tests & can charge up thrust
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"""
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Blender 5.1 script: create walk + idle animations for matador_v02.
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Run: blender --background matador_v02.blend --python create_matador_anims.py
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"""
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import bpy, math, os
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# ── setup ──────────────────────────────────────────────────────────────────────
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arm_obj = next(o for o in bpy.data.objects if o.type == 'ARMATURE')
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bpy.context.view_layer.objects.active = arm_obj
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bpy.ops.object.mode_set(mode='POSE')
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if arm_obj.animation_data is None:
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arm_obj.animation_data_create()
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pb = arm_obj.pose.bones
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# Ensure all animated bones use XYZ Euler
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for bname in ['leg_L', 'leg_R', 'shin_L', 'shin_R',
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'arm_L', 'arm_R', 'forearm_L', 'forearm_R',
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'collarbone_L', 'collarbone_R']:
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pb[bname].rotation_mode = 'XYZ'
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CYCLE = 30 # frames (1 s at 30 fps)
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LEG_SWING = 25 # degrees
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KNEE_BEND = 30
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ARM_SWING = 15
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ARM_DOWN = 55 # lower arms from T-pose around bone-local Y
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ELBOW_BEND = 25
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# ── WALK action ────────────────────────────────────────────────────────────────
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# Remove old actions if they exist
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for old_name in ['walk', 'idle']:
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if old_name in bpy.data.actions:
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bpy.data.actions.remove(bpy.data.actions[old_name])
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walk = bpy.data.actions.new(name='walk')
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walk.use_fake_user = True
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walk.use_cyclic = True
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arm_obj.animation_data.action = walk
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# Clear all pose bone transforms first
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bpy.ops.pose.select_all(action='SELECT')
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bpy.ops.pose.rot_clear()
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arm_down_l = math.radians(ARM_DOWN)
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arm_down_r = math.radians(-ARM_DOWN)
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for f in range(0, CYCLE + 1, 2):
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t = (f / CYCLE) * math.tau
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# Legs – swing forward/back on bone-local X
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pb['leg_L'].rotation_euler = (math.sin(t) * math.radians(LEG_SWING), 0, 0)
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pb['leg_L'].keyframe_insert(data_path='rotation_euler', frame=f)
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pb['leg_R'].rotation_euler = (math.sin(t + math.pi) * math.radians(LEG_SWING), 0, 0)
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pb['leg_R'].keyframe_insert(data_path='rotation_euler', frame=f)
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# Shins – only bend backward when leg is back
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val_l = max(0.0, -math.sin(t)) * math.radians(KNEE_BEND)
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val_r = max(0.0, -math.sin(t + math.pi)) * math.radians(KNEE_BEND)
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pb['shin_L'].rotation_euler = (val_l, 0, 0)
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pb['shin_L'].keyframe_insert(data_path='rotation_euler', frame=f)
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pb['shin_R'].rotation_euler = (val_r, 0, 0)
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pb['shin_R'].keyframe_insert(data_path='rotation_euler', frame=f)
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# Arms – lower from T-pose (Y) + swing (X, opposite phase to legs)
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swing_l = math.sin(t + math.pi) * math.radians(ARM_SWING)
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swing_r = math.sin(t) * math.radians(ARM_SWING)
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pb['arm_L'].rotation_euler = (swing_l, arm_down_l, 0)
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pb['arm_L'].keyframe_insert(data_path='rotation_euler', frame=f)
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pb['arm_R'].rotation_euler = (swing_r, arm_down_r, 0)
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pb['arm_R'].keyframe_insert(data_path='rotation_euler', frame=f)
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# Forearms – constant slight bend
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pb['forearm_L'].rotation_euler = (math.radians(ELBOW_BEND), 0, 0)
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pb['forearm_L'].keyframe_insert(data_path='rotation_euler', frame=f)
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pb['forearm_R'].rotation_euler = (math.radians(ELBOW_BEND), 0, 0)
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pb['forearm_R'].keyframe_insert(data_path='rotation_euler', frame=f)
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# Collarbones – identity
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pb['collarbone_L'].rotation_euler = (0, 0, 0)
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pb['collarbone_L'].keyframe_insert(data_path='rotation_euler', frame=f)
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pb['collarbone_R'].rotation_euler = (0, 0, 0)
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pb['collarbone_R'].keyframe_insert(data_path='rotation_euler', frame=f)
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print("Created 'walk' action")
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# ── IDLE action ────────────────────────────────────────────────────────────────
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idle = bpy.data.actions.new(name='idle')
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idle.use_fake_user = True
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arm_obj.animation_data.action = idle
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bpy.ops.pose.select_all(action='SELECT')
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bpy.ops.pose.rot_clear()
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# Arms lowered, everything else at rest – 2 frames for a valid action
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for f in [0, 1]:
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pb['arm_L'].rotation_euler = (0, arm_down_l, 0)
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pb['arm_L'].keyframe_insert(data_path='rotation_euler', frame=f)
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pb['arm_R'].rotation_euler = (0, arm_down_r, 0)
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pb['arm_R'].keyframe_insert(data_path='rotation_euler', frame=f)
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pb['forearm_L'].rotation_euler = (math.radians(ELBOW_BEND), 0, 0)
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pb['forearm_L'].keyframe_insert(data_path='rotation_euler', frame=f)
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pb['forearm_R'].rotation_euler = (math.radians(ELBOW_BEND), 0, 0)
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pb['forearm_R'].keyframe_insert(data_path='rotation_euler', frame=f)
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for bname in ['collarbone_L', 'collarbone_R', 'leg_L', 'leg_R', 'shin_L', 'shin_R']:
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pb[bname].rotation_euler = (0, 0, 0)
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pb[bname].keyframe_insert(data_path='rotation_euler', frame=f)
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print("Created 'idle' action")
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# ── NLA tracks for export ─────────────────────────────────────────────────────
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bpy.ops.object.mode_set(mode='OBJECT')
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# Clear existing NLA tracks
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if arm_obj.animation_data.nla_tracks:
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for t in list(arm_obj.animation_data.nla_tracks):
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arm_obj.animation_data.nla_tracks.remove(t)
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tw = arm_obj.animation_data.nla_tracks.new()
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tw.name = 'walk'
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sw = tw.strips.new('walk', 0, walk)
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ti = arm_obj.animation_data.nla_tracks.new()
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ti.name = 'idle'
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si = ti.strips.new('idle', 0, idle)
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# ── export FBX ─────────────────────────────────────────────────────────────────
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fbx_path = os.path.join(os.path.dirname(bpy.data.filepath), 'matador_v02.fbx')
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bpy.ops.export_scene.fbx(
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filepath=fbx_path,
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use_selection=False,
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bake_anim=True,
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bake_anim_use_all_actions=True,
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bake_anim_use_nla_strips=False,
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bake_anim_force_startend_keying=True,
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bake_anim_step=1.0,
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bake_anim_simplify_factor=0.0,
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add_leaf_bones=False,
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primary_bone_axis='Y',
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secondary_bone_axis='X',
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apply_scale_options='FBX_SCALE_ALL',
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)
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print('Exported FBX to:', fbx_path)
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bpy.ops.wm.save_as_mainfile(filepath=bpy.data.filepath)
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print('Saved .blend')
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@@ -0,0 +1,136 @@
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"""
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Blender 5.1 script: render preview frames of matador animations to PNG.
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Run: blender --background matador_v02.blend --python render_anim_preview.py
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Outputs to Blender/preview/ directory:
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walk_frame_00.png .. walk_frame_09.png
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idle_frame_00.png
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Use this to visually verify bone orientations BEFORE exporting to Godot.
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"""
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import bpy
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import os
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import math
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# ── Configuration ─────────────────────────────────────────────────────────────
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PREVIEW_DIR = os.path.join(os.path.dirname(bpy.data.filepath), "preview")
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RENDER_RES_X = 512
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RENDER_RES_Y = 512
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WALK_FRAMES = 10 # number of evenly-spaced frames to render from walk cycle
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CAMERA_DISTANCE = 5.0
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CAMERA_HEIGHT = 1.0
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CAMERA_ANGLES = [0, 90] # degrees — front and side views
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os.makedirs(PREVIEW_DIR, exist_ok=True)
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# ── Find armature ─────────────────────────────────────────────────────────────
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arm_obj = next((o for o in bpy.data.objects if o.type == 'ARMATURE'), None)
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if arm_obj is None:
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raise RuntimeError("No armature found in scene")
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# ── Setup render settings ─────────────────────────────────────────────────────
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scene = bpy.context.scene
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scene.render.resolution_x = RENDER_RES_X
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scene.render.resolution_y = RENDER_RES_Y
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scene.render.resolution_percentage = 100
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scene.render.film_transparent = True
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scene.render.image_settings.file_format = 'PNG'
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scene.render.image_settings.color_mode = 'RGBA'
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scene.render.engine = 'BLENDER_EEVEE'
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# ── Create or reuse camera ────────────────────────────────────────────────────
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cam_data = bpy.data.cameras.get("PreviewCam") or bpy.data.cameras.new("PreviewCam")
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cam_data.lens = 50
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cam_obj = bpy.data.objects.get("PreviewCamObj")
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if cam_obj is None:
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cam_obj = bpy.data.objects.new("PreviewCamObj", cam_data)
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scene.collection.objects.link(cam_obj)
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scene.camera = cam_obj
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# ── Create or reuse key light ─────────────────────────────────────────────────
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light_data = bpy.data.lights.get("PreviewLight") or bpy.data.lights.new("PreviewLight", type='SUN')
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light_data.energy = 3.0
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light_obj = bpy.data.objects.get("PreviewLightObj")
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if light_obj is None:
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light_obj = bpy.data.objects.new("PreviewLightObj", light_data)
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scene.collection.objects.link(light_obj)
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light_obj.rotation_euler = (math.radians(45), math.radians(30), 0)
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# ── Create or reuse fill light ────────────────────────────────────────────────
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fill_data = bpy.data.lights.get("PreviewFill") or bpy.data.lights.new("PreviewFill", type='SUN')
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fill_data.energy = 1.0
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fill_obj = bpy.data.objects.get("PreviewFillObj")
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if fill_obj is None:
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fill_obj = bpy.data.objects.new("PreviewFillObj", fill_data)
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scene.collection.objects.link(fill_obj)
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fill_obj.rotation_euler = (math.radians(60), math.radians(-45), 0)
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# ── Ensure armature is visible ────────────────────────────────────────────────
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arm_obj.hide_render = False
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arm_obj.hide_viewport = False
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for child in arm_obj.children:
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child.hide_render = False
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child.hide_viewport = False
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def position_camera(angle_deg: float) -> None:
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"""Place camera at given horizontal angle around the armature center."""
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rad = math.radians(angle_deg)
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cam_obj.location = (
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math.sin(rad) * CAMERA_DISTANCE,
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CAMERA_HEIGHT,
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math.cos(rad) * CAMERA_DISTANCE,
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)
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# Point camera at armature center (roughly hip height)
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target = arm_obj.location.copy()
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target.y = 0.9
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direction = target - cam_obj.location
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rot_quat = direction.to_track_quat('-Z', 'Y')
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cam_obj.rotation_euler = rot_quat.to_euler()
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def render_action(action_name: str, frame_count: int) -> None:
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"""Render frame_count evenly-spaced frames of the named action."""
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action = bpy.data.actions.get(action_name)
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if action is None:
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print(f"WARNING: Action '{action_name}' not found, skipping")
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return
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# Assign action
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if arm_obj.animation_data is None:
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arm_obj.animation_data_create()
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arm_obj.animation_data.action = action
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frame_start = int(action.frame_range[0])
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frame_end = int(action.frame_range[1])
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total_frames = max(frame_end - frame_start, 1)
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for angle_deg in CAMERA_ANGLES:
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position_camera(angle_deg)
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angle_label = f"{angle_deg:03d}deg"
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for i in range(frame_count):
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t = i / max(frame_count - 1, 1) if frame_count > 1 else 0
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frame = frame_start + int(t * total_frames)
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scene.frame_set(frame)
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filename = f"{action_name}_{angle_label}_frame_{i:02d}.png"
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filepath = os.path.join(PREVIEW_DIR, filename)
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scene.render.filepath = filepath
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bpy.ops.render.render(write_still=True)
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print(f" Rendered: {filename}")
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# ── Render all animations ─────────────────────────────────────────────────────
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print("=" * 60)
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print("RENDERING ANIMATION PREVIEWS")
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print("=" * 60)
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render_action("walk", WALK_FRAMES)
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render_action("idle", 1)
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# ── Cleanup preview objects (optional — keep them for re-runs) ────────────────
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print("=" * 60)
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print(f"Preview images saved to: {PREVIEW_DIR}")
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print(f"Total actions rendered: {len([a for a in ['walk', 'idle'] if bpy.data.actions.get(a)])}")
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print("=" * 60)
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