feat(qc): loop_qc tool + loop-qc agent — measure loop-seam smoothness
Pose gap / velocity gap / root drift at the LoopMode.Linear wrap; exit-code gated. Skill updated: loop QC is workflow step 5, with the Blender-side fixer playbook. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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"""loop_qc.py — measure how cleanly a clip loops.
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The game loops dance clips with Godot LoopMode.Linear: after the last keyframe it
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wraps straight back to frame 0. A loop is smooth only if, at that seam, both the
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POSE and the MOTION are continuous:
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1. pose gap — per-bone local-rotation difference (deg) between last & first frame.
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Large gap => the character visibly snaps to a new pose on wrap.
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2. velocity gap — per-bone angular velocity just BEFORE the seam vs just AFTER it.
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Mismatch => motion direction jerks even if the pose matches.
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3. root drift — pelvis world-position difference end vs start. Nonzero => the body
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teleports sideways/vertically on wrap (only matters for in-place clips).
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Run headless:
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blender --background --python tools/loop_qc.py -- --src <clip.glb> [--name <Clip>] \
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[--pose-deg 5] [--vel-deg 3] [--drift-cm 3]
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Exit code 0 = SMOOTH (within thresholds), 1 = NOT SMOOTH, 2 = error. So it can gate a
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pipeline step. Prints a ranked list of the worst-offending bones to say WHERE the pop is.
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"""
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import bpy, sys, math, argparse
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from mathutils import Quaternion
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def parse():
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argv = sys.argv[sys.argv.index("--")+1:] if "--" in sys.argv else []
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p = argparse.ArgumentParser()
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p.add_argument("--src", required=True)
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p.add_argument("--name", default=None, help="clip/action name; default = first action")
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p.add_argument("--pose-deg", type=float, default=5.0, help="max per-bone pose gap (deg)")
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p.add_argument("--vel-deg", type=float, default=3.0, help="max per-bone velocity gap (deg/frame)")
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p.add_argument("--drift-cm", type=float, default=3.0, help="max pelvis drift (cm)")
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p.add_argument("--top", type=int, default=8, help="how many worst bones to list")
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return p.parse_args(argv)
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def load(src, name):
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bpy.ops.wm.read_factory_settings(use_empty=True)
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bpy.ops.import_scene.gltf(filepath=src)
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arm = next(o for o in bpy.data.objects if o.type == 'ARMATURE')
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if name:
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act = bpy.data.actions.get(name)
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if act is None:
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acts = [a.name for a in bpy.data.actions]
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raise SystemExit(f"[loop_qc] no action '{name}'; have {acts}")
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arm.animation_data.action = act
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else:
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act = arm.animation_data.action
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return arm, act
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def local_quats(arm, frame):
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bpy.context.scene.frame_set(frame)
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out = {}
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for pb in arm.pose.bones:
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q = pb.matrix_basis.to_quaternion().normalized()
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out[pb.name] = q
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return out
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def ang(q1, q2):
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d = abs(max(-1.0, min(1.0, q1.dot(q2))))
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return math.degrees(2.0 * math.acos(d))
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def main():
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a = parse()
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arm, act = load(a.src, a.name)
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f0, f1 = int(act.frame_range[0]), int(act.frame_range[1])
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scene = bpy.context.scene
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q_first = local_quats(arm, f0)
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q_last = local_quats(arm, f1)
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q_first1 = local_quats(arm, f0 + 1) # for velocity just after the seam
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q_last1 = local_quats(arm, f1 - 1) # for velocity just before the seam
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bones = [b for b in q_first if b in q_last]
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# 1. pose gap
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pose = sorted(((ang(q_last[b], q_first[b]), b) for b in bones), reverse=True)
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pose_max, pose_bone = pose[0]
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pose_mean = sum(v for v, _ in pose) / len(pose)
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# 2. velocity gap: v_before = last-1 -> last ; v_after = first -> first+1
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vel = []
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for b in bones:
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v_before = ang(q_last1[b], q_last[b])
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v_after = ang(q_first[b], q_first1[b])
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vel.append((abs(v_before - v_after), b, v_before, v_after))
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vel.sort(reverse=True)
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vel_max, vel_bone = vel[0][0], vel[0][1]
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vel_mean = sum(v for v, *_ in vel) / len(vel)
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# 3. root drift (pelvis world pos)
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root = 'pelvis' if 'pelvis' in arm.pose.bones else arm.pose.bones[0].name
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scene.frame_set(f0); p0 = (arm.matrix_world @ arm.pose.bones[root].head).copy()
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scene.frame_set(f1); p1 = (arm.matrix_world @ arm.pose.bones[root].head).copy()
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drift_cm = (p1 - p0).length * 100.0
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ok_pose = pose_max <= a.pose_deg
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ok_vel = vel_max <= a.vel_deg
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ok_drift = drift_cm <= a.drift_cm
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smooth = ok_pose and ok_vel and ok_drift
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print("=== LOOP QC ===")
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print(f"clip={act.name} frames={f0}..{f1}")
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print(f"[{'PASS' if ok_pose else 'FAIL'}] pose gap : max {pose_max:6.2f}° (limit {a.pose_deg}) mean {pose_mean:.2f}° worst={pose_bone}")
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print(f"[{'PASS' if ok_vel else 'FAIL'}] velocity gap: max {vel_max:6.2f}°/f (limit {a.vel_deg}) mean {vel_mean:.2f} worst={vel_bone}")
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print(f"[{'PASS' if ok_drift else 'FAIL'}] root drift : {drift_cm:6.2f} cm (limit {a.drift_cm}) bone={root}")
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print(f"\nVERDICT: {'SMOOTH ✓' if smooth else 'NOT SMOOTH ✗ — will pop on loop'}")
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print(f"\nworst {a.top} bones by pose gap (deg end→start):")
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for v, b in pose[:a.top]:
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print(f" {v:7.2f} {b}")
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print(f"\nworst {a.top} bones by velocity mismatch (deg/frame across seam):")
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for v, b, vb, va in vel[:a.top]:
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print(f" {v:7.2f} {b} (before {vb:.2f} / after {va:.2f})")
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sys.exit(0 if smooth else 1)
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if __name__ == "__main__":
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try:
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main()
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except SystemExit:
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raise
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except Exception as e:
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print(f"[loop_qc] ERROR: {e}")
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sys.exit(2)
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