# Kevin Iglesias FBX → Quaternius-skeleton GLB batch retargeter (Blender 5.x, headless). # # THE one-time migration path (Ozan 2026-07-07 "I want to do this migration once"): # originals live in ariki-assets/animations/kevin-iglesias (Unity FBX, T-pose "B-*" rig); # this script bakes them onto the game's Quaternius UE-named skeleton so the runtime loads # them exactly like the UAL GLBs (PlayerController.LoadUalLibrary) — no runtime retarget, # no deprecated Godot BoneMap import path. # # Method: world-rotation-delta retarget. Both rigs rest in a T-POSE (verified 2026-07-07: # Quaternius upperarm_l dir=(1,0,0), Kevin B-upperArm.L dir=(1,0,0)), so for every mapped # bone the world rotation delta from rest transfers 1:1: # q_target_world(f) = (q_src_world(f) · q_src_rest⁻¹) · q_target_rest # Pelvis additionally carries scaled root translation. Unmapped target bones (spine_03, # leaf/ball bones, missing fingers) ride their parent rigidly at rest offset. # # Usage: # blender --background --python tools/kevin_retarget.py -- \ # --src "[,…]" --out [--limit N] # # Each FBX becomes one glTF animation named from the file: "HumanM@Eat01_R - Loop" → # "Eat01_R_Loop". Output GLB = armature + all animations (no mesh). import bpy, sys, os, re from mathutils import Matrix, Quaternion, Vector TARGET_GLTF = "/Users/behcetozanbozkurt/Documents/tinqs-ltd/ariki-game/assets/quaternius/base-characters/Universal Base Characters[Standard]/Base Characters/Godot - UE/Superhero_Male_FullBody.gltf" # Kevin "B-*" → Quaternius UE names. Fingers map 1:1 (both rigs have 3-segment fingers). BONE_MAP = { "B-hips": "pelvis", "B-spine": "spine_01", "B-chest": "spine_02", "B-neck": "neck_01", "B-head": "Head", } for S, T in (("L", "l"), ("R", "r")): BONE_MAP[f"B-shoulder.{S}"] = f"clavicle_{T}" BONE_MAP[f"B-upperArm.{S}"] = f"upperarm_{T}" BONE_MAP[f"B-forearm.{S}"] = f"lowerarm_{T}" BONE_MAP[f"B-hand.{S}"] = f"hand_{T}" BONE_MAP[f"B-thigh.{S}"] = f"thigh_{T}" BONE_MAP[f"B-shin.{S}"] = f"calf_{T}" BONE_MAP[f"B-foot.{S}"] = f"foot_{T}" BONE_MAP[f"B-toe.{S}"] = f"ball_{T}" for i in (1, 2, 3): BONE_MAP[f"B-indexFinger0{i}.{S}"] = f"index_0{i}_{T}" BONE_MAP[f"B-middleFinger0{i}.{S}"] = f"middle_0{i}_{T}" BONE_MAP[f"B-ringFinger0{i}.{S}"] = f"ring_0{i}_{T}" BONE_MAP[f"B-pinky0{i}.{S}"] = f"pinky_0{i}_{T}" BONE_MAP[f"B-thumb0{i}.{S}"] = f"thumb_0{i}_{T}" INV_MAP = {v: k for k, v in BONE_MAP.items()} def apply_object_transform(obj): """Bake the importer's object-level rotation/scale into the armature data. Makes Blender world == data space (meters, Z-up) for BOTH rigs, so exported glTF matches what Godot's importer produced for the original Quaternius file — same units, same axes, same rests.""" bpy.ops.object.select_all(action="DESELECT") obj.select_set(True) bpy.context.view_layer.objects.active = obj bpy.ops.object.transform_apply(location=True, rotation=True, scale=True) bpy.context.view_layer.update() def clip_name(path): base = os.path.splitext(os.path.basename(path))[0] base = base.split("@", 1)[-1] # drop HumanM@ / HumanF@ / Villager@ … base = base.replace(" - ", "_").replace(" ", "") return re.sub(r"[^A-Za-z0-9_\-]", "", base) def hierarchy_order(arm): out, stack = [], [b for b in arm.data.bones if b.parent is None] while stack: b = stack.pop(0) out.append(b) stack.extend(b.children) return out def char_frame(rest, hips, head, upper_arm_l): """Orthonormal character frame from the rest pose: columns = (left-arm axis, hips→head up, their cross). Lets us align two rigs whatever world orientation their importer left them in — the old pipeline's limb bug was exactly an unhandled world-frame mismatch.""" u = (rest[head].translation - rest[hips].translation).normalized() l = (rest[upper_arm_l].to_quaternion() @ Vector((0, 1, 0))).normalized() # bone Y = along bone f = l.cross(u).normalized() l = u.cross(f).normalized() m = Matrix((l, u, f)).transposed() return m.to_quaternion().normalized() def retarget_one(src_arm, tgt_arm, action, name, scn, unit): f0, f1 = int(action.frame_range[0]), int(action.frame_range[1]) if src_arm.animation_data is None: src_arm.animation_data_create() src_arm.animation_data.action = action # Blender 5 slotted actions: bind the first slot so the action actually evaluates. if getattr(action, "slots", None) and src_arm.animation_data.action_slot is None: src_arm.animation_data.action_slot = action.slots[0] tgt_rest = {b.name: (tgt_arm.matrix_world @ b.matrix_local) for b in tgt_arm.data.bones} src_rest = {b.name: (src_arm.matrix_world @ b.matrix_local) for b in src_arm.data.bones} src_rest_q = {n: m.to_quaternion().normalized() for n, m in src_rest.items()} tgt_rest_q = {n: m.to_quaternion().normalized() for n, m in tgt_rest.items()} # World-frame alignment C: rotates source-world axes onto target-world axes (both rigs are # T-pose, so the character frames coincide semantically). All rotation deltas and root # translation deltas are conjugated/rotated through C before applying to the target. C = (char_frame(tgt_rest, "pelvis", "Head", "upperarm_l") @ char_frame(src_rest, "B-hips", "B-head", "B-upperArm.L").inverted()).normalized() Cinv = C.inverted() # Uniform size ratio from hips→head world distance (unit/scale agnostic). h_src = (src_rest["B-head"].translation - src_rest["B-hips"].translation).length h_tgt = (tgt_rest["Head"].translation - tgt_rest["pelvis"].translation).length tscale = h_tgt / h_src if h_src > 1e-5 else 1.0 new_act = bpy.data.actions.new(name) if tgt_arm.animation_data is None: tgt_arm.animation_data_create() tgt_arm.animation_data.action = new_act order = hierarchy_order(tgt_arm) tw_inv = tgt_arm.matrix_world.inverted() for pb in tgt_arm.pose.bones: pb.rotation_mode = "QUATERNION" # ── Pelvis translation: the raw hips fcurve channel ── # Calibrated on Eat (static ≈0) + SleepGround Down (y 0→−86cm): Kevin's hips LOCAL location # is placement-free (the demo-scene offset lives on the unmapped B-root), cm-scaled, and # standing = 0 with −Y = down, X/Z = horizontal. Maps straight onto the target's Z-up world: # (x, z, y)·unit·tscale added to the pelvis rest. No world-frame algebra, no rest quirks. for f in range(f0, f1 + 1): scn.frame_set(f) dg = bpy.context.evaluated_depsgraph_get() se = src_arm.evaluated_get(dg) spose = {pb.name: (src_arm.matrix_world @ pb.matrix) for pb in se.pose.bones} tgt_world = {} for tb in order: nt = tb.name rest_t = tgt_rest[nt] ns = INV_MAP.get(nt) if ns is None or ns not in spose: if tb.parent is None: tgt_world[nt] = rest_t else: rel = tgt_rest[tb.parent.name].inverted() @ rest_t tgt_world[nt] = tgt_world[tb.parent.name] @ rel continue q_delta = (spose[ns].to_quaternion().normalized() @ src_rest_q[ns].inverted()).normalized() q_delta = (C @ q_delta @ Cinv).normalized() # express the delta in TARGET world axes q_world = (q_delta @ tgt_rest_q[nt]).normalized() if nt == "pelvis": loc = se.pose.bones["B-hips"].location t_world = rest_t.translation + Vector((loc.x, loc.z, loc.y)) * unit * tscale else: rel = tgt_rest[tb.parent.name].inverted() @ rest_t t_world = (tgt_world[tb.parent.name] @ rel).translation tgt_world[nt] = Matrix.LocRotScale(t_world, q_world, Vector((1, 1, 1))) for tb in order: pb = tgt_arm.pose.bones[tb.name] m_arm = tw_inv @ tgt_world[tb.name] if tb.parent: m_parent_arm = tw_inv @ tgt_world[tb.parent.name] rel_rest = tb.parent.matrix_local.inverted() @ tb.matrix_local basis = rel_rest.inverted() @ (m_parent_arm.inverted() @ m_arm) else: basis = tb.matrix_local.inverted() @ m_arm pb.matrix_basis = basis pb.keyframe_insert("rotation_quaternion", frame=f) if tb.name == "pelvis" or tb.parent is None: pb.keyframe_insert("location", frame=f) tgt_arm.animation_data.action = None return new_act def main(): argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else [] args = dict(zip(argv[::2], argv[1::2])) srcs, out, limit = args["--src"].split(","), args["--out"], int(args.get("--limit", 0)) fbx_files = [] for s in srcs: s = s.strip() if os.path.isdir(s): for root, _, files in os.walk(s): fbx_files += [os.path.join(root, x) for x in sorted(files) if x.lower().endswith(".fbx")] else: fbx_files.append(s) if limit: fbx_files = fbx_files[:limit] print(f"[kevin] {len(fbx_files)} clips → {out}") bpy.ops.object.select_all(action="SELECT") bpy.ops.object.delete() scn = bpy.context.scene scn.render.fps = 30 bpy.ops.import_scene.gltf(filepath=TARGET_GLTF) tgt_arm = next(o for o in bpy.data.objects if o.type == "ARMATURE") tgt_arm.name = "Armature" # Drop meshes — animations-only GLB (small, loads fast; the game binds clips to its own body). for o in [o for o in bpy.data.objects if o.type == "MESH"]: bpy.data.objects.remove(o, do_unlink=True) bpy.context.view_layer.update() apply_object_transform(tgt_arm) done = [] for i, f in enumerate(fbx_files): name = clip_name(f) pre = set(bpy.data.objects) | set() pre_actions = set(bpy.data.actions) bpy.ops.import_scene.fbx(filepath=f) new_objs = [o for o in bpy.data.objects if o not in pre] src_arm = next((o for o in new_objs if o.type == "ARMATURE"), None) new_acts = [a for a in bpy.data.actions if a not in pre_actions] if src_arm is None or not new_acts: print(f"[kevin] SKIP (no armature/action): {f}") else: bpy.context.view_layer.update() # transform_apply keeps the ROTATION math in one consistent world frame (engine- # validated); the pelvis TRANSLATION reads the raw hips fcurve channel instead, so # capture the importer's unit scale (cm→m 0.01) before apply wipes it. unit = src_arm.scale.x apply_object_transform(src_arm) act = retarget_one(src_arm, tgt_arm, new_acts[0], name, scn, unit) done.append(act) print(f"[kevin] {i + 1}/{len(fbx_files)} {name} ({int(act.frame_range[1])}f)") for o in new_objs: bpy.data.objects.remove(o, do_unlink=True) for a in new_acts: bpy.data.actions.remove(a) # Stash every baked action on an NLA track so the glTF exporter emits it as an animation. for act in done: tr = tgt_arm.animation_data.nla_tracks.new() tr.name = act.name tr.strips.new(act.name, 1, act) bpy.ops.object.select_all(action="DESELECT") tgt_arm.select_set(True) bpy.context.view_layer.objects.active = tgt_arm bpy.ops.export_scene.gltf( filepath=out, use_selection=True, export_animations=True, export_animation_mode="NLA_TRACKS", export_force_sampling=True, export_optimize_animation_size=False) print(f"[kevin] EXPORTED {len(done)} clips → {out}") main()