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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