Files
jeremy 3d8825f5a9 reorg(characters): ship-time folders — lena_base_v01 ships, lane moves to work/lena
REGISTRY rewritten around the central rule: a character folder is born only
when a body ships to ariki-game (<character>_base_v<NN> = ship ordinal).
lena_nude dissolves accordingly:
- characters/female/lena_base_v01/ — SHIPPED 2026-08-10: AccuRig GLB carrier,
  T-pose/rig FBX + JSON, previews, frozen README
- characters/work/lena/ — the live lane: recipes 01-47 (incl. new 36-47:
  refill/sheets/clay/despeckle/musculature/spin/AccuRig export/graft/pose QC),
  masters (athletic_v04 blend + textures, accurig blend), lane-history README
- hires_claude/hires_work intermediates (blends, logs, probes) pruned

Supporting docs: AGENTS.md, working-files rule, rig-graft plan addendum,
originals README, prune_lane.py.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 07:17:15 -07:00

90 lines
3.1 KiB
Python

# Stage 30b: repair face winding on the decimated GLB, in place.
#
# blender --background --python 30b_fix_winding.py -- <in.glb> <out.glb>
#
# Decimation re-triangulates, and it reintroduced 61 inward-facing triangles on the 32k mesh —
# the same defect stage 25 cleared from the hires sculpt (1511 -> 10). A backfacing triangle
# renders black, so handing the retexture/re-atlas lane a mesh speckled with them would waste
# their pass. Same two-step remedy: propagate consistent orientation, then reverse whatever the
# non-manifold edges blocked (make_consistent cannot cross them). No vertex moves.
import bpy, bmesh, sys, os, time
import numpy as np
argv = sys.argv[sys.argv.index("--") + 1:]
SRC, OUT = argv[0], argv[1]
t0 = time.time()
def log(m):
print(f"[wind {time.time()-t0:6.1f}s] {m}", flush=True)
bpy.ops.wm.read_homefile(use_empty=True)
bpy.ops.import_scene.gltf(filepath=SRC)
ob = max([o for o in bpy.data.objects if o.type == 'MESH'],
key=lambda o: len(o.data.vertices))
me = ob.data
bpy.context.view_layer.objects.active = ob
for o in bpy.data.objects:
o.select_set(o is ob)
log(f"in: {len(me.vertices)}v {len(me.polygons)}f")
def flipped_mask():
n_f = len(me.polygons)
fn = np.empty(n_f * 3)
me.polygons.foreach_get("normal", fn)
fn = fn.reshape(-1, 3)
n_v = len(me.vertices)
vv = np.empty(n_v * 3)
me.vertices.foreach_get("normal", vv)
vv = vv.reshape(-1, 3)
lv = np.empty(len(me.loops), dtype=np.int32)
me.loops.foreach_get("vertex_index", lv)
ls = np.empty(n_f, dtype=np.int32)
me.polygons.foreach_get("loop_start", ls)
lt = np.empty(n_f, dtype=np.int32)
me.polygons.foreach_get("loop_total", lt)
acc = np.zeros((n_f, 3))
for k in range(int(lt.max())):
sel = lt > k
acc[sel] += vv[lv[ls[sel] + k]]
acc /= np.maximum(np.linalg.norm(acc, axis=1, keepdims=True), 1e-12)
return (fn * acc).sum(axis=1) < 0
print(f"FLIPPED before: {int(flipped_mask().sum())} of {len(me.polygons)}")
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.normals_make_consistent(inside=False)
bpy.ops.object.mode_set(mode='OBJECT')
me.update()
print(f"FLIPPED after make_consistent: {int(flipped_mask().sum())}")
for rnd in range(4):
bad = np.nonzero(flipped_mask())[0]
if len(bad) == 0:
log(f"round {rnd}: none left")
break
bm = bmesh.new()
bm.from_mesh(me)
bm.faces.ensure_lookup_table()
bmesh.ops.reverse_faces(bm, faces=[bm.faces[int(i)] for i in bad])
bm.to_mesh(me)
bm.free()
me.update()
log(f"round {rnd}: reversed {len(bad)}")
print(f"FLIPPED final: {int(flipped_mask().sum())} of {len(me.polygons)}")
vn = np.empty(len(me.vertices) * 3, dtype=np.float32)
me.vertices.foreach_get("normal", vn)
if me.has_custom_normals:
me.normals_split_custom_set_from_vertices(vn.reshape(-1, 3))
bpy.ops.export_scene.gltf(filepath=OUT, export_format='GLB', export_image_format='AUTO',
export_yup=True, export_apply=False, export_animations=False,
export_skins=False, export_morph=False)
log(f"WROTE {OUT} ({os.path.getsize(OUT)/1e6:.2f} MB)")
print("WIND_DONE")