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