feat: update
This commit is contained in:
@@ -0,0 +1,63 @@
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# Dasher Animation Tools
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The dasher character (`assets/characters/dashers/dasher_*.glb`) provides six
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animation clips. They need to be retargeted to the player rig (which uses
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`GeneralSkeleton` + Mixamo bone names) and packed into a single
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`AnimationLibrary` that `player.tscn` can reference.
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## One-time generation (headless, no editor needed)
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```bash
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godot --headless --path /home/beng/Godot/Projects/tekton-enet \
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--script res://tools/convert_dasher_animations_headless.gd
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godot --headless --path /home/beng/Godot/Projects/tekton-enet \
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--script res://tools/build_dasher_pack_headless.gd
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```
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Output:
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- `assets/characters/animations/dasher_<name>.res` (one per glb)
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- `assets/characters/animations/dasher-pack.res` (combined library)
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`scenes/player.tscn` already references `dasher-pack.res` as a second
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AnimationLibrary on the AnimationPlayer node, alongside the original
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`animation-pack.res`.
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## Or run inside the editor
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Use the EditorScript variants:
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- `tools/convert_dasher_animations.gd` (`@tool extends EditorScript`)
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- `tools/build_dasher_pack.gd` (`@tool extends EditorScript`)
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Open each in the editor and `File > Run` (`Ctrl+Shift+X`).
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## Usage
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```gdscript
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anim_player.play("dasher-pack/dasher_hit")
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anim_player.play("dasher-pack/dasher_stun")
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# etc.
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```
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## How it works
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Each `dasher_*.glb` contains three source animations in a single
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`AnimationLibrary` (e.g. `dasher_hold.glb` has `bob-rig|Hold|Anima_Layer`,
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`bob-rig|Put|Anima_Layer`, `bob-rig|bob ani|Anima_Layer`). The converter
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picks the most relevant one based on the glb filename
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(`ANIM_PICK` constant in `convert_dasher_animations_headless.gd`) and
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retargets the bone names. The resulting `.res` has one animation per glb
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named after the glb (`dasher_hold`, `dasher_hit`, etc.), retargeted to
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`GeneralSkeleton:<MixamoBone>` paths so they apply against the player's
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shared skeleton.
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The `BONE_REMAP` table in the converter defines Blender → Mixamo bone
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name translations (e.g. `head` → `Head`, `hand.L` → `LeftHand`).
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Helper nodes (`head_end`, `hand.L_end`, etc.) that don't exist in the
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player rig are silently dropped.
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## Editing the bone remap
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If a dasher animation doesn't apply correctly, the most likely cause is a
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bone name in the glb that's not in `BONE_REMAP`. Add the entry in
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`convert_dasher_animations_headless.gd` and re-run both tools.
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@@ -0,0 +1,52 @@
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@tool
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extends EditorScript
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# Editor tool: combine all dasher_<name>.tres AnimationLibrary files into a
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# single dasher-pack.tres for player.tscn to reference.
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#
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# Run AFTER convert_dasher_animations.gd.
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# File > Run (Ctrl+Shift+X) on this script.
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#
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# Output: res://assets/characters/animations/dasher-pack.tres
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#
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# Then add an ext_resource to scenes/player.tscn:
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# [ext_resource type="AnimationLibrary" path="res://assets/characters/animations/dasher-pack.tres" id="..."]
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# And on the AnimationPlayer node:
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# libraries/dasher-pack = ExtResource("...")
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const ANIM_DIR := "res://assets/characters/animations"
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const OUTPUT := "res://assets/characters/animations/dasher-pack.res"
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func _run() -> void:
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var combined := AnimationLibrary.new()
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var dir := DirAccess.open(ANIM_DIR)
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if not dir:
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push_error("[Build] Cannot open %s" % ANIM_DIR)
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return
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var loaded: Array[String] = []
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for fname in dir.get_files():
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if not fname.begins_with("dasher_"): continue
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if not fname.ends_with(".res"): continue
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if fname == "dasher-pack.res": continue
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var path := "%s/%s" % [ANIM_DIR, fname]
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var res: Resource = load(path)
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if not res is AnimationLibrary:
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push_warning("[Build] %s is not an AnimationLibrary, skipping" % fname)
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continue
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var lib: AnimationLibrary = res
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for anim_name in lib.get_animation_list():
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if combined.has_animation(anim_name):
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push_warning("[Build] Duplicate anim name '%s' in %s, skipping" % [anim_name, fname])
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continue
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combined.add_animation(anim_name, lib.get_animation(anim_name))
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loaded.append("%s/%s" % [fname, anim_name])
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var err := ResourceSaver.save(combined, OUTPUT)
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if err != OK:
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push_error("[Build] ResourceSaver.save failed: %d" % err)
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return
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print("[Build] %d animation(s) written to %s" % [loaded.size(), OUTPUT])
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for l in loaded:
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print(" - %s" % l)
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@@ -0,0 +1,48 @@
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extends SceneTree
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# Headless equivalent of build_dasher_pack.gd.
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# Run from CLI AFTER convert_dasher_animations_headless.gd:
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# godot --headless --path /home/beng/Godot/Projects/tekton-enet --script res://tools/build_dasher_pack_headless.gd
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#
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# Produces: res://assets/characters/animations/dasher-pack.tres
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const ANIM_DIR := "res://assets/characters/animations"
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const OUTPUT := "res://assets/characters/animations/dasher-pack.res"
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func _init() -> void:
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print("[Build] Headless run starting...")
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var combined := AnimationLibrary.new()
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var dir := DirAccess.open(ANIM_DIR)
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if not dir:
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push_error("[Build] Cannot open %s" % ANIM_DIR)
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quit(1)
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return
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var loaded: Array[String] = []
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for fname in dir.get_files():
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if not fname.begins_with("dasher_"): continue
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if not fname.ends_with(".res"): continue
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if fname == "dasher-pack.res": continue
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var path := "%s/%s" % [ANIM_DIR, fname]
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var res: Resource = load(path)
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if not res is AnimationLibrary:
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push_warning("[Build] %s is not an AnimationLibrary, skipping" % fname)
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continue
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var lib: AnimationLibrary = res
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for anim_name in lib.get_animation_list():
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if combined.has_animation(anim_name):
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push_warning("[Build] Duplicate anim name '%s' in %s, skipping" % [anim_name, fname])
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continue
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combined.add_animation(anim_name, lib.get_animation(anim_name))
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loaded.append("%s/%s" % [fname, anim_name])
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var err := ResourceSaver.save(combined, OUTPUT)
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if err != OK:
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push_error("[Build] ResourceSaver.save failed: %d" % err)
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quit(1)
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return
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print("[Build] Done. %d animation(s) written to %s" % [loaded.size(), OUTPUT])
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for l in loaded:
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print(" - %s" % l)
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quit(0)
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@@ -1 +0,0 @@
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uid://baco51hmps6s1
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@@ -0,0 +1,185 @@
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@tool
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extends EditorScript
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# Editor tool: convert each dasher_*.glb into an AnimationLibrary .tres file
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# with tracks retargeted to the player rig (GeneralSkeleton + Mixamo bone names).
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#
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# Run once in the Godot editor:
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# File > Run (Ctrl+Shift+X) on this script, OR
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# from a @tool script: EditorInterface.get_resource_filesystem().scan()
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#
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# Output:
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# assets/characters/animations/dasher_<name>.tres (one per glb)
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# Plus a combined library:
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# assets/characters/animations/dasher-pack.tres
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#
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# Run build_dasher_pack.gd after this to consolidate.
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const DASHER_DIR := "res://assets/characters/dashers"
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const ANIM_DIR := "res://assets/characters/animations"
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# Map dasher glb bone names (Blender/standard) -> player rig bone names (Mixamo).
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# Tracks whose node name is not in this map are dropped (e.g. helper "head_end" empties).
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const BONE_REMAP := {
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"bob-hold": "Hips", # root of the dasher glb
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"spine": "Hips",
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"spine.001": "Spine",
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"head": "Head",
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"hand.L": "LeftHand",
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"hand.R": "RightHand",
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"forearm.L": "LeftLowerArm",
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"forearm.R": "RightLowerArm",
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"upper_arm.L": "LeftUpperArm",
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"upper_arm.R": "RightUpperArm",
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"shoulder.L": "LeftShoulder",
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"shoulder.R": "RightShoulder",
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"leg.L": "LeftLowerLeg",
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"leg.R": "RightLowerLeg",
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"thigh.L": "LeftUpperLeg",
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"thigh.R": "RightUpperLeg",
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"foot.L": "LeftFoot",
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"foot.R": "RightFoot",
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"toe.L": "LeftToeBase",
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"toe.R": "RightToeBase",
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}
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const TRACK_TYPES := [
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"position", # 3D position tracks
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"rotation", # 3D rotation tracks (quaternion)
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"scale", # 3D scale tracks
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]
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func _run() -> void:
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var dasher_dir := DirAccess.open(DASHER_DIR)
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if not dasher_dir:
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push_error("[Convert] Cannot open %s" % DASHER_DIR)
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return
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var converted: Array[String] = []
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for fname in dasher_dir.get_files():
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if not fname.ends_with(".glb"): continue
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if not fname.begins_with("dasher_"): continue
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var stem := fname.get_basename() # e.g. "dasher_hold"
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var out_path := "%s/%s.res" % [ANIM_DIR, stem]
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var ok := _convert_one("%s/%s" % [DASHER_DIR, fname], stem, out_path)
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if ok:
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converted.append(out_path)
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else:
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push_warning("[Convert] Skipped %s" % fname)
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print("[Convert] %d dasher glb(s) converted: %s" % [converted.size(), converted])
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func _convert_one(glb_path: String, anim_name: String, out_path: String) -> bool:
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print("[Convert] %s -> %s" % [glb_path, out_path])
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var doc := GLTFDocument.new()
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var state := GLTFState.new()
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var err := doc.append_from_file(glb_path, state)
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if err != OK:
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push_error("[Convert] append_from_file failed: %d" % err)
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return false
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var scene := doc.generate_scene(state)
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if not scene:
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push_error("[Convert] generate_scene returned null")
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return false
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var src_player: AnimationPlayer = scene.find_child("AnimationPlayer", true, false)
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if not src_player:
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push_error("[Convert] No AnimationPlayer in %s" % glb_path)
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scene.queue_free()
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return false
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var out_lib := AnimationLibrary.new()
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for lib_name in src_player.get_animation_library_list():
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var src_lib := src_player.get_animation_library(lib_name)
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for src_anim_name in src_lib.get_animation_list():
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var src_anim: Animation = src_lib.get_animation(src_anim_name)
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var retargeted := _retarget(src_anim)
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if retargeted and retargeted.get_track_count() > 0:
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out_lib.add_animation(anim_name, retargeted)
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print(" + %s (%d tracks)" % [anim_name, retargeted.get_track_count()])
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else:
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push_warning(" - %s produced 0 tracks after retarget" % src_anim_name)
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scene.queue_free()
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if out_lib.get_animation_list().is_empty():
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push_error("[Convert] Output library is empty for %s" % glb_path)
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return false
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var save_err := ResourceSaver.save(out_lib, out_path)
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if save_err != OK:
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push_error("[Convert] ResourceSaver.save failed: %d" % save_err)
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return false
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return true
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func _retarget(src: Animation) -> Animation:
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var dst := Animation.new()
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dst.length = src.length
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dst.loop_mode = src.loop_mode
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dst.step = src.step
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# Map: original_track_idx -> new track path or -1 to drop
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for i in src.get_track_count():
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var orig_path: String = src.track_get_path(i)
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var bone := _extract_bone_name(orig_path)
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if not BONE_REMAP.has(bone):
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# drop helper nodes like head_end, hand.L_end, etc.
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continue
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var new_bone: String = BONE_REMAP[bone]
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var new_path := "%%GeneralSkeleton:%s" % new_bone
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# Match the suffix type (:position/:rotation/:scale)
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var type_suffix := ""
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if orig_path.ends_with(":position"): type_suffix = "position"
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elif orig_path.ends_with(":rotation"): type_suffix = "rotation"
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elif orig_path.ends_with(":scale"): type_suffix = "scale"
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else:
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push_warning(" Unrecognized track path: %s" % orig_path)
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continue
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match type_suffix:
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"position":
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if new_bone != "Hips": continue
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dst.add_track(Animation.TYPE_POSITION_3D)
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"rotation":
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dst.add_track(Animation.TYPE_ROTATION_3D)
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"scale":
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if new_bone != "Hips": continue
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dst.add_track(Animation.TYPE_SCALE_3D)
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var new_idx := dst.get_track_count() - 1
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dst.track_set_path(new_idx, NodePath(new_path))
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dst.track_set_interpolation_type(new_idx, src.track_get_interpolation_type(i))
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dst.track_set_imported(new_idx, src.track_is_imported(i))
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dst.track_set_enabled(new_idx, src.track_is_enabled(i))
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# Copy keyframes
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var key_count := src.track_get_key_count(i)
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for k in key_count:
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var t: float = src.track_get_key_time(i, k)
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var v: Variant = src.track_get_key_value(i, k)
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var trans := src.track_get_key_transition(i, k)
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match type_suffix:
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"position":
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dst.track_insert_key(new_idx, t, v)
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"rotation":
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dst.track_insert_key(new_idx, t, v)
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"scale":
|
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dst.track_insert_key(new_idx, t, v)
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dst.track_set_key_transition(new_idx, k, trans)
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return dst
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|
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func _extract_bone_name(path: String) -> String:
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# Tracks look like: "bob-hold/Skeleton3D:hand.L:rotation"
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# We want the bone name "hand.L".
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# Find the last ":" that precedes a type suffix; everything between the previous
|
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# ":" (or start) and that ":" is the bone name. Easier: split on ":" and take
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# the second-to-last segment.
|
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var parts := path.split(":")
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if parts.size() < 2:
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return ""
|
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# parts[-1] is the type ("rotation" etc), parts[-2] is the bone name
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# but bone names can contain "." (e.g. "hand.L"), so just take parts[-2] as-is.
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return parts[-2]
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@@ -0,0 +1,256 @@
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extends SceneTree
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|
||||
# Headless: convert each dasher_*.glb into a dasher_<name>.res with proper retargeting.
|
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# Reads rest poses from both source GLB skeleton and target GeneralSkeleton (player.tscn)
|
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# to compute per-bone correction quaternions.
|
||||
|
||||
|
||||
const DASHER_DIR := "res://assets/characters/dashers"
|
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const ANIM_DIR := "res://assets/characters/animations"
|
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|
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const BONE_REMAP := {
|
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"bob-hold": "Hips",
|
||||
"spine": "Hips",
|
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"spine.001": "Spine",
|
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"head": "Head",
|
||||
"hand.L": "LeftHand",
|
||||
"hand.R": "RightHand",
|
||||
"forearm.L": "LeftLowerArm",
|
||||
"forearm.R": "RightLowerArm",
|
||||
"upper_arm.L": "LeftUpperArm",
|
||||
"upper_arm.R": "RightUpperArm",
|
||||
"shoulder.L": "LeftShoulder",
|
||||
"shoulder.R": "RightShoulder",
|
||||
"leg.L": "LeftLowerLeg",
|
||||
"leg.R": "RightLowerLeg",
|
||||
"thigh.L": "LeftUpperLeg",
|
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"thigh.R": "RightUpperLeg",
|
||||
"foot.L": "LeftFoot",
|
||||
"foot.R": "RightFoot",
|
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"toe.L": "LeftToeBase",
|
||||
"toe.R": "RightToeBase",
|
||||
}
|
||||
|
||||
const ANIM_PICK := {
|
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"dasher_getting_hit": "Getting Hit",
|
||||
"dasher_hit": "Hit",
|
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"dasher_hold": "Hold",
|
||||
"dasher_put": "Put",
|
||||
"dasher_stun": "Stun",
|
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"dasher_take": "bob ani",
|
||||
}
|
||||
|
||||
# Source bone rest transforms (from GLB)
|
||||
var src_rest: Dictionary = {} # bone_name -> Transform3D
|
||||
# Target bone rest transforms (from GeneralSkeleton)
|
||||
var tgt_rest: Dictionary = {} # bone_name -> Transform3D
|
||||
# Precomputed correction quaternions
|
||||
var corrections: Dictionary = {} # bone_name -> Quaternion
|
||||
|
||||
func _init() -> void:
|
||||
print("[Convert] Headless run starting...")
|
||||
|
||||
# Step 1: Load target skeleton rest poses from player scene
|
||||
_load_target_rest()
|
||||
|
||||
# Step 2: Convert each GLB
|
||||
var dasher_dir := DirAccess.open(DASHER_DIR)
|
||||
if not dasher_dir:
|
||||
push_error("[Convert] Cannot open %s" % DASHER_DIR)
|
||||
quit(1); return
|
||||
|
||||
var converted: Array[String] = []
|
||||
for fname in dasher_dir.get_files():
|
||||
if not fname.ends_with(".glb"): continue
|
||||
if not fname.begins_with("dasher_"): continue
|
||||
var stem := fname.get_basename()
|
||||
var out_path := "%s/%s.res" % [ANIM_DIR, stem]
|
||||
var ok := _convert_one("%s/%s" % [DASHER_DIR, fname], stem, out_path)
|
||||
if ok:
|
||||
converted.append(out_path)
|
||||
else:
|
||||
push_warning("[Convert] Skipped %s" % fname)
|
||||
|
||||
print("[Convert] Done. %d dasher glb(s) converted:" % converted.size())
|
||||
for p in converted:
|
||||
print(" - %s" % p)
|
||||
quit(0)
|
||||
|
||||
func _load_target_rest() -> void:
|
||||
# Load Masbro.glb directly to extract GeneralSkeleton rest poses
|
||||
# (player.tscn may fail to load if dasher-pack.res doesn't exist yet)
|
||||
var doc := GLTFDocument.new()
|
||||
var state := GLTFState.new()
|
||||
var err := doc.append_from_file("res://assets/characters/Masbro.glb", state)
|
||||
if err != OK:
|
||||
push_error("[Convert] Cannot load Masbro.glb: %d" % err)
|
||||
return
|
||||
|
||||
var instance = doc.generate_scene(state)
|
||||
if not instance:
|
||||
push_error("[Convert] generate_scene returned null for Masbro.glb")
|
||||
return
|
||||
|
||||
# Find the Skeleton3D (named GeneralSkeleton in the scene tree)
|
||||
var skeleton: Skeleton3D = instance.find_child("GeneralSkeleton", true, false)
|
||||
if not skeleton:
|
||||
# Try finding any Skeleton3D
|
||||
skeleton = instance.find_child("Skeleton3D", true, false)
|
||||
if not skeleton:
|
||||
push_error("[Convert] No Skeleton3D in Masbro.glb")
|
||||
instance.free()
|
||||
return
|
||||
|
||||
print("[Convert] Target skeleton: '%s' with %d bones" % [skeleton.name, skeleton.get_bone_count()])
|
||||
for bone_idx in skeleton.get_bone_count():
|
||||
var bone_name := skeleton.get_bone_name(bone_idx)
|
||||
tgt_rest[bone_name] = skeleton.get_bone_rest(bone_idx)
|
||||
|
||||
instance.free()
|
||||
print("[Convert] Loaded %d target bone rest poses" % tgt_rest.size())
|
||||
|
||||
func _convert_one(glb_path: String, anim_name: String, out_path: String) -> bool:
|
||||
print("[Convert] %s -> %s" % [glb_path, out_path])
|
||||
var doc := GLTFDocument.new()
|
||||
var state := GLTFState.new()
|
||||
var err := doc.append_from_file(glb_path, state)
|
||||
if err != OK:
|
||||
push_error("[Convert] append_from_file failed: %d" % err)
|
||||
return false
|
||||
|
||||
var scene: Node = doc.generate_scene(state)
|
||||
if not scene:
|
||||
push_error("[Convert] generate_scene returned null")
|
||||
return false
|
||||
|
||||
# Extract source skeleton rest poses
|
||||
src_rest.clear()
|
||||
var src_skeleton: Skeleton3D = scene.find_child("Skeleton3D", true, false)
|
||||
if src_skeleton:
|
||||
for bone_idx in src_skeleton.get_bone_count():
|
||||
var bone_name := src_skeleton.get_bone_name(bone_idx)
|
||||
src_rest[bone_name] = src_skeleton.get_bone_rest(bone_idx)
|
||||
print(" Source skeleton: %d bones" % src_rest.size())
|
||||
else:
|
||||
push_error("[Convert] No Skeleton3D in %s" % glb_path)
|
||||
scene.queue_free()
|
||||
return false
|
||||
|
||||
# Compute per-bone correction quaternions
|
||||
corrections.clear()
|
||||
for src_bone in BONE_REMAP:
|
||||
var tgt_bone: String = BONE_REMAP[src_bone]
|
||||
if src_rest.has(src_bone) and tgt_rest.has(tgt_bone):
|
||||
var src_basis: Basis = src_rest[src_bone].basis
|
||||
var tgt_basis: Basis = tgt_rest[tgt_bone].basis
|
||||
# correction = tgt_rest.inverse() * src_rest
|
||||
# Applied as: final_q = correction * keyframe_q
|
||||
corrections[src_bone] = tgt_basis.inverse() * src_basis
|
||||
# print(" Correction for %s -> %s: %s" % [src_bone, tgt_bone, str(corrections[src_bone])])
|
||||
|
||||
var src_player: AnimationPlayer = scene.find_child("AnimationPlayer", true, false)
|
||||
if not src_player:
|
||||
push_error("[Convert] No AnimationPlayer in %s" % glb_path)
|
||||
scene.queue_free()
|
||||
return false
|
||||
|
||||
# Pick the animation whose middle segment matches the keyword
|
||||
var pick_keyword: String = ANIM_PICK.get(anim_name, anim_name.replace("dasher_", ""))
|
||||
var picked: Animation = null
|
||||
for lib_name in src_player.get_animation_library_list():
|
||||
var src_lib: AnimationLibrary = src_player.get_animation_library(lib_name)
|
||||
for src_anim_name in src_lib.get_animation_list():
|
||||
var segments := src_anim_name.split("|")
|
||||
var mid_segment: String = segments[1] if segments.size() >= 3 else src_anim_name
|
||||
if pick_keyword.to_lower() == mid_segment.to_lower():
|
||||
picked = src_lib.get_animation(src_anim_name)
|
||||
break
|
||||
if picked: break
|
||||
if not picked:
|
||||
for lib_name in src_player.get_animation_library_list():
|
||||
var src_lib: AnimationLibrary = src_player.get_animation_library(lib_name)
|
||||
if src_lib.get_animation_list().size() > 0:
|
||||
picked = src_lib.get_animation(src_lib.get_animation_list()[0])
|
||||
break
|
||||
if not picked:
|
||||
push_error("[Convert] No animations in %s" % glb_path)
|
||||
scene.queue_free()
|
||||
return false
|
||||
|
||||
var retargeted := _retarget(picked)
|
||||
scene.queue_free()
|
||||
|
||||
if retargeted.get_track_count() == 0:
|
||||
push_error("[Convert] Retarget produced 0 tracks for %s" % glb_path)
|
||||
return false
|
||||
|
||||
var out_lib := AnimationLibrary.new()
|
||||
out_lib.add_animation(anim_name, retargeted)
|
||||
print(" + %s (%d tracks from %s)" % [anim_name, retargeted.get_track_count(), picked.resource_name if picked.resource_name else "<anon>"])
|
||||
|
||||
var save_err := ResourceSaver.save(out_lib, out_path)
|
||||
if save_err != OK:
|
||||
push_error("[Convert] ResourceSaver.save failed: %d" % save_err)
|
||||
return false
|
||||
return true
|
||||
|
||||
func _retarget(src: Animation) -> Animation:
|
||||
var dst := Animation.new()
|
||||
dst.length = src.length
|
||||
dst.loop_mode = src.loop_mode
|
||||
dst.step = src.step
|
||||
|
||||
var usable: Array[int] = []
|
||||
for i in src.get_track_count():
|
||||
var orig_path: String = src.track_get_path(i)
|
||||
var bone := _extract_bone_name(orig_path)
|
||||
if BONE_REMAP.has(bone):
|
||||
usable.append(i)
|
||||
|
||||
for i in usable:
|
||||
var orig_path: String = src.track_get_path(i)
|
||||
var bone: String = _extract_bone_name(orig_path)
|
||||
var new_bone: String = BONE_REMAP[bone]
|
||||
var new_path := "%%GeneralSkeleton:%s" % new_bone
|
||||
|
||||
var track_type := src.track_get_type(i)
|
||||
|
||||
match track_type:
|
||||
Animation.TYPE_POSITION_3D:
|
||||
if new_bone != "Hips": continue
|
||||
dst.add_track(Animation.TYPE_POSITION_3D)
|
||||
Animation.TYPE_ROTATION_3D:
|
||||
dst.add_track(Animation.TYPE_ROTATION_3D)
|
||||
Animation.TYPE_SCALE_3D:
|
||||
if new_bone != "Hips": continue
|
||||
dst.add_track(Animation.TYPE_SCALE_3D)
|
||||
Animation.TYPE_BLEND_SHAPE: continue
|
||||
_: continue
|
||||
|
||||
var new_idx := dst.get_track_count() - 1
|
||||
dst.track_set_path(new_idx, NodePath(new_path))
|
||||
dst.track_set_interpolation_type(new_idx, src.track_get_interpolation_type(i))
|
||||
dst.track_set_imported(new_idx, src.track_is_imported(i))
|
||||
dst.track_set_enabled(new_idx, src.track_is_enabled(i))
|
||||
|
||||
var key_count := src.track_get_key_count(i)
|
||||
for k in key_count:
|
||||
var t: float = src.track_get_key_time(i, k)
|
||||
var v: Variant = src.track_get_key_value(i, k)
|
||||
var trans := src.track_get_key_transition(i, k)
|
||||
|
||||
# Apply rest-pose correction to rotation tracks
|
||||
if track_type == Animation.TYPE_ROTATION_3D and corrections.has(bone):
|
||||
var orig_q: Quaternion = v
|
||||
var corr_q: Quaternion = corrections[bone]
|
||||
v = corr_q * orig_q
|
||||
|
||||
dst.track_insert_key(new_idx, t, v)
|
||||
dst.track_set_key_transition(new_idx, k, trans)
|
||||
return dst
|
||||
|
||||
func _extract_bone_name(path: String) -> String:
|
||||
var parts := path.split(":")
|
||||
if parts.size() < 2:
|
||||
return ""
|
||||
return parts[-1]
|
||||
@@ -0,0 +1 @@
|
||||
uid://dgwmo0tdt8dwl
|
||||
@@ -0,0 +1,20 @@
|
||||
extends SceneTree
|
||||
|
||||
const DASHER_DIR := "res://assets/characters/dashers"
|
||||
|
||||
func _init() -> void:
|
||||
var dir := DirAccess.open(DASHER_DIR)
|
||||
for fname in dir.get_files():
|
||||
if not fname.ends_with(".glb"): continue
|
||||
var doc = GLTFDocument.new()
|
||||
var state = GLTFState.new()
|
||||
doc.append_from_file("%s/%s" % [DASHER_DIR, fname], state)
|
||||
var scene = doc.generate_scene(state)
|
||||
var ap: AnimationPlayer = scene.find_child("AnimationPlayer", true, false)
|
||||
if ap:
|
||||
print("=== %s ===" % fname)
|
||||
for lib_name in ap.get_animation_library_list():
|
||||
var lib = ap.get_animation_library(lib_name)
|
||||
for anim_name in lib.get_animation_list():
|
||||
print(" ", anim_name)
|
||||
quit()
|
||||
@@ -0,0 +1 @@
|
||||
uid://cau1rt1kfa32y
|
||||
@@ -0,0 +1,32 @@
|
||||
extends SceneTree
|
||||
|
||||
func _init() -> void:
|
||||
var scene = preload("res://scenes/player.tscn").instantiate()
|
||||
var skel: Skeleton3D = null
|
||||
|
||||
# Find GeneralSkeleton anywhere in the player scene
|
||||
var queue = [scene]
|
||||
while queue.size() > 0:
|
||||
var n = queue.pop_front()
|
||||
if n is Skeleton3D and n.name == "GeneralSkeleton":
|
||||
skel = n
|
||||
break
|
||||
for c in n.get_children():
|
||||
queue.append(c)
|
||||
|
||||
if skel:
|
||||
print("Found GeneralSkeleton! Bones:")
|
||||
for i in skel.get_bone_count():
|
||||
print(" - ", skel.get_bone_name(i))
|
||||
else:
|
||||
print("GeneralSkeleton not found in player.tscn!")
|
||||
print("Tree:")
|
||||
_print_tree(scene, 0)
|
||||
|
||||
quit()
|
||||
|
||||
func _print_tree(n: Node, depth: int) -> void:
|
||||
var indent = " ".repeat(depth)
|
||||
print("%s- %s (%s)" % [indent, n.name, n.get_class()])
|
||||
for c in n.get_children():
|
||||
_print_tree(c, depth + 1)
|
||||
@@ -0,0 +1 @@
|
||||
uid://dxxtbdm3usgdp
|
||||
@@ -0,0 +1,15 @@
|
||||
extends SceneTree
|
||||
func _init() -> void:
|
||||
var scene = preload("res://scenes/player.tscn").instantiate()
|
||||
var masbro = scene.get_node("Masbro")
|
||||
if masbro:
|
||||
print("Masbro found! Children:")
|
||||
_print_tree(masbro, 0)
|
||||
else:
|
||||
print("No Masbro")
|
||||
quit()
|
||||
func _print_tree(n: Node, depth: int) -> void:
|
||||
var indent = " ".repeat(depth)
|
||||
print("%s- %s (%s)" % [indent, n.name, n.get_class()])
|
||||
for c in n.get_children():
|
||||
_print_tree(c, depth + 1)
|
||||
@@ -0,0 +1 @@
|
||||
uid://dt8bew0d4r6bp
|
||||
@@ -0,0 +1,8 @@
|
||||
extends SceneTree
|
||||
|
||||
func _init() -> void:
|
||||
print("TYPE_VALUE: ", Animation.TYPE_VALUE)
|
||||
print("TYPE_POSITION_3D: ", Animation.TYPE_POSITION_3D)
|
||||
print("TYPE_ROTATION_3D: ", Animation.TYPE_ROTATION_3D)
|
||||
print("TYPE_SCALE_3D: ", Animation.TYPE_SCALE_3D)
|
||||
quit()
|
||||
@@ -0,0 +1 @@
|
||||
uid://dl8svqqgt6m3n
|
||||
@@ -0,0 +1,33 @@
|
||||
extends SceneTree
|
||||
|
||||
func _init() -> void:
|
||||
var lib = load("res://assets/characters/animations/dasher-pack.res") as AnimationLibrary
|
||||
if not lib:
|
||||
quit(1)
|
||||
return
|
||||
|
||||
var anim_name = "dasher_hit"
|
||||
if lib.has_animation(anim_name):
|
||||
var anim = lib.get_animation(anim_name)
|
||||
print("Animation: ", anim_name)
|
||||
var has_pos = 0
|
||||
var has_rot = 0
|
||||
var has_scale = 0
|
||||
var pos_bones = []
|
||||
|
||||
for i in anim.get_track_count():
|
||||
var type = anim.track_get_type(i)
|
||||
var path = anim.track_get_path(i)
|
||||
if type == Animation.TYPE_POSITION_3D:
|
||||
has_pos += 1
|
||||
pos_bones.append(str(path))
|
||||
elif type == Animation.TYPE_ROTATION_3D:
|
||||
has_rot += 1
|
||||
elif type == Animation.TYPE_SCALE_3D:
|
||||
has_scale += 1
|
||||
|
||||
print(" Positions: ", has_pos, " (", pos_bones, ")")
|
||||
print(" Rotations: ", has_rot)
|
||||
print(" Scales: ", has_scale)
|
||||
|
||||
quit(0)
|
||||
@@ -0,0 +1 @@
|
||||
uid://bleaj3miugqrm
|
||||
@@ -0,0 +1,13 @@
|
||||
extends SceneTree
|
||||
|
||||
func _init() -> void:
|
||||
var lib = load("res://assets/characters/animations/dasher-pack.res") as AnimationLibrary
|
||||
for anim_name in lib.get_animation_list():
|
||||
var anim = lib.get_animation(anim_name)
|
||||
print("=== %s (%d tracks) ===" % [anim_name, anim.get_track_count()])
|
||||
for i in anim.get_track_count():
|
||||
var type = anim.track_get_type(i)
|
||||
var path = anim.track_get_path(i)
|
||||
var type_str = ["VALUE","POSITION","ROTATION","SCALE"][type]
|
||||
print(" [%d] type=%s path=%s" % [i, type_str, path])
|
||||
quit()
|
||||
@@ -0,0 +1 @@
|
||||
uid://yyhb801dk5ve
|
||||
@@ -0,0 +1,16 @@
|
||||
extends SceneTree
|
||||
|
||||
func _init() -> void:
|
||||
var lib = load("res://assets/characters/animations/dasher-pack.res") as AnimationLibrary
|
||||
if not lib:
|
||||
print("Failed to load dasher-pack.res")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
var anim_name = lib.get_animation_list()[0]
|
||||
var anim = lib.get_animation(anim_name)
|
||||
print("First animation: ", anim_name)
|
||||
for i in min(anim.get_track_count(), 5):
|
||||
print(" Track ", i, " path: ", anim.track_get_path(i))
|
||||
|
||||
quit(0)
|
||||
@@ -0,0 +1 @@
|
||||
uid://ce58ow1re1l24
|
||||
@@ -0,0 +1,19 @@
|
||||
extends SceneTree
|
||||
|
||||
func _init() -> void:
|
||||
var doc = GLTFDocument.new()
|
||||
var state = GLTFState.new()
|
||||
var err = doc.append_from_file("res://assets/characters/dashers/dasher_hit.glb", state)
|
||||
var scene = doc.generate_scene(state)
|
||||
var ap: AnimationPlayer = scene.find_child("AnimationPlayer", true, false)
|
||||
|
||||
var lib = ap.get_animation_library("")
|
||||
var anim_name = "dasher_take|Hit|Anima_Layer"
|
||||
if lib.has_animation(anim_name):
|
||||
var anim = lib.get_animation(anim_name)
|
||||
print("=== RAW TRACKS ===")
|
||||
for i in anim.get_track_count():
|
||||
var type = anim.track_get_type(i)
|
||||
var path = anim.track_get_path(i)
|
||||
print(" Track ", i, " type: ", type, " path: ", path)
|
||||
quit()
|
||||
@@ -0,0 +1 @@
|
||||
uid://dcoduco766d6w
|
||||
@@ -0,0 +1,34 @@
|
||||
extends SceneTree
|
||||
|
||||
func _init() -> void:
|
||||
var lib = load("res://assets/characters/animations/animation-pack.res") as AnimationLibrary
|
||||
if not lib:
|
||||
print("Failed to load animation-pack.res")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
var anim_name = "walk_forward"
|
||||
if lib.has_animation(anim_name):
|
||||
var anim = lib.get_animation(anim_name)
|
||||
print("Animation: ", anim_name)
|
||||
var has_pos = 0
|
||||
var has_rot = 0
|
||||
var has_scale = 0
|
||||
var pos_bones = []
|
||||
|
||||
for i in anim.get_track_count():
|
||||
var type = anim.track_get_type(i)
|
||||
var path = anim.track_get_path(i)
|
||||
if type == Animation.TYPE_POSITION_3D:
|
||||
has_pos += 1
|
||||
pos_bones.append(str(path))
|
||||
elif type == Animation.TYPE_ROTATION_3D:
|
||||
has_rot += 1
|
||||
elif type == Animation.TYPE_SCALE_3D:
|
||||
has_scale += 1
|
||||
|
||||
print(" Positions: ", has_pos, " (", pos_bones, ")")
|
||||
print(" Rotations: ", has_rot)
|
||||
print(" Scales: ", has_scale)
|
||||
|
||||
quit(0)
|
||||
@@ -0,0 +1 @@
|
||||
uid://c1boh2egfnnfu
|
||||
@@ -0,0 +1,12 @@
|
||||
extends SceneTree
|
||||
|
||||
func _init() -> void:
|
||||
var lib = load("res://assets/characters/animations/animation-pack.res") as AnimationLibrary
|
||||
var anim = lib.get_animation("walk_forward")
|
||||
print("=== walk_forward tracks ===")
|
||||
for i in anim.get_track_count():
|
||||
var type = anim.track_get_type(i)
|
||||
var path = anim.track_get_path(i)
|
||||
var type_str = ["VALUE","POSITION","ROTATION","SCALE"][type]
|
||||
print(" [%d] type=%s path=%s" % [i, type_str, path])
|
||||
quit()
|
||||
@@ -0,0 +1 @@
|
||||
uid://dajp15327baah
|
||||
Reference in New Issue
Block a user