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>
This commit is contained in:
2026-08-12 10:33:15 -07:00
parent a4e16315ae
commit 6dc60b0d32
17 changed files with 1247 additions and 2 deletions
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@@ -23,7 +23,7 @@ characters/
lena_base_v01/ SHIPPED 2026-08-10 <- frozen
lena_base_v02/ the next one to ship
male/
mako_base_v01/ (none yet — mako has never shipped)
mako_base_v01/ SHIPPED 2026-08-12 <- frozen
work/
lena/ the live lane: recipes + masters. Grammar-exempt.
mako/
@@ -136,7 +136,7 @@ names without touching the immutable delivered files.
| character | gender | parent original | ships so far |
|---|---|---|---|
| `lena` | female | `female_lena_tripo` | `lena_base_v01` |
| `mako` | male | `male_base_bald_tripo_v1` | none |
| `mako` | male | `male_base_bald_tripo_v1` | `mako_base_v01` |
Spelling history for the male: game wiki "Mako", AccuRig-era typo "moka", also "moko".
Canonical filename token is **`mako`**; the others are never used in new files.
@@ -150,6 +150,7 @@ Status vocabulary: `shipped / superseded / rolled-back`.
| folder | character | date | status | ship name in ariki-game | sha256 (repo-side body) |
|---|---|---|---|---|---|
| `female/lena_base_v01` | `lena` | 2026-08-10 | shipped | `Ariki_Female_QuatSkin_Nude.glb`, and swapped into `Ariki_Female_QuatSkin.glb` | `0d602accef0992a6a0dfffa5b73b1f9b702400df5258ff7517f786f11050f4d0` |
| `male/mako_base_v01` | `mako` | 2026-08-12 | shipped | `Ariki_Male_Mako.glb` (male Ariki default, lineage `MALE-MAKO-FULLHEAD-V1`) | `220714a2fb6283188be3834214877204533fde78de9a6ffa03ed85e1167735d3` |
### `lena_base_v01` — what it is
@@ -178,3 +179,21 @@ Ancestry, condensed from the 20 intermediate stages that produced her (all prune
mannequin with no muscle definition. The shipped body has athletic definition
(`42_musculature.py` strength 1.0, `SPINE=0.34`). Flagged here so it is a known
decision rather than a drift.
### `mako_base_v01` — what it is
The Tripo male sculpt with the body decimated and the **head untouched** (158,575 tris,
full scan resolution, cut at the neck at 86.5% of height): body 24k / hands 40k. First
mako-geometry body ever in the game — it replaced the July graft body (Superhero_Male +
Lena's head, `MALE-MAKO-D-V1`, kept on disk as comparison) as the male Ariki default.
| step | what happened |
|---|---|
| decimate | body/hands only (`work/mako/01_decimate_fullhead.py`); head gated bit-identical → 222,575 tris |
| rig | AccuRig 1.10, manual, on a 1.700 m materials-free carrier → 101 CC_Base_* bones |
| graft | index-exact (122,062 verts both sides), mesh moved 0 mm (`work/mako/02_graft.py`) |
| quatskin | `ariki-game/tools/make_mako_fullhead_quatskin_accurig.py` `HEAD_SAFE=1` → 65 joints, 1.818 m, rigid mitts, body-only weld + body-only split-normals clear |
**Known decisions:** height 1.818 m is provisional (IB-lane taller-than-Lena convention,
not eye-locked); ship name avoids the `QuatSkin`/`QuatBody` tokens because
`PlayerController` string-gates on them; no male LOD1 yet. Details in the folder README.
+43
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@@ -0,0 +1,43 @@
# mako_base_v01 — first shipped mako
**Shipped 2026-08-12** as `Ariki_Male_Mako.glb` → wired as the male Ariki player default
in ariki-game (`CharacterBuildData.GetBodyPath` male branch, lineage
`MALE-MAKO-FULLHEAD-V1`). The first mako ship ever: until this folder, the in-game
"Mako" was the July graft (Quaternius Superhero_Male body + Lena's head, `MALE-MAKO-D-V1`),
kept on disk as the comparison body.
## What it is
Özlem's Tripo male sculpt (`originals/male/male_base_bald_tripo_v1`, ~1.9M tris) with the
**body decimated and the head untouched**: body 24k tris, hands 40k, head 158,575 tris at
full scan resolution — cut at the neck (86.5% of bbox height). Face features (brows, lash
lines, lips) are raised geometry on the scan, which is why the head rides along whole.
| stage | result |
|---|---|
| decimate (body/hands only) | 222,575 tris, head bit-identical (`work/mako/01_decimate_fullhead.py`) |
| carrier | 1.700 m, materials stripped (Lena stage-45 recipe) |
| AccuRig | 1.10, manual session by Jeremy 2026-08-12 — **`rig/mako_base_accurig_fbx_v01/` is irreplaceable** |
| graft | index-exact, 101 CC_Base_* bones; mesh moved 0 mm; rest drift 0.0003 mm (`work/mako/02_graft.py`) |
| quatskin | `ariki-game/tools/make_mako_fullhead_quatskin_accurig.py`, `HEAD_SAFE=1` → 65 joints, 1.818 m, rigid-mitt fingers, body-only weld + body-only split-normals clear (head shading preserved) |
## Files
- `mako_base_accurig_glb_v01.glb` — the repo-side body (101 CC bones), input to the game converter
- `rig/mako_base_accurig_fbx_v01/` — manual AccuRig output; no script regenerates it
- `rig/mako_base_tpose_fbx_v01.fbx` — the carrier fed into AccuRig; regenerable via the work-lane recipes
- `preview/` — converter T-pose renders, full-res head closeup, hand closeup, in-game loco bed shot
## Known decisions / departures
- **Height 1.818 m is provisional** — pelvis-anchored then stretched, following the IB-lane
"male reads taller than Lena (1.777)" convention. Not eye-locked by Ozan/Can.
- **Neck cut is hard** (86.5% line, head in every protect group). Lena's v02 candidate uses a
feathered ramp (`work/lena/48_decimate_headsafe.py`) — nicer transition; adopt if v02 ships.
- The ship name deliberately contains neither `QuatSkin` nor `QuatBody`:
`PlayerController` gates Lena's eyes/brows/hair offsets on `Contains("QuatSkin")` and the
Mako-D runtime warp on `Contains("QuatBody")`.
- AccuRig moved some carrier verts (similarity-fit residual p99 6.5 mm) — weights copied by
index regardless and every rest-pose gate passed; don't treat the carrier FBX as
geometrically pristine.
- No male LOD1 yet — `CharacterBodyLodCatalog` still returns null for males.
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"Brow_Drop_L": {
"Bones": {}
},
"Brow_Drop_R": {
"Bones": {}
},
"Nose_Sneer_L": {
"Bones": {}
},
"Nose_Sneer_R": {
"Bones": {}
},
"Cheek_Raise_L": {
"Bones": {}
},
"Cheek_Raise_R": {
"Bones": {}
},
"Cheek_Puff_L": {
"Bones": {}
},
"Cheek_Puff_R": {
"Bones": {}
},
"Head_Turn_Up": {
"Bones": {}
},
"Head_Turn_Down": {
"Bones": {}
},
"Head_Turn_L": {
"Bones": {}
},
"Head_Turn_R": {
"Bones": {}
},
"Head_Tilt_L": {
"Bones": {}
},
"Head_Tilt_R": {
"Bones": {}
},
"Head_L": {
"Bones": {}
},
"Head_R": {
"Bones": {}
},
"Head_Forward": {
"Bones": {}
},
"Head_Backward": {
"Bones": {}
},
"Jaw_Open": {
"Bones": {}
},
"Jaw_Forward": {
"Bones": {}
},
"Jaw_L": {
"Bones": {}
},
"Jaw_R": {
"Bones": {}
},
"Tongue_Out": {
"Bones": {}
},
"Tongue_Up": {
"Bones": {}
},
"Tongue_Down": {
"Bones": {}
},
"Tongue_Tip_Up": {
"Bones": {}
},
"Tongue_Tip_Down": {
"Bones": {}
},
"Tongue_Narrow": {
"Bones": {}
},
"Tongue_Wide": {
"Bones": {}
},
"Tongue_Roll": {
"Bones": {}
},
"Tongue_L": {
"Bones": {}
},
"Tongue_R": {
"Bones": {}
},
"Tongue_Bulge_L": {
"Bones": {}
},
"Tongue_Bulge_R": {
"Bones": {}
},
"Eye_Blink_L": {
"Bones": {}
},
"Eye_Blink_R": {
"Bones": {}
},
"Eye_Squint_L": {
"Bones": {}
},
"Eye_Squint_R": {
"Bones": {}
},
"Eye_Wide_L": {
"Bones": {}
},
"Eye_Wide_R": {
"Bones": {}
},
"Eye_L_Look_L": {
"Bones": {}
},
"Eye_R_Look_L": {
"Bones": {}
},
"Eye_L_Look_R": {
"Bones": {}
},
"Eye_R_Look_R": {
"Bones": {}
},
"Eye_L_Look_Up": {
"Bones": {}
},
"Eye_R_Look_Up": {
"Bones": {}
},
"Eye_L_Look_Down": {
"Bones": {}
},
"Eye_R_Look_Down": {
"Bones": {}
},
"Mouth_Smile_L": {
"Bones": {}
},
"Mouth_Smile_R": {
"Bones": {}
},
"Mouth_Frown_L": {
"Bones": {}
},
"Mouth_Frown_R": {
"Bones": {}
},
"Mouth_Stretch_L": {
"Bones": {}
},
"Mouth_Stretch_R": {
"Bones": {}
},
"Mouth_Dimple_L": {
"Bones": {}
},
"Mouth_Dimple_R": {
"Bones": {}
},
"Mouth_Press_L": {
"Bones": {}
},
"Mouth_Press_R": {
"Bones": {}
},
"Mouth_Pucker": {
"Bones": {}
},
"Mouth_Funnel": {
"Bones": {}
},
"Mouth_Roll_In_Upper": {
"Bones": {}
},
"Mouth_Roll_In_Lower": {
"Bones": {}
},
"Mouth_L": {
"Bones": {}
},
"Mouth_R": {
"Bones": {}
},
"Mouth_Shrug_Upper": {
"Bones": {}
},
"Mouth_Shrug_Lower": {
"Bones": {}
},
"Mouth_Up_Upper_L": {
"Bones": {}
},
"Mouth_Up_Upper_R": {
"Bones": {}
},
"Mouth_Down_Lower_L": {
"Bones": {}
},
"Mouth_Down_Lower_R": {
"Bones": {}
},
"Mouth_Close": {
"Bones": {}
}
},
"Constraint": {},
"Meshes": {
"meshes_0_": {
"SubD Level": 0,
"Materials": {
"Default": {
"Material Type": "Pbr",
"MultiUV Index": 0,
"Two Side": true,
"Diffuse Color": [
255.0,
255.0,
255.0
],
"Ambient Color": [
255.0,
255.0,
255.0
],
"Specular Color": [
255.0,
255.0,
255.0
],
"Opacity": 1.0,
"Self Illumination": 0.0,
"Textures": {},
"Resource Textures": {}
}
}
}
}
}
}
}
}
+2
View File
@@ -0,0 +1,2 @@
# Masters for the mako fullhead lane (ship: male/mako_base_v01)
mako_fullhead_rigged.blend # 02_graft output — the rigged master the ship GLB came from
@@ -0,0 +1,114 @@
# Mako work lane, stage 01: decimate the Tripo original with the HEAD FULLY PROTECTED.
# Body -> 24k tris, hands -> 40k tris, head above the neck line -> UNTOUCHED (full
# Tripo resolution). Jeremy's ask 2026-08-11: a decimated mako that cuts at the neck
# like the Lena head graft did, so the face keeps every tri for later head work.
#
# Differences from tools/rigbait_decimate.py (same region geometry, different intent):
# * NO P_HEAD pass — head verts sit in every protect group instead.
# * Output is a GLB master (packed textures carried), not an FBX rig bait.
# Same as the bait: NO scale / recenter (native ~0.98 m, feet at Z=0); region cuts are
# bbox-relative — neck at 86.5% of height, hands beyond 75.6% of half-span.
#
# blender --background --python 01_decimate_fullhead.py -- <src.glb> <out.glb> <review_dir> [body hand]
import bpy, os, sys, math
from mathutils import Vector
args = sys.argv[sys.argv.index("--") + 1:]
SRC, OUT_GLB, REVIEW = args[0], args[1], args[2]
T_BODY, T_HAND = (int(a) for a in args[3:5]) if len(args) >= 5 else (24000, 40000)
os.makedirs(os.path.dirname(os.path.abspath(OUT_GLB)), exist_ok=True)
os.makedirs(REVIEW, exist_ok=True)
bpy.context.preferences.filepaths.save_version = 0
bpy.ops.wm.read_factory_settings(use_empty=True)
bpy.ops.import_scene.gltf(filepath=SRC)
body = max((o for o in bpy.data.objects if o.type == "MESH"), key=lambda o: len(o.data.vertices))
me = body.data
bpy.ops.object.select_all(action="DESELECT")
body.select_set(True)
bpy.context.view_layer.objects.active = body
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
bb = [body.matrix_world @ Vector(c) for c in body.bound_box]
mnz, mxz = min(v.z for v in bb), max(v.z for v in bb)
half_span = max(abs(v.x) for v in bb)
NECK_Z = mnz + 0.865 * (mxz - mnz)
HAND_X = 0.756 * half_span
print(f"[fullhead] height={mxz-mnz:.3f} half_span={half_span:.3f} neck_z={NECK_Z:.3f} hand_x={HAND_X:.3f}")
# anti-facet shading fixes (shading only, geometry untouched)
try: bpy.ops.mesh.customdata_custom_splitnormals_clear()
except Exception: pass
if "sharp_edge" in me.attributes:
me.attributes.remove(me.attributes["sharp_edge"])
def is_head(v): return v.co.z > NECK_Z
def is_hand(v): return abs(v.co.x) > HAND_X
def group(name, pred):
g = body.vertex_groups.new(name=name)
g.add([v.index for v in me.vertices if pred(v)], 1.0, "REPLACE")
return g
head_tris0 = sum(1 for p in me.polygons if all(is_head(me.vertices[vi]) for vi in p.vertices))
hand_tris0 = sum(1 for p in me.polygons if all(is_hand(me.vertices[vi]) for vi in p.vertices))
print(f"[fullhead] regions: head_tris={head_tris0} hand_tris={hand_tris0} total={len(me.polygons)}")
if head_tris0 < 20000 or hand_tris0 < 20000:
raise SystemExit(f"[fullhead] region cut looks wrong (head={head_tris0}, hands={hand_tris0})")
# Two passes only. The head is inside every protect group, so no pass ever touches it.
group("P_BODY", lambda v: is_head(v) or is_hand(v)) # pass decimates the body
group("P_HAND", lambda v: not is_hand(v)) # pass decimates the hands (head is not a hand)
targets = {"P_BODY": T_BODY, "P_HAND": T_HAND}
region_now = {"P_BODY": len(me.polygons) - head_tris0 - hand_tris0, "P_HAND": hand_tris0}
for pg in ("P_BODY", "P_HAND"):
other_now = len(me.polygons) - region_now[pg]
dec = body.modifiers.new("dec", "DECIMATE")
dec.ratio = min(1.0, (targets[pg] + other_now) / max(1, len(me.polygons)))
dec.vertex_group = pg
dec.invert_vertex_group = True
dec.delimit = {"UV"}
bpy.ops.object.modifier_apply(modifier="dec")
me = body.data
region_now[pg] = targets[pg]
print(f"[fullhead] after {pg} pass: tris={len(me.polygons)}")
# gate: the head must have survived bit-for-tri
head_tris1 = sum(1 for p in me.polygons if all(is_head(me.vertices[vi]) for vi in p.vertices))
print(f"[fullhead] head tris {head_tris0} -> {head_tris1}")
if head_tris1 < head_tris0 * 0.999:
raise SystemExit(f"[fullhead] HEAD WAS DECIMATED ({head_tris0} -> {head_tris1}) — abort, do not use output")
bpy.ops.object.shade_smooth()
def render(name, loc, look_z):
cam = bpy.data.objects.get("cam")
if cam is None:
camd = bpy.data.cameras.new("cam"); cam = bpy.data.objects.new("cam", camd)
bpy.context.scene.collection.objects.link(cam)
bpy.context.scene.camera = cam
cam.location = loc
cam.rotation_euler = (math.radians(90), 0, 0)
cam.location.z = look_z
sc = bpy.context.scene
sc.render.engine = "BLENDER_WORKBENCH"
sc.display.shading.light = "STUDIO"
sc.display.shading.color_type = "TEXTURE"
sc.render.resolution_x = 800; sc.render.resolution_y = 800
sc.render.filepath = os.path.join(REVIEW, name)
bpy.ops.render.render(write_still=True)
h = mxz - mnz
render("qa_front.png", Vector((0, -2.0 * h, 0)), mnz + 0.5 * h)
render("qa_head.png", Vector((0, -0.45 * h, 0)), mnz + 0.93 * h)
render("qa_hand.png", Vector((HAND_X + 0.08 * h, -0.35 * h, 0)), mnz + 0.72 * h)
bpy.ops.object.select_all(action="DESELECT"); body.select_set(True)
for g in list(body.vertex_groups): body.vertex_groups.remove(g)
bpy.ops.export_scene.gltf(
filepath=OUT_GLB, export_format="GLB", export_yup=True, export_apply=False,
export_animations=False, export_skins=False, export_morph=False)
print(f"[fullhead] wrote {OUT_GLB} ({os.path.getsize(OUT_GLB)/1e6:.1f} MB), "
f"final tris={len(me.polygons)} (head {head_tris1} + budgets {T_BODY}+{T_HAND})")
print("[fullhead] DONE")
+194
View File
@@ -0,0 +1,194 @@
# Mako work lane, stage 02: graft AccuRig skeleton + weights onto the fullhead GLB.
# Direct adaptation of work/lena/46_graft.py — sole difference: the target is the GLB itself
# (the mako lane has no .blend master; the GLB is the source of truth).
#
# blender --background --python 02_graft.py -- <target.glb> <rigged.fbx> <out.blend> <out.glb>
#
# blender --background --python 46_graft.py -- <target.glb> <rigged.fbx> <out.blend> <out.glb>
#
# The lane's rule (`.agents/plans/rig-graft-lane-2026-08-04.md`): FBX is a disposable rig carrier,
# the GLB is the sole source of truth for mesh and materials, and it only ever GAINS bones and
# weights. So nothing here touches a vertex position, a UV, or a texture — the mesh that comes out
# is byte-for-byte v10's, and that is asserted at the end, not hoped for.
#
# INDEX-EXACT, not nearest-surface. The plan assumed a decimated bait would have to hand weights to
# a full-res mesh by proximity, which is where the July lane mangled the fingers (close-packed
# digits confuse a proximity search). AccuRig rigged the shipping mesh whole and returned the same
# 31,111 vertices in the same order, so weights copy index-to-index and the failure mode is gone.
#
# TWO CORRECTIONS, both SOLVED here rather than hardcoded. The carrier was exported at 1.700 m and
# AccuRig also shifted the body ~1.2 cm (the same family as the July lane's 4 cm offset trap). Both
# are recovered by least-squares fitting a uniform scale + translation between the two vertex sets,
# so this stays correct if either changes on a future re-rig.
import bpy, sys, os, time
import numpy as np
from mathutils import Vector, Matrix
argv = sys.argv[sys.argv.index("--") + 1:]
GLB, FBX, OUTB, OUTG = argv[0], argv[1], os.path.abspath(argv[2]), os.path.abspath(argv[3])
t0 = time.time()
def log(m):
print(f"[graft {time.time()-t0:6.1f}s] {m}", flush=True)
bpy.ops.wm.read_factory_settings(use_empty=True)
bpy.ops.import_scene.gltf(filepath=GLB)
for _o in bpy.data.objects:
if _o.type == "MESH":
bpy.context.view_layer.objects.active = _o; _o.select_set(True)
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
body = max([o for o in bpy.data.objects if o.type == 'MESH'], key=lambda o: len(o.data.vertices))
me = body.data
n = len(me.vertices)
V = np.empty(n * 3); me.vertices.foreach_get("co", V); V = V.reshape(-1, 3)
V_ref = V.copy()
log(f"target: '{body.name}' {n}v {len(me.polygons)}f uv={[l.name for l in me.uv_layers]}")
before = {o.name for o in bpy.data.objects}
bpy.ops.import_scene.fbx(filepath=FBX)
new = [o for o in bpy.data.objects if o.name not in before]
arm = next(o for o in new if o.type == 'ARMATURE')
src = max([o for o in new if o.type == 'MESH'], key=lambda o: len(o.data.vertices))
log(f"carrier: armature '{arm.name}' {len(arm.data.bones)} bones, mesh {len(src.data.vertices)}v")
# AccuRig ships a "T-Pose" take, and Blender's importer binds it as an ACTION. An action re-applies
# its pose on every evaluation and on every file load, so clearing pose values while it exists is
# futile — the in-session assert passes, the saved file comes back posed, and the body deforms
# 1.25 units into the air with every edge length unchanged. Drop the animation data first.
dropped = []
for o in (arm, src):
if o.animation_data:
dropped.append(o.name)
o.animation_data_clear()
dat = o.data
if dat and getattr(dat, "animation_data", None):
dat.animation_data_clear()
sk = getattr(dat, "shape_keys", None)
if sk and sk.animation_data:
sk.animation_data_clear()
for act in list(bpy.data.actions):
if act.users == 0:
bpy.data.actions.remove(act)
log(f"animation data cleared on {dropped}; actions left: {[a.name for a in bpy.data.actions]}")
assert len(src.data.vertices) == n, \
f"vertex count differs ({len(src.data.vertices)} vs {n}) — index-exact graft is off the table"
# ---- recover scale + translation between carrier and target (order is preserved) ----
S = np.empty(n * 3); src.data.vertices.foreach_get("co", S); S = S.reshape(-1, 3)
M = np.array(src.matrix_world)
Sw = S @ M[:3, :3].T + M[:3, 3]
ca, cb = V.mean(axis=0), Sw.mean(axis=0)
A, B = V - ca, Sw - cb
s = float((A * B).sum() / (B * B).sum())
t = ca - s * cb
res = np.linalg.norm(V - (s * Sw + t), axis=1)
UNITM = 1.750 / (V[:, 2].max() - V[:, 2].min())
log(f"fit: scale {s:.6f} (1/{1/s:.6f}) translation {np.round(t, 6)} in target units")
log(f" carrier offset removed: {np.round(-t / s * 1000, 3)} mm in carrier space")
log(f" index-exact residual: mean {res.mean()*UNITM*1000:.4f} mm p99 "
f"{np.percentile(res,99)*UNITM*1000:.4f} mm max {res.max()*UNITM*1000:.4f} mm")
# ---- move the skeleton into the target's space; the mesh never moves ----
arm.matrix_world = Matrix.Translation(Vector(t)) @ Matrix.Diagonal(
Vector((s, s, s))).to_4x4() @ arm.matrix_world
bpy.ops.object.select_all(action='DESELECT')
arm.select_set(True)
bpy.context.view_layer.objects.active = arm
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
log(f"armature placed; scale now {tuple(round(v,5) for v in arm.scale)}")
# Clear the carrier's POSE, and do it AFTER transform_apply. The mesh binds to the REST skeleton,
# so any pose riding along is pure displacement — and this FBX arrives with one. Clearing it by
# setting location/rotation/scale properties BEFORE the apply did not survive: transform_apply
# reintroduced non-identity rotations on the thigh and foot, the saved file deformed the body
# 1.25 units into the air, and every edge length stayed put — rigid motion, which reads as
# "weights are fine, model is gone". Use the pose operator, last, and assert it took.
bpy.ops.object.mode_set(mode='POSE')
bpy.ops.pose.select_all(action='SELECT')
bpy.ops.pose.transforms_clear()
bpy.ops.object.mode_set(mode='OBJECT')
bpy.context.view_layer.update()
worst_pb = max(np.abs(np.array(pb.matrix_basis) - np.eye(4)).max() for pb in arm.pose.bones)
log(f"pose cleared; largest deviation from identity across {len(arm.pose.bones)} bones: "
f"{worst_pb:.2e}")
assert worst_pb < 1e-6, "pose did not clear — the bind would be displaced"
# ---- copy weights index-to-index ----
for vg in list(body.vertex_groups):
body.vertex_groups.remove(vg)
name_of = {}
for g in src.vertex_groups:
name_of[g.index] = g.name
body.vertex_groups.new(name=g.name)
tgt = {g.name: g for g in body.vertex_groups}
copied = 0
for v in src.data.vertices:
for g in v.groups:
w = g.weight
if w > 0.0:
tgt[name_of[g.group]].add([v.index], w, 'REPLACE')
copied += 1
log(f"copied {copied} weights into {len(body.vertex_groups)} groups")
# ---- bind ----
for m_ in list(body.modifiers):
if m_.type == 'ARMATURE':
body.modifiers.remove(m_)
mod = body.modifiers.new("Armature", 'ARMATURE')
mod.object = arm
body.parent = arm
body.matrix_parent_inverse = arm.matrix_world.inverted()
# ---- the carrier is disposable: nothing visual survives from the FBX ----
carrier_mats = [m_ for m_ in src.data.materials if m_]
bpy.data.objects.remove(src, do_unlink=True)
for m_ in carrier_mats:
if m_.users == 0:
bpy.data.materials.remove(m_)
for im in list(bpy.data.images):
if im.users == 0 and im.name not in {"Render Result", "Viewer Node"}:
bpy.data.images.remove(im)
# ---- verify ----
V2 = np.empty(n * 3); me.vertices.foreach_get("co", V2); V2 = V2.reshape(-1, 3)
moved = np.linalg.norm(V2 - V_ref, axis=1).max()
tot = np.zeros(n)
for v in me.vertices:
tot[v.index] = sum(g.weight for g in v.groups)
print("\n=== VERIFY ===")
print(f" mesh vertices moved: {moved*UNITM*1000:.6f} mm (must be 0)")
print(f" height {V2[:,2].max()-V2[:,2].min():.5f} units, feet min-Z {V2[:,2].min():+.6f}")
print(f" weight sums: min {tot.min():.4f} mean {tot.mean():.4f} max {tot.max():.4f}")
print(f" unweighted vertices: {int((tot < 1e-6).sum())}")
print(f" bones {len(arm.data.bones)} vertex groups {len(body.vertex_groups)}")
print(f" uv layers {[l.name for l in me.uv_layers]} materials "
f"{[m_.name for m_ in me.materials if m_]}")
print(f" images {[i.name for i in bpy.data.images if i.size[0]]}")
assert moved < 1e-9, "the mesh moved — the graft must be additive only"
# The rest mesh being right proves nothing: the armature modifier is what the engine will run.
# Evaluate it and require the deformed body to sit exactly where the undeformed one does.
dg = bpy.context.evaluated_depsgraph_get()
evo = body.evaluated_get(dg)
tmp = evo.to_mesh()
Dv = np.empty(len(tmp.vertices) * 3); tmp.vertices.foreach_get("co", Dv)
Dv = Dv.reshape(-1, 3)
evo.to_mesh_clear()
drift = np.linalg.norm(Dv - V_ref, axis=1).max() * UNITM * 1000
print(f" DEFORMED at rest pose: z {Dv[:,2].min():.5f}..{Dv[:,2].max():.5f} "
f"max drift vs undeformed {drift:.6f} mm")
assert drift < 0.01, (f"the armature displaces the body by {drift:.3f} mm at rest — a leftover "
f"pose, not a weighting problem")
bpy.ops.wm.save_as_mainfile(filepath=OUTB)
bpy.ops.object.select_all(action='DESELECT')
arm.select_set(True); body.select_set(True)
bpy.context.view_layer.objects.active = arm
bpy.ops.export_scene.gltf(filepath=OUTG, export_format='GLB', use_selection=True,
export_image_format='AUTO', export_jpeg_quality=95,
export_yup=True, export_apply=False, export_skins=True)
log(f"EXPORTED {OUTG} ({os.path.getsize(OUTG)/1e6:.2f} MB)")
print("GRAFT_DONE")