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

82 lines
3.3 KiB
Python

# Stage 43: open her in the Blender GUI on a slow, endless turntable.
#
# blender <blend> --python 43_spin.py
#
# Runs inside the GUI session. Puts a linear 360-degree Z rotation on the body over SECONDS_PER_TURN
# and starts playback; the scene loops, and because the last frame is the same pose as the first,
# the turn is seamless and runs until you stop it.
#
# sync_mode is set to FRAME_DROP on purpose: left at the default, Blender plays this 32k mesh as
# fast as the viewport can draw it, which is far faster than the fps you asked for. FRAME_DROP
# makes playback honour real time, so "slow" actually means slow.
import bpy
import math
SECONDS_PER_TURN = 50.0
FPS = 24
def setup():
ob = max([o for o in bpy.data.objects if o.type == 'MESH'],
key=lambda o: len(o.data.vertices))
bpy.context.view_layer.objects.active = ob
for o in bpy.data.objects:
o.select_set(o is ob)
scn = bpy.context.scene
scn.render.fps = FPS
scn.sync_mode = 'FRAME_DROP'
n = int(round(SECONDS_PER_TURN * FPS))
scn.frame_start = 1
scn.frame_end = n # frame n+1 would repeat frame 1, so end at n
scn.frame_set(1)
# Blender 5.x uses slotted actions, so `action.fcurves` no longer exists and reaching the
# curves means walking layers/strips/channelbags. Not needed: set the interpolation default
# BEFORE inserting, and let the scene's loop supply the extrapolation. A constant-interpolated
# turntable would visibly stutter, so LINEAR here is the whole point.
bpy.context.preferences.edit.keyframe_new_interpolation_type = 'LINEAR'
ob.animation_data_clear()
ob.rotation_mode = 'XYZ'
ob.rotation_euler = (0.0, 0.0, 0.0)
ob.keyframe_insert("rotation_euler", index=2, frame=1)
ob.rotation_euler = (0.0, 0.0, 2.0 * math.pi)
ob.keyframe_insert("rotation_euler", index=2, frame=n + 1)
for area in bpy.context.screen.areas:
if area.type != 'VIEW_3D':
continue
sp = area.spaces.active
sp.shading.type = 'MATERIAL'
sp.shading.use_scene_lights = False
sp.shading.use_scene_world = False
sp.overlay.show_floor = False
sp.overlay.show_axis_x = False
sp.overlay.show_axis_y = False
sp.overlay.show_text = False
sp.overlay.show_cursor = False
sp.overlay.show_object_origins = False
sp.clip_start = 0.01
sp.clip_end = 100.0
for region in area.regions:
if region.type == 'WINDOW':
with bpy.context.temp_override(area=area, region=region):
bpy.ops.view3d.view_axis(type='FRONT')
bpy.ops.view3d.view_selected()
# pull back a little: her arms swing toward camera through the turn
bpy.ops.view3d.zoom(delta=-2)
ob.select_set(False) # drop the selection outline for a clean look
for window in bpy.context.window_manager.windows:
scr = window.screen
for area in scr.areas:
if area.type == 'VIEW_3D':
with bpy.context.temp_override(window=window, screen=scr, area=area):
bpy.ops.screen.animation_play()
break
print(f"SPIN_READY {n} frames at {FPS} fps = {SECONDS_PER_TURN:.0f}s per turn", flush=True)
return None
bpy.app.timers.register(setup, first_interval=0.6)