Reorganize into role-based folders and consolidate art

Move every script and scene into role-based directories (actors/, systems/, ui/,
levels/, props/) and all raw art under art/ (grouped by role, snake_case,
Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are
snake_case (PascalCase reserved for class_name) to avoid case-insensitive
filesystem aliasing on the web/macOS targets. Routes the bull's hits through the
typed DamageEvent pipeline and wires the bull's abilities to the Fx library.
Updates CLAUDE.md's folder-layout overview to match.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
This commit is contained in:
2026-09-08 14:56:22 +03:00
parent c0a022fed4
commit 09d4a60f43
244 changed files with 415 additions and 19337 deletions
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"""
Blender 5.1 script: create walk + idle animations for matador.
Run: blender --background matador.blend --python create_matador_anims.py
"""
import bpy, math, os
# ── setup ──────────────────────────────────────────────────────────────────────
arm_obj = next(o for o in bpy.data.objects if o.type == 'ARMATURE')
bpy.context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='POSE')
if arm_obj.animation_data is None:
arm_obj.animation_data_create()
pb = arm_obj.pose.bones
# Ensure all animated bones use XYZ Euler
for bname in ['leg_L', 'leg_R', 'shin_L', 'shin_R',
'arm_L', 'arm_R', 'forearm_L', 'forearm_R',
'collarbone_L', 'collarbone_R']:
pb[bname].rotation_mode = 'XYZ'
CYCLE = 30 # frames (1 s at 30 fps)
LEG_SWING = 25 # degrees
KNEE_BEND = 30
ARM_SWING = 15
ARM_DOWN = 55 # lower arms from T-pose around bone-local Y
ELBOW_BEND = 25
# ── WALK action ────────────────────────────────────────────────────────────────
# Remove old actions if they exist
for old_name in ['walk', 'idle']:
if old_name in bpy.data.actions:
bpy.data.actions.remove(bpy.data.actions[old_name])
walk = bpy.data.actions.new(name='walk')
walk.use_fake_user = True
walk.use_cyclic = True
arm_obj.animation_data.action = walk
# Clear all pose bone transforms first
bpy.ops.pose.select_all(action='SELECT')
bpy.ops.pose.rot_clear()
arm_down_l = math.radians(ARM_DOWN)
arm_down_r = math.radians(-ARM_DOWN)
for f in range(0, CYCLE + 1, 2):
t = (f / CYCLE) * math.tau
# Legs – swing forward/back on bone-local X
pb['leg_L'].rotation_euler = (math.sin(t) * math.radians(LEG_SWING), 0, 0)
pb['leg_L'].keyframe_insert(data_path='rotation_euler', frame=f)
pb['leg_R'].rotation_euler = (math.sin(t + math.pi) * math.radians(LEG_SWING), 0, 0)
pb['leg_R'].keyframe_insert(data_path='rotation_euler', frame=f)
# Shins – only bend backward when leg is back
val_l = max(0.0, -math.sin(t)) * math.radians(KNEE_BEND)
val_r = max(0.0, -math.sin(t + math.pi)) * math.radians(KNEE_BEND)
pb['shin_L'].rotation_euler = (val_l, 0, 0)
pb['shin_L'].keyframe_insert(data_path='rotation_euler', frame=f)
pb['shin_R'].rotation_euler = (val_r, 0, 0)
pb['shin_R'].keyframe_insert(data_path='rotation_euler', frame=f)
# Arms – lower from T-pose (Y) + swing (X, opposite phase to legs)
swing_l = math.sin(t + math.pi) * math.radians(ARM_SWING)
swing_r = math.sin(t) * math.radians(ARM_SWING)
pb['arm_L'].rotation_euler = (swing_l, arm_down_l, 0)
pb['arm_L'].keyframe_insert(data_path='rotation_euler', frame=f)
pb['arm_R'].rotation_euler = (swing_r, arm_down_r, 0)
pb['arm_R'].keyframe_insert(data_path='rotation_euler', frame=f)
# Forearms – constant slight bend
pb['forearm_L'].rotation_euler = (math.radians(ELBOW_BEND), 0, 0)
pb['forearm_L'].keyframe_insert(data_path='rotation_euler', frame=f)
pb['forearm_R'].rotation_euler = (math.radians(ELBOW_BEND), 0, 0)
pb['forearm_R'].keyframe_insert(data_path='rotation_euler', frame=f)
# Collarbones – identity
pb['collarbone_L'].rotation_euler = (0, 0, 0)
pb['collarbone_L'].keyframe_insert(data_path='rotation_euler', frame=f)
pb['collarbone_R'].rotation_euler = (0, 0, 0)
pb['collarbone_R'].keyframe_insert(data_path='rotation_euler', frame=f)
print("Created 'walk' action")
# ── IDLE action ────────────────────────────────────────────────────────────────
idle = bpy.data.actions.new(name='idle')
idle.use_fake_user = True
arm_obj.animation_data.action = idle
bpy.ops.pose.select_all(action='SELECT')
bpy.ops.pose.rot_clear()
# Arms lowered, everything else at rest – 2 frames for a valid action
for f in [0, 1]:
pb['arm_L'].rotation_euler = (0, arm_down_l, 0)
pb['arm_L'].keyframe_insert(data_path='rotation_euler', frame=f)
pb['arm_R'].rotation_euler = (0, arm_down_r, 0)
pb['arm_R'].keyframe_insert(data_path='rotation_euler', frame=f)
pb['forearm_L'].rotation_euler = (math.radians(ELBOW_BEND), 0, 0)
pb['forearm_L'].keyframe_insert(data_path='rotation_euler', frame=f)
pb['forearm_R'].rotation_euler = (math.radians(ELBOW_BEND), 0, 0)
pb['forearm_R'].keyframe_insert(data_path='rotation_euler', frame=f)
for bname in ['collarbone_L', 'collarbone_R', 'leg_L', 'leg_R', 'shin_L', 'shin_R']:
pb[bname].rotation_euler = (0, 0, 0)
pb[bname].keyframe_insert(data_path='rotation_euler', frame=f)
print("Created 'idle' action")
# ── NLA tracks for export ─────────────────────────────────────────────────────
bpy.ops.object.mode_set(mode='OBJECT')
# Clear existing NLA tracks
if arm_obj.animation_data.nla_tracks:
for t in list(arm_obj.animation_data.nla_tracks):
arm_obj.animation_data.nla_tracks.remove(t)
tw = arm_obj.animation_data.nla_tracks.new()
tw.name = 'walk'
sw = tw.strips.new('walk', 0, walk)
ti = arm_obj.animation_data.nla_tracks.new()
ti.name = 'idle'
si = ti.strips.new('idle', 0, idle)
# ── export FBX ─────────────────────────────────────────────────────────────────
fbx_path = os.path.join(os.path.dirname(bpy.data.filepath), 'matador.fbx')
bpy.ops.export_scene.fbx(
filepath=fbx_path,
use_selection=False,
bake_anim=True,
bake_anim_use_all_actions=True,
bake_anim_use_nla_strips=False,
bake_anim_force_startend_keying=True,
bake_anim_step=1.0,
bake_anim_simplify_factor=0.0,
add_leaf_bones=False,
primary_bone_axis='Y',
secondary_bone_axis='X',
apply_scale_options='FBX_SCALE_ALL',
)
print('Exported FBX to:', fbx_path)
bpy.ops.wm.save_as_mainfile(filepath=bpy.data.filepath)
print('Saved .blend')
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"""
Blender 5.1 script: render preview frames of matador animations to PNG.
Run: blender --background matador.blend --python render_anim_preview.py
Outputs to art/blender/preview/ directory:
walk_frame_00.png .. walk_frame_09.png
idle_frame_00.png
Use this to visually verify bone orientations BEFORE exporting to Godot.
"""
import bpy
import os
import math
# ── Configuration ─────────────────────────────────────────────────────────────
PREVIEW_DIR = os.path.join(os.path.dirname(bpy.data.filepath), "preview")
RENDER_RES_X = 512
RENDER_RES_Y = 512
WALK_FRAMES = 10 # number of evenly-spaced frames to render from walk cycle
CAMERA_DISTANCE = 5.0
CAMERA_HEIGHT = 1.0
CAMERA_ANGLES = [0, 90] # degrees — front and side views
os.makedirs(PREVIEW_DIR, exist_ok=True)
# ── Find armature ─────────────────────────────────────────────────────────────
arm_obj = next((o for o in bpy.data.objects if o.type == 'ARMATURE'), None)
if arm_obj is None:
raise RuntimeError("No armature found in scene")
# ── Setup render settings ─────────────────────────────────────────────────────
scene = bpy.context.scene
scene.render.resolution_x = RENDER_RES_X
scene.render.resolution_y = RENDER_RES_Y
scene.render.resolution_percentage = 100
scene.render.film_transparent = True
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGBA'
scene.render.engine = 'BLENDER_EEVEE'
# ── Create or reuse camera ────────────────────────────────────────────────────
cam_data = bpy.data.cameras.get("PreviewCam") or bpy.data.cameras.new("PreviewCam")
cam_data.lens = 50
cam_obj = bpy.data.objects.get("PreviewCamObj")
if cam_obj is None:
cam_obj = bpy.data.objects.new("PreviewCamObj", cam_data)
scene.collection.objects.link(cam_obj)
scene.camera = cam_obj
# ── Create or reuse key light ─────────────────────────────────────────────────
light_data = bpy.data.lights.get("PreviewLight") or bpy.data.lights.new("PreviewLight", type='SUN')
light_data.energy = 3.0
light_obj = bpy.data.objects.get("PreviewLightObj")
if light_obj is None:
light_obj = bpy.data.objects.new("PreviewLightObj", light_data)
scene.collection.objects.link(light_obj)
light_obj.rotation_euler = (math.radians(45), math.radians(30), 0)
# ── Create or reuse fill light ────────────────────────────────────────────────
fill_data = bpy.data.lights.get("PreviewFill") or bpy.data.lights.new("PreviewFill", type='SUN')
fill_data.energy = 1.0
fill_obj = bpy.data.objects.get("PreviewFillObj")
if fill_obj is None:
fill_obj = bpy.data.objects.new("PreviewFillObj", fill_data)
scene.collection.objects.link(fill_obj)
fill_obj.rotation_euler = (math.radians(60), math.radians(-45), 0)
# ── Ensure armature is visible ────────────────────────────────────────────────
arm_obj.hide_render = False
arm_obj.hide_viewport = False
for child in arm_obj.children:
child.hide_render = False
child.hide_viewport = False
def position_camera(angle_deg: float) -> None:
"""Place camera at given horizontal angle around the armature center."""
rad = math.radians(angle_deg)
cam_obj.location = (
math.sin(rad) * CAMERA_DISTANCE,
CAMERA_HEIGHT,
math.cos(rad) * CAMERA_DISTANCE,
)
# Point camera at armature center (roughly hip height)
target = arm_obj.location.copy()
target.y = 0.9
direction = target - cam_obj.location
rot_quat = direction.to_track_quat('-Z', 'Y')
cam_obj.rotation_euler = rot_quat.to_euler()
def render_action(action_name: str, frame_count: int) -> None:
"""Render frame_count evenly-spaced frames of the named action."""
action = bpy.data.actions.get(action_name)
if action is None:
print(f"WARNING: Action '{action_name}' not found, skipping")
return
# Assign action
if arm_obj.animation_data is None:
arm_obj.animation_data_create()
arm_obj.animation_data.action = action
frame_start = int(action.frame_range[0])
frame_end = int(action.frame_range[1])
total_frames = max(frame_end - frame_start, 1)
for angle_deg in CAMERA_ANGLES:
position_camera(angle_deg)
angle_label = f"{angle_deg:03d}deg"
for i in range(frame_count):
t = i / max(frame_count - 1, 1) if frame_count > 1 else 0
frame = frame_start + int(t * total_frames)
scene.frame_set(frame)
filename = f"{action_name}_{angle_label}_frame_{i:02d}.png"
filepath = os.path.join(PREVIEW_DIR, filename)
scene.render.filepath = filepath
bpy.ops.render.render(write_still=True)
print(f" Rendered: {filename}")
# ── Render all animations ─────────────────────────────────────────────────────
print("=" * 60)
print("RENDERING ANIMATION PREVIEWS")
print("=" * 60)
render_action("walk", WALK_FRAMES)
render_action("idle", 1)
# ── Cleanup preview objects (optional — keep them for re-runs) ────────────────
print("=" * 60)
print(f"Preview images saved to: {PREVIEW_DIR}")
print(f"Total actions rendered: {len([a for a in ['walk', 'idle'] if bpy.data.actions.get(a)])}")
print("=" * 60)
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Copyright 2020 The Cinzel Project Authors (https://github.com/NDISCOVER/Cinzel)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
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Copyright Holder(s) and the Author(s) or with their explicit written
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5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
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TERMINATION
This license becomes null and void if any of the above conditions are
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DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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OTHER DEALINGS IN THE FONT SOFTWARE.
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