \
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f"vertex count differs ({len(src.data.vertices)} vs {n}) — index-exact graft is off the table"
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# ---- recover scale + translation between carrier and target (order is preserved) ----
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S = np.empty(n * 3); src.data.vertices.foreach_get("co", S); S = S.reshape(-1, 3)
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M = np.array(src.matrix_world)
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Sw = S @ M[:3, :3].T + M[:3, 3]
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ca, cb = V.mean(axis=0), Sw.mean(axis=0)
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A, B = V - ca, Sw - cb
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s = float((A * B).sum() / (B * B).sum())
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t = ca - s * cb
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res = np.linalg.norm(V - (s * Sw + t), axis=1)
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UNITM = 1.750 / (V[:, 2].max() - V[:, 2].min())
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log(f"fit: scale {s:.6f} (1/{1/s:.6f}) translation {np.round(t, 6)} in target units")
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log(f" carrier offset removed: {np.round(-t / s * 1000, 3)} mm in carrier space")
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log(f" index-exact residual: mean {res.mean()*UNITM*1000:.4f} mm p99 "
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f"{np.percentile(res,99)*UNITM*1000:.4f} mm max {res.max()*UNITM*1000:.4f} mm")
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# ---- move the skeleton into the target's space; the mesh never moves ----
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arm.matrix_world = Matrix.Translation(Vector(t)) @ Matrix.Diagonal(
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Vector((s, s, s))).to_4x4() @ arm.matrix_world
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bpy.ops.object.select_all(action='DESELECT')
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arm.select_set(True)
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bpy.context.view_layer.objects.active = arm
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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log(f"armature placed; scale now {tuple(round(v,5) for v in arm.scale)}")
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# Clear the carrier's POSE, and do it AFTER transform_apply. The mesh binds to the REST skeleton,
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# so any pose riding along is pure displacement — and this FBX arrives with one. Clearing it by
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# setting location/rotation/scale properties BEFORE the apply did not survive: transform_apply
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# reintroduced non-identity rotations on the thigh and foot, the saved file deformed the body
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# 1.25 units into the air, and every edge length stayed put — rigid motion, which reads as
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# "weights are fine, model is gone". Use the pose operator, last, and assert it took.
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bpy.ops.object.mode_set(mode='POSE')
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bpy.ops.pose.select_all(action='SELECT')
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bpy.ops.pose.transforms_clear()
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.context.view_layer.update()
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worst_pb = max(np.abs(np.array(pb.matrix_basis) - np.eye(4)).max() for pb in arm.pose.bones)
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log(f"pose cleared; largest deviation from identity across {len(arm.pose.bones)} bones: "
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f"{worst_pb:.2e}")
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assert worst_pb < 1e-6, "pose did not clear — the bind would be displaced"
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# ---- copy weights index-to-index ----
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for vg in list(body.vertex_groups):
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body.vertex_groups.remove(vg)
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name_of = {}
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for g in src.vertex_groups:
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name_of[g.index] = g.name
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body.vertex_groups.new(name=g.name)
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tgt = {g.name: g for g in body.vertex_groups}
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copied = 0
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for v in src.data.vertices:
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for g in v.groups:
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w = g.weight
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if w > 0.0:
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tgt[name_of[g.group]].add([v.index], w, 'REPLACE')
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copied += 1
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log(f"copied {copied} weights into {len(body.vertex_groups)} groups")
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# ---- bind ----
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for m_ in list(body.modifiers):
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if m_.type == 'ARMATURE':
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body.modifiers.remove(m_)
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mod = body.modifiers.new("Armature", 'ARMATURE')
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mod.object = arm
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body.parent = arm
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body.matrix_parent_inverse = arm.matrix_world.inverted()
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# ---- the carrier is disposable: nothing visual survives from the FBX ----
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carrier_mats = [m_ for m_ in src.data.materials if m_]
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bpy.data.objects.remove(src, do_unlink=True)
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for m_ in carrier_mats:
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if m_.users == 0:
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bpy.data.materials.remove(m_)
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for im in list(bpy.data.images):
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if im.users == 0 and im.name not in {"Render Result", "Viewer Node"}:
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bpy.data.images.remove(im)
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# ---- verify ----
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V2 = np.empty(n * 3); me.vertices.foreach_get("co", V2); V2 = V2.reshape(-1, 3)
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moved = np.linalg.norm(V2 - V_ref, axis=1).max()
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tot = np.zeros(n)
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for v in me.vertices:
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tot[v.index] = sum(g.weight for g in v.groups)
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print("\n=== VERIFY ===")
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print(f" mesh vertices moved: {moved*UNITM*1000:.6f} mm (must be 0)")
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print(f" height {V2[:,2].max()-V2[:,2].min():.5f} units, feet min-Z {V2[:,2].min():+.6f}")
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print(f" weight sums: min {tot.min():.4f} mean {tot.mean():.4f} max {tot.max():.4f}")
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print(f" unweighted vertices: {int((tot < 1e-6).sum())}")
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print(f" bones {len(arm.data.bones)} vertex groups {len(body.vertex_groups)}")
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print(f" uv layers {[l.name for l in me.uv_layers]} materials "
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f"{[m_.name for m_ in me.materials if m_]}")
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print(f" images {[i.name for i in bpy.data.images if i.size[0]]}")
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assert moved < 1e-9, "the mesh moved — the graft must be additive only"
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# The rest mesh being right proves nothing: the armature modifier is what the engine will run.
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# Evaluate it and require the deformed body to sit exactly where the undeformed one does.
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dg = bpy.context.evaluated_depsgraph_get()
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evo = body.evaluated_get(dg)
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tmp = evo.to_mesh()
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Dv = np.empty(len(tmp.vertices) * 3); tmp.vertices.foreach_get("co", Dv)
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Dv = Dv.reshape(-1, 3)
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evo.to_mesh_clear()
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drift = np.linalg.norm(Dv - V_ref, axis=1).max() * UNITM * 1000
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print(f" DEFORMED at rest pose: z {Dv[:,2].min():.5f}..{Dv[:,2].max():.5f} "
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f"max drift vs undeformed {drift:.6f} mm")
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assert drift < 0.01, (f"the armature displaces the body by {drift:.3f} mm at rest — a leftover "
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f"pose, not a weighting problem")
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bpy.ops.wm.save_as_mainfile(filepath=OUTB)
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bpy.ops.object.select_all(action='DESELECT')
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arm.select_set(True); body.select_set(True)
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bpy.context.view_layer.objects.active = arm
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bpy.ops.export_scene.gltf(filepath=OUTG, export_format='GLB', use_selection=True,
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export_image_format='AUTO', export_jpeg_quality=95,
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export_yup=True, export_apply=False, export_skins=True)
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log(f"EXPORTED {OUTG} ({os.path.getsize(OUTG)/1e6:.2f} MB)")
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print("GRAFT_DONE")
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