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Bullosseum/Blender/render_anim_preview.py
T
2026-05-25 20:51:48 +03:00

137 lines
5.9 KiB
Python

"""
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)