Compare commits
142 Commits
uurin
..
a1c77fed5e
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@@ -0,0 +1,5 @@
|
||||
disable:
|
||||
- class-definitions-order
|
||||
- no-else-return
|
||||
max-line-length: 120
|
||||
max-file-lines: 1200
|
||||
@@ -0,0 +1,21 @@
|
||||
# Godot 4+ specific ignores
|
||||
.godot/
|
||||
/android/
|
||||
|
||||
# JetBrains IDE — contains absolute paths (Godot binary, SDK dirs), varies per user
|
||||
.idea/
|
||||
|
||||
# Blender render previews (generated by render_anim_preview.py)
|
||||
Blender/preview/
|
||||
|
||||
Blender/*.blend1
|
||||
|
||||
# Test output (generated screenshots, frame strips)
|
||||
tests/output/
|
||||
|
||||
# Web export output
|
||||
build/
|
||||
|
||||
#PRISM
|
||||
BullPrism/
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
# Default ignored files
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Rider ignored files
|
||||
/.idea.Bullosseum.iml
|
||||
/projectSettingsUpdater.xml
|
||||
/contentModel.xml
|
||||
/modules.xml
|
||||
# Ignored default folder with query files
|
||||
/queries/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
|
||||
/dataSources.local.xml
|
||||
# Editor-based HTTP Client requests
|
||||
/httpRequests/
|
||||
@@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
|
||||
</project>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="UserContentModel">
|
||||
<attachedFolders />
|
||||
<explicitIncludes />
|
||||
<explicitExcludes />
|
||||
</component>
|
||||
</project>
|
||||
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="VcsDirectoryMappings">
|
||||
<mapping directory="" vcs="Git" />
|
||||
</component>
|
||||
</project>
|
||||
@@ -1,3 +0,0 @@
|
||||
# Godot 4+ specific ignores
|
||||
.godot/
|
||||
/android/
|
||||
@@ -1,66 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://crtm0xtiql3r8"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://bn777gguclud5" path="res://player.gd" id="1_xhfnw"]
|
||||
[ext_resource type="Script" uid="uid://b4td4k8yo5y78" path="res://camera_spring_arm.gd" id="2_kpjcp"]
|
||||
[ext_resource type="Script" uid="uid://b720l6m0ehrj3" path="res://camera_follow.gd" id="3_kne1u"]
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_xhfnw"]
|
||||
size = Vector3(1, 1.4072266, 1)
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_0rwas"]
|
||||
|
||||
[sub_resource type="SphereShape3D" id="SphereShape3D_kne1u"]
|
||||
radius = 0.3
|
||||
|
||||
[node name="Player" type="CharacterBody3D" unique_id=165510044]
|
||||
script = ExtResource("1_xhfnw")
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=1104396769]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.20361328, 0)
|
||||
shape = SubResource("BoxShape3D_xhfnw")
|
||||
|
||||
[node name="CubeGuy" type="Node3D" parent="." unique_id=1651396216]
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="CubeGuy" unique_id=367855086]
|
||||
mesh = SubResource("BoxMesh_0rwas")
|
||||
|
||||
[node name="MeshInstance3D2" type="MeshInstance3D" parent="CubeGuy" unique_id=1565560527]
|
||||
transform = Transform3D(0.22778136, 0, 0, 0, 0.4572928, 0, 0, 0, 0.2800231, 0.36544353, -0.65451574, 0)
|
||||
mesh = SubResource("BoxMesh_0rwas")
|
||||
|
||||
[node name="MeshInstance3D3" type="MeshInstance3D" parent="CubeGuy" unique_id=2097296241]
|
||||
transform = Transform3D(0.22778136, 0, 0, 0, 0.4572928, 0, 0, 0, 0.2800231, -0.38543648, -0.65451574, 0)
|
||||
mesh = SubResource("BoxMesh_0rwas")
|
||||
|
||||
[node name="MeshInstance3D4" type="MeshInstance3D" parent="CubeGuy" unique_id=383816037]
|
||||
transform = Transform3D(0.14033328, 0.3601992, 0, -0.17941824, 0.28173247, 0, 0, 0, 0.28002307, -0.60614854, -0.07838535, 0)
|
||||
mesh = SubResource("BoxMesh_0rwas")
|
||||
|
||||
[node name="MeshInstance3D5" type="MeshInstance3D" parent="CubeGuy" unique_id=326472138]
|
||||
transform = Transform3D(-0.14033328, -0.3601992, 2.4480395e-08, -0.17941824, 0.28173247, 0, -1.2268325e-08, -3.1489616e-08, -0.28002307, 0.6122027, -0.07838535, 0)
|
||||
mesh = SubResource("BoxMesh_0rwas")
|
||||
|
||||
[node name="MeshInstance3D6" type="MeshInstance3D" parent="CubeGuy" unique_id=1642768377]
|
||||
transform = Transform3D(-0.113692805, 0, -2.4480393e-08, 0, 0.11736439, 0, 9.939342e-09, 0, -0.28002304, -0.26236355, 0.3103568, 0.42819703)
|
||||
mesh = SubResource("BoxMesh_0rwas")
|
||||
|
||||
[node name="MeshInstance3D7" type="MeshInstance3D" parent="CubeGuy" unique_id=695468518]
|
||||
transform = Transform3D(-0.113692805, 0, -2.4480393e-08, 0, 0.11736439, 0, 9.939342e-09, 0, -0.28002304, 0.2908606, 0.28320956, 0.42819703)
|
||||
mesh = SubResource("BoxMesh_0rwas")
|
||||
|
||||
[node name="SpringArmPivot" type="Node3D" parent="." unique_id=1671817680]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.22, 0)
|
||||
script = ExtResource("2_kpjcp")
|
||||
|
||||
[node name="SpringArm3D" type="SpringArm3D" parent="SpringArmPivot" unique_id=141439848]
|
||||
collision_mask = 2
|
||||
shape = SubResource("SphereShape3D_kne1u")
|
||||
spring_length = 7.0
|
||||
|
||||
[node name="SpringPosition" type="Node3D" parent="SpringArmPivot/SpringArm3D" unique_id=1307131677]
|
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="SpringArmPivot" unique_id=1120161087 node_paths=PackedStringArray("spring_arm")]
|
||||
keep_aspect = 0
|
||||
script = ExtResource("3_kne1u")
|
||||
spring_arm = NodePath("../SpringArm3D/SpringPosition")
|
||||
lerp_power = 6.0
|
||||
@@ -1,9 +0,0 @@
|
||||
extends Camera3D
|
||||
|
||||
|
||||
@export var spring_arm: Node3D
|
||||
@export var lerp_power: float = 1.0
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
position = lerp(position, spring_arm.position, delta * lerp_power)
|
||||
@@ -1,31 +0,0 @@
|
||||
extends Node3D
|
||||
|
||||
|
||||
@export var mouse_sensitivity: float = 0.005
|
||||
@export_range(-90.0, 0.0, 0.1, "radians_as_degrees") var min_vertical_angle: float = -PI/2
|
||||
@export_range(0.0, 90.0, 0.1, "radians_as_degrees") var max_vertical_angle: float = PI/4
|
||||
|
||||
@onready var spring_arm := $SpringArm3D
|
||||
|
||||
func _ready() -> void:
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
||||
|
||||
|
||||
func _unhandled_input(event : InputEvent) -> void:
|
||||
if event is InputEventMouseMotion:
|
||||
rotation.y -= event.relative.x * mouse_sensitivity
|
||||
rotation.y = wrapf(rotation.y, 0.0, TAU)
|
||||
|
||||
rotation.x -= event.relative.y * mouse_sensitivity
|
||||
rotation.x = clamp(rotation.x, min_vertical_angle, max_vertical_angle)
|
||||
|
||||
if event.is_action_pressed("wheel_up"):
|
||||
spring_arm.spring_length -=1
|
||||
if event.is_action_pressed("wheel_down"):
|
||||
spring_arm.spring_length +=1
|
||||
|
||||
if event.is_action_pressed("toggle_mouse_capture"):
|
||||
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
||||
else:
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
||||
@@ -1,28 +0,0 @@
|
||||
extends CharacterBody3D
|
||||
|
||||
|
||||
const SPEED = 5.0
|
||||
const JUMP_VELOCITY = 4.5
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
|
||||
# Handle jump.
|
||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
|
||||
# Get the input direction and handle the movement/deceleration.
|
||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
||||
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
|
||||
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
|
||||
if direction:
|
||||
velocity.x = direction.x * SPEED
|
||||
velocity.z = direction.z * SPEED
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||
velocity.z = move_toward(velocity.z, 0, SPEED)
|
||||
|
||||
move_and_slide()
|
||||
@@ -1,41 +0,0 @@
|
||||
; Engine configuration file.
|
||||
; It's best edited using the editor UI and not directly,
|
||||
; since the parameters that go here are not all obvious.
|
||||
;
|
||||
; Format:
|
||||
; [section] ; section goes between []
|
||||
; param=value ; assign values to parameters
|
||||
|
||||
config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="3rd_person_camera"
|
||||
config/features=PackedStringArray("4.6", "Forward Plus")
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
[input]
|
||||
|
||||
wheel_up={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":8,"position":Vector2(726, 8),"global_position":Vector2(735, 56),"factor":1.0,"button_index":4,"canceled":false,"pressed":true,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
wheel_down={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":16,"position":Vector2(400, 21),"global_position":Vector2(409, 69),"factor":1.0,"button_index":5,"canceled":false,"pressed":true,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
toggle_mouse_capture={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":4,"position":Vector2(461, 22),"global_position":Vector2(470, 70),"factor":1.0,"button_index":3,"canceled":false,"pressed":true,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[physics]
|
||||
|
||||
3d/physics_engine="Jolt Physics"
|
||||
|
||||
[rendering]
|
||||
|
||||
rendering_device/driver.windows="d3d12"
|
||||
@@ -1,30 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://b7afbx36ltb3f"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://crtm0xtiql3r8" path="res://Player.tscn" id="1_ulcgi"]
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_nxogm"]
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_ulcgi"]
|
||||
|
||||
[node name="scene" type="Node3D" unique_id=22320312]
|
||||
|
||||
[node name="Player" parent="." unique_id=165510044 instance=ExtResource("1_ulcgi")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.3040223, 0)
|
||||
|
||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=818712731]
|
||||
transform = Transform3D(0.030703627, 0.98235905, -0.18446636, -0.1612905, 0.18700416, 0.9690277, 0.9864293, -1.2735805e-08, 0.16418687, -4.08134, 0.3070748, 0.97087634)
|
||||
shadow_enabled = true
|
||||
|
||||
[node name="Node3D" type="Node3D" parent="." unique_id=1081100876]
|
||||
transform = Transform3D(3.5710833, 0, 0, 0, 1, 0, 0, 0, 2.2964425, 0, 0, 0)
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Node3D" unique_id=1193968330]
|
||||
transform = Transform3D(7.6892195, 0, 0, 0, 0.34217757, 0, 0, 0, 8.638922, 0, 0, 0)
|
||||
mesh = SubResource("BoxMesh_nxogm")
|
||||
|
||||
[node name="StaticBody3D" type="StaticBody3D" parent="Node3D" unique_id=2072095624]
|
||||
transform = Transform3D(1.0000001, 0, 0, 0, 1.0000001, 0, 0, 0, 1.0000001, 0, 0, 0)
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Node3D/StaticBody3D" unique_id=1444198204]
|
||||
transform = Transform3D(7.6892185, 0, 0, 0, 0.34217754, 0, 0, 0, 8.638921, 0, 0, 0)
|
||||
shape = SubResource("BoxShape3D_ulcgi")
|
||||
@@ -0,0 +1,8 @@
|
||||
extends Node3D
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group(&"public") # excluded from debug overlays — see publikum_controller.gd
|
||||
var anim := get_node_or_null(^"AnimationPlayer") as AnimationPlayer
|
||||
if anim:
|
||||
anim.play(&"Juubeldab")
|
||||
@@ -0,0 +1 @@
|
||||
uid://wj6tgh8nb0ka
|
||||
@@ -0,0 +1,5 @@
|
||||
extends Node3D
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
$AnimationPlayer.play("ArmatureAction")
|
||||
@@ -0,0 +1 @@
|
||||
uid://gt3kfchac3m3
|
||||
@@ -0,0 +1,45 @@
|
||||
[remap]
|
||||
|
||||
importer="scene"
|
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@@ -0,0 +1,12 @@
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extends Node3D
|
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|
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|
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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|
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func _ready():
|
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animation_player.play("Taunt")
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animation_player.animation_finished.connect(_on_animation_finished)
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|
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func _on_animation_finished(anim_name):
|
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if anim_name == "Taunt":
|
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animation_player.play("Taunt")
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|
||||
bones/41/rotation = Quaternion(-0.860235, -0.081929855, 0.009117997, 0.5031899)
|
||||
bones/41/scale = Vector3(0.99999946, 0.99999976, 0.9999996)
|
||||
bones/42/position = Vector3(-1.9729964e-07, 0.56145483, 7.283501e-08)
|
||||
bones/46/scale = Vector3(0.99999946, 0.99999964, 0.9999999)
|
||||
bones/48/rotation = Quaternion(9.8842406e-08, -0.054423165, -1.786034e-08, 0.998518)
|
||||
bones/48/scale = Vector3(0.9999993, 0.9999996, 0.9999999)
|
||||
bones/50/scale = Vector3(0.99999994, 0.99999994, 0.9999998)
|
||||
bones/51/rotation = Quaternion(-6.30798e-08, 0.026635498, 6.253992e-09, 0.99964523)
|
||||
bones/51/scale = Vector3(0.9999999, 0.99999964, 0.99999964)
|
||||
bones/53/position = Vector3(-0.8199191, 0.25251284, 0.47213903)
|
||||
bones/53/rotation = Quaternion(0.9730908, -0.0186988, -0.0024160824, 0.22964936)
|
||||
bones/53/scale = Vector3(1, 0.99999875, 0.99999946)
|
||||
bones/54/rotation = Quaternion(0.9367526, -1.1281111e-07, -3.6940495e-08, 0.34999225)
|
||||
bones/55/rotation = Quaternion(-0.77327377, -0.06955799, 0.007561261, 0.6302002)
|
||||
bones/55/scale = Vector3(1.0000002, 1, 1.0000002)
|
||||
bones/56/position = Vector3(-5.9126133e-08, 0.5614537, 7.70865e-07)
|
||||
bones/57/rotation = Quaternion(0.70073944, -0.70073956, -0.094679825, -0.09467953)
|
||||
bones/60/scale = Vector3(1.0000004, 1.0000004, 1.0000002)
|
||||
bones/62/rotation = Quaternion(5.8764627e-08, -0.042629674, 2.4442278e-08, 0.99909097)
|
||||
bones/62/scale = Vector3(1.0000002, 1.0000002, 1.0000001)
|
||||
bones/64/scale = Vector3(1.0000004, 1.0000004, 1)
|
||||
bones/65/rotation = Quaternion(8.029546e-08, 0.01272784, 4.3857337e-08, 0.999919)
|
||||
bones/65/scale = Vector3(1.0000002, 1.0000004, 1.0000004)
|
||||
bones/67/rotation = Quaternion(0.7179022, -7.671307e-07, 7.885642e-07, 0.696144)
|
||||
bones/67/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
|
||||
bones/68/rotation = Quaternion(0.9776482, 2.0029378e-07, 1.0460874e-06, -0.2102479)
|
||||
bones/68/scale = Vector3(1.0000004, 1.0000004, 0.9999982)
|
||||
bones/69/position = Vector3(-2.4645832e-08, -6.861796e-09, 7.455772e-08)
|
||||
bones/69/rotation = Quaternion(-0.8315212, 2.5276703e-08, -9.3330055e-09, 0.5554931)
|
||||
bones/69/scale = Vector3(1, 1.0000001, 1.0000002)
|
||||
bones/70/rotation = Quaternion(0.67750055, 8.820757e-08, 7.575834e-08, 0.7355223)
|
||||
bones/70/scale = Vector3(1, 1, 1)
|
||||
bones/71/scale = Vector3(0.9999999, 1, 0.9999999)
|
||||
bones/72/rotation = Quaternion(-2.1641608e-07, -4.6565607e-10, -4.6576065e-10, 1)
|
||||
bones/75/rotation = Quaternion(0.25299338, 0.020847347, 0.028576687, 0.9668212)
|
||||
bones/76/position = Vector3(1.01587794e-07, -1.5306958e-07, -4.3554866e-07)
|
||||
bones/76/rotation = Quaternion(-0.5206146, -3.634943e-08, 7.6474e-08, 0.8537919)
|
||||
bones/77/rotation = Quaternion(0.9373828, 1.2785249e-07, 3.3241214e-08, 0.3483008)
|
||||
bones/78/position = Vector3(0.8199172, 0.25251257, 0.47214243)
|
||||
bones/78/rotation = Quaternion(0.99571455, -0.032195, 0.031220287, 0.08087897)
|
||||
bones/78/scale = Vector3(1.0000004, 0.9999997, 0.99999905)
|
||||
bones/80/rotation = Quaternion(0.7179022, -7.6713064e-07, 7.885641e-07, 0.696144)
|
||||
bones/80/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
|
||||
bones/81/rotation = Quaternion(0.97764814, 1.9846473e-07, 1.0426893e-06, -0.21024783)
|
||||
bones/81/scale = Vector3(1.0000004, 1.0000002, 0.9999982)
|
||||
bones/82/position = Vector3(6.103571e-08, 8.8816435e-08, -3.6955274e-09)
|
||||
bones/82/rotation = Quaternion(-0.8315211, 2.3407136e-08, -1.2821512e-08, 0.5554932)
|
||||
bones/82/scale = Vector3(0.99999994, 0.99999994, 1)
|
||||
bones/83/rotation = Quaternion(0.6775009, -8.600083e-08, -8.977273e-08, 0.735522)
|
||||
bones/83/scale = Vector3(1, 1.0000001, 1)
|
||||
bones/84/scale = Vector3(0.99999994, 1.0000001, 0.9999999)
|
||||
bones/85/rotation = Quaternion(2.6833732e-07, -9.313788e-10, -2.5612494e-09, 1)
|
||||
bones/85/scale = Vector3(1.0000001, 1, 1.0000001)
|
||||
bones/87/rotation = Quaternion(-0.5230753, 0.20132942, 0.026226493, 0.8277505)
|
||||
bones/88/rotation = Quaternion(0.10320552, 0.011111915, 0.015231778, 0.99448144)
|
||||
bones/89/position = Vector3(2.953037e-07, 4.9207458e-08, -4.3015167e-08)
|
||||
bones/89/rotation = Quaternion(-0.5201237, 5.177172e-08, -1.16139375e-07, 0.8540909)
|
||||
bones/90/rotation = Quaternion(0.9367527, -1.0975643e-07, -3.3382268e-08, 0.34999216)
|
||||
bones/91/position = Vector3(-0.8199192, 0.2525128, 0.47213912)
|
||||
bones/91/rotation = Quaternion(0.9729887, -0.0147501845, 0.014303951, 0.22993667)
|
||||
bones/91/scale = Vector3(1.0000002, 0.999999, 0.99999964)
|
||||
bones/96/position = Vector3(-0.016559705, -1.9126627, 0.09830098)
|
||||
bones/96/rotation = Quaternion(0.10305436, -0.010316663, -0.016962789, 0.99447757)
|
||||
bones/96/scale = Vector3(0.9999998, 1, 1)
|
||||
bones/97/rotation = Quaternion(0.997074, -1.2813135e-07, 1.666339e-06, -0.07644201)
|
||||
bones/98/position = Vector3(0.0013585633, -0.23419222, 0.016214281)
|
||||
bones/98/rotation = Quaternion(-0.15130657, -0.005602528, -0.008209973, 0.98843694)
|
||||
bones/98/scale = Vector3(1.0000001, 1.0000006, 1.0000029)
|
||||
bones/101/position = Vector3(-0.016559973, 1.4684486, 0.06451648)
|
||||
bones/101/rotation = Quaternion(0.99944556, 0.016124567, -0.011581497, -0.02673253)
|
||||
bones/101/scale = Vector3(1.0000001, 0.9999993, 0.99999183)
|
||||
bones/102/rotation = Quaternion(0.95545256, -6.924111e-08, 2.2887033e-07, -0.29514462)
|
||||
bones/103/position = Vector3(-0.00705543, 0.6694702, -0.06780842)
|
||||
bones/103/rotation = Quaternion(0.15471841, -0.21109664, -0.09227309, 0.9607217)
|
||||
bones/103/scale = Vector3(1.0000005, 1.0000286, 1.0000087)
|
||||
bones/104/rotation = Quaternion(0.420411, 0.23492327, -0.115186565, 0.86879104)
|
||||
bones/104/scale = Vector3(0.9999993, 0.9999884, 0.9999856)
|
||||
bones/105/rotation = Quaternion(0.91976035, -0.013162326, 0.0148637965, 0.39197809)
|
||||
bones/105/scale = Vector3(1, 1.0000005, 1.0000114)
|
||||
bones/106/position = Vector3(-0.010389687, -0.091948025, 0.0016658108)
|
||||
bones/106/rotation = Quaternion(0.82734275, 0.15726796, -0.14167279, -0.52028793)
|
||||
bones/107/rotation = Quaternion(0.77328545, 0.16233337, -0.107321426, 0.6034564)
|
||||
bones/107/scale = Vector3(0.9999966, 0.99997723, 0.9999995)
|
||||
bones/108/position = Vector3(-1.1340098e-08, 7.923448e-07, 9.0939814e-08)
|
||||
bones/108/rotation = Quaternion(0.42463258, 0.043219328, 0.08968367, -0.89987564)
|
||||
bones/110/rotation = Quaternion(5.443812e-06, 3.6259098e-09, -1.2069942e-06, 1)
|
||||
bones/110/scale = Vector3(0.99999994, 0.99999976, 1.0000001)
|
||||
bones/113/position = Vector3(0.08179821, 0.64012206, 0.7106584)
|
||||
bones/113/rotation = Quaternion(0.7683008, 0.36476624, -0.46689337, -0.24221936)
|
||||
bones/114/position = Vector3(0.08595797, 0.6463289, -0.32087424)
|
||||
bones/114/rotation = Quaternion(0.5615046, -0.7056476, 0.3871702, -0.19202453)
|
||||
bones/114/scale = Vector3(1.0000049, 1.0000027, 1.0000052)
|
||||
bones/115/rotation = Quaternion(-0.037640397, -0.10443457, -0.2681242, 0.9569672)
|
||||
bones/115/scale = Vector3(0.9999974, 1.0000036, 0.99999976)
|
||||
bones/116/rotation = Quaternion(-0.12630361, -0.39785278, -0.057911348, 0.90686655)
|
||||
bones/116/scale = Vector3(1.0000005, 0.9999972, 1.0000013)
|
||||
bones/119/scale = Vector3(1.0000043, 0.9999975, 0.99999744)
|
||||
bones/121/rotation = Quaternion(-2.7027176e-07, -0.20424414, 2.9341666e-07, 0.97892)
|
||||
bones/121/scale = Vector3(1.0000037, 0.99999774, 0.9999977)
|
||||
bones/123/scale = Vector3(1.000003, 0.9999977, 0.99999917)
|
||||
bones/124/rotation = Quaternion(1.2542905e-06, -0.033494003, 5.941339e-07, 0.999439)
|
||||
bones/124/scale = Vector3(1.0000037, 0.9999978, 0.99999875)
|
||||
bones/126/rotation = Quaternion(-0.51635414, -0.1681693, 0.6340872, 0.5504825)
|
||||
bones/126/scale = Vector3(1.0000056, 1.0000031, 1.0000038)
|
||||
bones/127/rotation = Quaternion(-0.24332374, 0.12663902, 0.6612198, 0.6982439)
|
||||
bones/127/scale = Vector3(1.0000057, 1.0000007, 1.0000064)
|
||||
bones/128/position = Vector3(3.0230987e-07, -5.5011895e-07, -6.94335e-08)
|
||||
bones/128/rotation = Quaternion(0.17027588, 0.93388194, -0.2967173, 0.104064964)
|
||||
bones/129/rotation = Quaternion(-0.037640374, -0.10443452, -0.26812422, 0.9569671)
|
||||
bones/131/rotation = Quaternion(-0.54023695, -0.3639527, 0.10910668, 0.7508517)
|
||||
bones/132/rotation = Quaternion(-0.13163939, 0.9186296, -0.34996635, -0.12772812)
|
||||
bones/133/rotation = Quaternion(-0.012778445, 0.011854936, 0.00015161023, 0.99984807)
|
||||
bones/133/scale = Vector3(1.0422997, 1.0422999, 1.0422992)
|
||||
bones/134/rotation = Quaternion(0.02152282, -2.7759576e-08, -1.5735115e-07, 0.99976844)
|
||||
bones/134/scale = Vector3(0.98826313, 0.9882641, 0.9882627)
|
||||
bones/135/position = Vector3(0.08595812, 0.646329, -0.3208742)
|
||||
bones/135/rotation = Quaternion(0.5460276, -0.7125794, 0.40870702, -0.16444758)
|
||||
bones/135/scale = Vector3(1.000007, 1.0000004, 1.0000051)
|
||||
bones/137/position = Vector3(-0.09762837, 0.6401221, 0.7106583)
|
||||
bones/137/rotation = Quaternion(0.7020965, -0.35357338, 0.5945473, -0.16899663)
|
||||
bones/138/position = Vector3(-0.08595776, 0.646329, -0.3208746)
|
||||
bones/138/rotation = Quaternion(0.5492876, 0.7627154, -0.30113, -0.16083841)
|
||||
bones/138/scale = Vector3(1.0000051, 1.0000018, 1.0000046)
|
||||
bones/139/rotation = Quaternion(-0.058682628, 0.11130926, 0.28603986, 0.94991994)
|
||||
bones/139/scale = Vector3(0.9999983, 1.0000024, 0.9999992)
|
||||
bones/140/rotation = Quaternion(-0.034969915, 0.25686622, -0.0008231461, 0.96581376)
|
||||
bones/140/scale = Vector3(1.0000031, 0.9999977, 0.9999988)
|
||||
bones/143/scale = Vector3(1.000005, 0.99999815, 0.9999967)
|
||||
bones/145/rotation = Quaternion(-4.0431777e-07, 0.1295653, -5.1404834e-07, 0.99157095)
|
||||
bones/145/scale = Vector3(1.0000045, 0.99999803, 0.9999968)
|
||||
bones/147/scale = Vector3(1.0000035, 0.99999845, 0.9999981)
|
||||
bones/148/rotation = Quaternion(1.9343124e-06, 0.025161995, -3.222267e-07, 0.9996834)
|
||||
bones/148/scale = Vector3(1.000004, 0.9999991, 0.999998)
|
||||
bones/150/rotation = Quaternion(-0.5163542, 0.16816999, -0.6340877, 0.5504816)
|
||||
bones/150/scale = Vector3(1.0000052, 1.0000039, 1.0000025)
|
||||
bones/151/rotation = Quaternion(-0.24332343, -0.1266389, -0.6612192, 0.6982446)
|
||||
bones/151/scale = Vector3(1.0000049, 1.0000005, 1.0000063)
|
||||
bones/152/position = Vector3(-2.0525843e-07, -4.4378166e-07, 2.2242949e-07)
|
||||
bones/152/rotation = Quaternion(-0.1980554, 0.9486651, -0.20058647, -0.14343536)
|
||||
bones/153/rotation = Quaternion(-0.058682676, 0.11130926, 0.2860399, 0.94991994)
|
||||
bones/155/rotation = Quaternion(-0.48170745, 0.21343125, -0.09362694, 0.84477156)
|
||||
bones/155/scale = Vector3(0.99999994, 1, 0.9999998)
|
||||
bones/156/rotation = Quaternion(0.2123156, 0.9450362, -0.15822437, 0.19181721)
|
||||
bones/157/rotation = Quaternion(-0.01277751, -0.011854968, -0.0001513001, 0.9998481)
|
||||
bones/157/scale = Vector3(1.0423003, 1.0422994, 1.0423005)
|
||||
bones/158/rotation = Quaternion(0.021521209, -2.5687226e-07, -2.570953e-07, 0.9997684)
|
||||
bones/158/scale = Vector3(0.9882631, 0.98826426, 0.9882618)
|
||||
bones/159/position = Vector3(-0.085957706, 0.6463291, -0.32087478)
|
||||
bones/159/rotation = Quaternion(0.5294669, 0.7712517, -0.33475488, -0.1130262)
|
||||
bones/159/scale = Vector3(1.0000075, 1.0000001, 1.0000042)
|
||||
bones/161/position = Vector3(0.08179821, 0.64012206, 0.7106584)
|
||||
bones/161/rotation = Quaternion(0.7683008, 0.36476624, -0.46689337, -0.24221936)
|
||||
bones/162/position = Vector3(-0.09762837, 0.6401221, 0.7106583)
|
||||
bones/162/rotation = Quaternion(0.7020965, -0.35357338, 0.5945473, -0.16899663)
|
||||
bones/165/position = Vector3(-1.5017577e-08, 0.26895812, -1.6243575e-08)
|
||||
bones/165/rotation = Quaternion(-0.019247467, -0.20323175, 0.97894067, -0.0012537595)
|
||||
bones/166/position = Vector3(0.016703974, -2.2814677, 2.0323193)
|
||||
bones/167/position = Vector3(0.7698192, 2.760036, -1.7026894)
|
||||
bones/167/rotation = Quaternion(-0.93479383, -0.013274327, 0.31412983, 0.16524744)
|
||||
bones/167/scale = Vector3(0.9999947, 0.9999997, 1.0000055)
|
||||
bones/168/position = Vector3(0.18381567, -0.9622623, 0.9894084)
|
||||
bones/168/rotation = Quaternion(0.93622446, 1.3019375e-07, -0.34127164, -0.08377019)
|
||||
bones/168/scale = Vector3(1.0000024, 1.0000011, 1.0000095)
|
||||
bones/170/position = Vector3(0.748137, 0.69556385, 3.7252903e-09)
|
||||
bones/170/rotation = Quaternion(0.019250846, -0.20323181, 0.9789406, 0.001253055)
|
||||
bones/171/position = Vector3(0.381392, -2.057497, 2.0762825)
|
||||
bones/172/position = Vector3(-0.9278099, 2.7545004, -1.5181485)
|
||||
bones/172/rotation = Quaternion(-0.91823035, 0.06278634, -0.38804358, 0.04830265)
|
||||
bones/172/scale = Vector3(0.99999493, 0.9999995, 1.0000055)
|
||||
bones/173/position = Vector3(0.18381546, -0.96226203, 0.9894083)
|
||||
bones/173/rotation = Quaternion(0.9362244, 3.755922e-07, 0.3412715, -0.0837717)
|
||||
bones/173/scale = Vector3(1.0000001, 1.0000001, 0.9999949)
|
||||
bones/183/position = Vector3(-1.982537e-07, 5.9604563e-08, -1.517833e-08)
|
||||
bones/185/rotation = Quaternion(5.4077844e-07, -0.20349081, 0.97907686, -1.12395135e-07)
|
||||
bones/186/position = Vector3(0.78680634, 2.8457582, -0.41063747)
|
||||
bones/186/rotation = Quaternion(-0.9983755, 0.019092962, -0.050729975, -0.017562928)
|
||||
bones/186/scale = Vector3(0.9999997, 0.99999994, 1)
|
||||
bones/187/rotation = Quaternion(0.15451065, -2.0305349e-09, -2.0850066e-09, 0.9879911)
|
||||
bones/187/scale = Vector3(1.0000002, 0.99999994, 0.9999999)
|
||||
bones/197/position = Vector3(7.903883e-08, 1.4901151e-07, 8.8932055e-08)
|
||||
bones/199/rotation = Quaternion(0.00034800146, -0.20349097, 0.9790768, -7.2328476e-05)
|
||||
bones/200/position = Vector3(-0.84339374, 2.905353, -0.57784474)
|
||||
bones/200/rotation = Quaternion(-0.9983755, 0.019092962, -0.050729975, -0.017562928)
|
||||
bones/200/scale = Vector3(0.9999997, 0.99999994, 1)
|
||||
bones/201/rotation = Quaternion(0.15451066, -1.9585848e-09, -2.5450761e-09, 0.9879911)
|
||||
bones/201/scale = Vector3(1.0000002, 0.99999994, 0.99999994)
|
||||
|
||||
[node name="test_cube" type="Node3D" parent="." unique_id=646988893]
|
||||
script = ExtResource("3_rog1v")
|
||||
|
||||
[node name="Bear_FX" parent="test_cube" unique_id=1183391245 instance=ExtResource("4_rog1v")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.1459732, 0, -1.528423)
|
||||
|
||||
[node name="Bear_fx_claw_attack_R" parent="test_cube/Bear_FX" index="1" unique_id=941189652]
|
||||
transform = Transform3D(0.26165774, 0.06970292, -0.23443498, -0.046572562, 0.18028688, 0.0016228362, 0.22878301, 0.056650188, 0.2721929, -0.40204993, 0.29855162, 0.917461)
|
||||
|
||||
[editable path="bear_model"]
|
||||
[editable path="test_cube/Bear_FX"]
|
||||
@@ -0,0 +1,151 @@
|
||||
"""
|
||||
Blender 5.1 script: create walk + idle animations for matador_v02.
|
||||
Run: blender --background matador_v02.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_v02.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')
|
||||
@@ -0,0 +1 @@
|
||||
uid://ymaeifakqovf
|
||||
@@ -0,0 +1,136 @@
|
||||
"""
|
||||
Blender 5.1 script: render preview frames of matador animations to PNG.
|
||||
Run: blender --background matador_v02.blend --python render_anim_preview.py
|
||||
|
||||
Outputs to 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)
|
||||