Files
tekton/tools/convert_dasher_animations_headless.gd
T
2026-06-12 18:05:04 +08:00

257 lines
8.5 KiB
GDScript

extends SceneTree
# Headless: convert each dasher_*.glb into a dasher_<name>.res with proper retargeting.
# Reads rest poses from both source GLB skeleton and target GeneralSkeleton (player.tscn)
# to compute per-bone correction quaternions.
const DASHER_DIR := "res://assets/characters/dashers"
const ANIM_DIR := "res://assets/characters/animations"
const BONE_REMAP := {
"bob-hold": "Hips",
"spine": "Hips",
"spine.001": "Spine",
"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",
"thigh.R": "RightUpperLeg",
"foot.L": "LeftFoot",
"foot.R": "RightFoot",
"toe.L": "LeftToeBase",
"toe.R": "RightToeBase",
}
const ANIM_PICK := {
"dasher_getting_hit": "Getting Hit",
"dasher_hit": "Hit",
"dasher_hold": "Hold",
"dasher_put": "Put",
"dasher_stun": "Stun",
"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]