Files
animation/tools/loop_qc.py
T
jeremy d3206f6ce2 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>
2026-07-16 13:48:09 -07:00

124 lines
5.1 KiB
Python

"""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 <clip.glb> [--name <Clip>] \
[--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)