U5.5 Glasballiste: fünfte Meshy-Figur (g06) als Maschine

Laufende Balliste ohne Arme: statisches Meshy-Modell aus Vorder- und
Rückansicht, Skelett und Clips der Phase-19-Figur per Messpunkten
angepasst (build_machine.py), starre Bindung mit Knochenbereichen.
54 Credits. Stresstest 36 Glasballisten gegen Phase 19: Mid gleich,
Karte 117,8 -> 132,8 fps. Tests grün, Fingerabdrücke unverändert.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Martin Stickelbroeck 2026-10-10 13:46:56 +02:00
parent eddf49dc88
commit aa77d0e7fb
74 changed files with 64008 additions and 61719 deletions

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@ -174,6 +174,17 @@ Hinweis: Die Projektdateien des .NET-Harness (`tools/dotnet/*/*.csproj`) fehlten
| Bild | `screenshots/u5.5-g05/` | | Bild | `screenshots/u5.5-g05/` |
| Commits | `luneraria/u5.5-g05` | | Commits | `luneraria/u5.5-g05` |
## U5.5 · Glasballiste (g06)
| Punkt | Ergebnis |
| --- | --- |
| Tests | EditMode 29/29, PlayMode 14/14 (Verify A–I 718/0), Player-Selbsttest 30/30, Asset-Prüfung 20/0 |
| Parität | Fingerabdrücke unverändert (`DCE95C96556F3A1A`, `7B8E43AEFC0D60C5`) |
| Inhalt | Statisches Meshy-Modell mit dem angepassten Phase-19-Skelett und seinen Clips (`build_machine.py`), starre Bindung, 54 Credits |
| Leistung | Stresstest 36 Glasballisten gegen Phase 19: Mid 150,4 → 151,4 fps, Karte 117,8 → 132,8 fps. Rohdaten `logs/u5.5-g06/` |
| Bild | `screenshots/u5.5-g06/` |
| Commits | `luneraria/u5.5-g06` |
## Ausblick ## Ausblick
Der Pilot entscheidet über eine Serie weiterer Meshy-Figuren (Kosten je Figur, Lizenz, Stilgleichheit). Offen bleiben außerdem Künstler-Sculpts für Anatomie/Gesicht/Haar, LOD und Material-Atlanten sowie die Build-Module für Windows und Linux. Der Pilot entscheidet über eine Serie weiterer Meshy-Figuren (Kosten je Figur, Lizenz, Stilgleichheit). Offen bleiben außerdem Künstler-Sculpts für Anatomie/Gesicht/Haar, LOD und Material-Atlanten sowie die Build-Module für Windows und Linux.

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# Port-Status · Champions of Luneraria in Unity # Port-Status · Champions of Luneraria in Unity
Stand: 10. Oktober 2026 (U5.5, vierte Figur). Stand: 10. Oktober 2026 (U5.5, fünfte Figur).
Referenz ist der Godot-Stand `luneraria/g3` (`1b540f2`) in `../saumwacht-godot`; er wird nicht mehr verändert. Engine: Unity 6.3 LTS (6000.3.20f1), Renderer URP. HDRP ist ausgeschlossen, bis ein Vergleich mit einer echten Szene etwas anderes nahelegt. Referenz ist der Godot-Stand `luneraria/g3` (`1b540f2`) in `../saumwacht-godot`; er wird nicht mehr verändert. Engine: Unity 6.3 LTS (6000.3.20f1), Renderer URP. HDRP ist ausgeschlossen, bis ein Vergleich mit einer echten Szene etwas anderes nahelegt.
@ -13,7 +13,7 @@ Zielplattformen sind Fedora 44 und Windows 11; macOS ist die Entwicklungsplattfo
| U2 · Unity-Spielwelt | **fertig**: U2A Blender→FBX-Pipeline (9 Assets geprüft), U2B G1-Karte mit Materialsystem, U2C fester Takt und Ansichten (bildratenunabhängig nachgewiesen), U2D vollständige Bot-Partien sichtbar und gleich dem Kern; danach Batch-Import aller 86 Modelle, Einheiten mit eigenen Modellen | [U2-WORLD.md](U2-WORLD.md) | | U2 · Unity-Spielwelt | **fertig**: U2A Blender→FBX-Pipeline (9 Assets geprüft), U2B G1-Karte mit Materialsystem, U2C fester Takt und Ansichten (bildratenunabhängig nachgewiesen), U2D vollständige Bot-Partien sichtbar und gleich dem Kern; danach Batch-Import aller 86 Modelle, Einheiten mit eigenen Modellen | [U2-WORLD.md](U2-WORLD.md) |
| U3 · G3-HUD portieren | **fertig** (`luneraria/u3`): UI Toolkit, Sichtmodell mit Privatsphäre, menschlicher Sitz, alle HUD-Bereiche, Eingabe und Befehle, Prüfung 718/0, 14 G3-Motive, Spieltest, Leistung mit HUD | [U3-UI.md](U3-UI.md) | | U3 · G3-HUD portieren | **fertig** (`luneraria/u3`): UI Toolkit, Sichtmodell mit Privatsphäre, menschlicher Sitz, alle HUD-Bereiche, Eingabe und Befehle, Prüfung 718/0, 14 G3-Motive, Spieltest, Leistung mit HUD | [U3-UI.md](U3-UI.md) |
| U4 · Netzwerk | **fertig** (`luneraria/u4` = `769e622`): LuneSession (Protokoll 4), TCP-Transport, Startbildschirm Host/Join, 43+12 Prüfungen, Mindestumfang M4. Nachtrag (`luneraria/u4-nachtrag`, in U5.3 zusammengeführt): Startbildschirm in der Szene, „Menü“ führt dorthin zurück | [U4-NETWORK.md](U4-NETWORK.md) | | U4 · Netzwerk | **fertig** (`luneraria/u4` = `769e622`): LuneSession (Protokoll 4), TCP-Transport, Startbildschirm Host/Join, 43+12 Prüfungen, Mindestumfang M4. Nachtrag (`luneraria/u4-nachtrag`, in U5.3 zusammengeführt): Startbildschirm in der Szene, „Menü“ führt dorthin zurück | [U4-NETWORK.md](U4-NETWORK.md) |
| U5 · Visuelle Neuausrichtung (Vertical Slice Mid-Lane) | **fertig** (`luneraria/u5` = `2c1686b`, Stufen `luneraria/u5.2`): 6 PBR-Sätze, Surface-Shader mit Albedo/Normal/ORM, Stufen Lane/Rand, Hit- und Turm-VFX, 133/180 fps. **U5.3** (`luneraria/u5.3` = `07fa457`): Gebäude, Boss und Ringborkes Rinde auf PBR (11 Sätze); Bildfehler aus U5 behoben (doppelte Einfärbung, Datenkarten als sRGB, Streifen, bleichender Treffer-Flash, Nebel), Helligkeit und Grün wieder auf U3-Niveau **U5.4** (`luneraria/u5.4` = `4883d95`): Surface-Materialien für alle 146 Figurenmaterialien (Metalle metallisch, Randlicht, Struktur in den Porträts), SSAO (abschaltbar), Leistung −13 % Karte / −16 % Mid **U5.5-pilot** (`luneraria/u5.5-pilot` = `c386206`): Meshy-Figur für den Kohlenbeißer `g01` (Pipeline `tools/meshy/`, UV-Material mit Lava-Glut, Schatten ohne Normalen-Versatz), GPU-Batched-Skinning, Figuren-Stress −21 % Mid / −13 % Karte gegenüber Phase-4; **Lane-Fassung** (`luneraria/u5.5-lod`): 5.000-Dreiecke-LOD, Abstand −10 % Mid / −2 % Karte; **Schlackenklaue** `g02` (`luneraria/u5.5-g02`) als zweite Meshy-Figur, −11 % Mid / −1 % Karte; **Schlackenwacht** `g03` (`luneraria/u5.5-g03`), −8 % Mid / 0 % Karte; **Funkenlanze** `g05` mit Lanze als eigenem Modell (`luneraria/u5.5-g05`), +15 % gegenüber der Phase-18-Figur | [U5-VISUAL.md](U5-VISUAL.md) | | U5 · Visuelle Neuausrichtung (Vertical Slice Mid-Lane) | **fertig** (`luneraria/u5` = `2c1686b`, Stufen `luneraria/u5.2`): 6 PBR-Sätze, Surface-Shader mit Albedo/Normal/ORM, Stufen Lane/Rand, Hit- und Turm-VFX, 133/180 fps. **U5.3** (`luneraria/u5.3` = `07fa457`): Gebäude, Boss und Ringborkes Rinde auf PBR (11 Sätze); Bildfehler aus U5 behoben (doppelte Einfärbung, Datenkarten als sRGB, Streifen, bleichender Treffer-Flash, Nebel), Helligkeit und Grün wieder auf U3-Niveau **U5.4** (`luneraria/u5.4` = `4883d95`): Surface-Materialien für alle 146 Figurenmaterialien (Metalle metallisch, Randlicht, Struktur in den Porträts), SSAO (abschaltbar), Leistung −13 % Karte / −16 % Mid **U5.5-pilot** (`luneraria/u5.5-pilot` = `c386206`): Meshy-Figur für den Kohlenbeißer `g01` (Pipeline `tools/meshy/`, UV-Material mit Lava-Glut, Schatten ohne Normalen-Versatz), GPU-Batched-Skinning, Figuren-Stress −21 % Mid / −13 % Karte gegenüber Phase-4; **Lane-Fassung** (`luneraria/u5.5-lod`): 5.000-Dreiecke-LOD, Abstand −10 % Mid / −2 % Karte; **Schlackenklaue** `g02` (`luneraria/u5.5-g02`) als zweite Meshy-Figur, −11 % Mid / −1 % Karte; **Schlackenwacht** `g03` (`luneraria/u5.5-g03`), −8 % Mid / 0 % Karte; **Funkenlanze** `g05` mit Lanze als eigenem Modell (`luneraria/u5.5-g05`), +15 % gegenüber der Phase-18-Figur; **Glasballiste** `g06` als Maschine mit übernommenem Skelett (`luneraria/u5.5-g06`) | [U5-VISUAL.md](U5-VISUAL.md) |
QA je Meilenstein: [PORT-QA.md](PORT-QA.md). QA je Meilenstein: [PORT-QA.md](PORT-QA.md).

View file

@ -536,3 +536,35 @@ Stresstest mit 38 Funkenlanzen (`-luneBenchmarkArmy g05`), je drei Läufe (`logs
Die Meshy-Figur ist hier schneller: Die Phase-18-Figur hat 24.000 Dreiecke ohne Lane-Fassung. Die Meshy-Figur ist hier schneller: Die Phase-18-Figur hat 24.000 Dreiecke ohne Lane-Fassung.
Bilder: `screenshots/u5.5-g05/` (Figur, vorher/nachher im Spiel, Übersichten, Kampfmomente). Bilder: `screenshots/u5.5-g05/` (Figur, vorher/nachher im Spiel, Übersichten, Kampfmomente).
## U5.5 · Fünfte Figur: Glasballiste (g06)
Stand 10. Oktober 2026, Zweig `luneraria/u5.5-g06` (auf `luneraria/u5.5-g05`). Die Aufwertung der Funkenlanze ist eine laufende Balliste: zwei Klauenbeine, der Rumpf eine große Armbrust mit Kristallbögen, keine Arme und kein Kopf. Meshys Auto-Rigging nimmt nur menschenähnliche Figuren; die Glasballiste kommt deshalb als statisches Meshy-Modell und bekommt Skelett und Bewegungen der Phase-19-Figur, die sie ersetzt.
### Neuer Weg: `tools/meshy/build_machine.py`
- **Modell:** Konzeptbild (12 Credits), daraus Ansichten von vorn und hinten (12), Multi-Image to 3D (30): **54 Credits**. Die Seitenansicht deutete die Armbrust anders und blieb deshalb weg. Meshy ließ eine lose Kristallspitze neben der Figur; Teile unter 1 % der Eckpunkte werden entfernt.
- **Skelett und Clips:** `GlassRig` mit 20 Knochen und den sieben Bewegungen der Phase-19-Figur, aus der Godot-Quelle in `assets-source/meshy/g06/glasballiste-rig-phase19.blend` übernommen (nur Skelett und Aktionen). Der Generator setzt jede Knochengruppe auf den passenden Teil des neuen Modells: Beine auf Beinabstand und Hüfthöhe, Armbrust auf Waffenhöhe, Bolzenspitze und Schaftende, Bögen auf die Bogenspitzen (Messpunkte aus dem Netz). Die Verschiebungen der Clips folgen dem Maßstab (0,97).
- **Starre Bindung:** Jede Ecke folgt ihrem nächsten Knochen, wie bei einer Maschine aus festen Teilen. Bereiche je Knochen (`bone_regions`) verhindern, dass die lange Schienenachse den ganzen Schaft mitnimmt: Bolzen nur vorn, die Sehnenführung (`Draw`) bewegt nichts.
- Breite 1,85 m wie bisher; das neue Modell ist mit 2,5 m deutlich länger als die Phase-19-Figur (1,6 m), in der Aufstellung überlappen die Schäfte.
`glasballiste_meshy.fbx`: 20.397 + 4.995 Dreiecke, 20 Knochen; Export 23 Prüfungen, bytegleich wiederholbar. Manifest `"replaces": "g06"`.
### Prüfung
| Test | Ergebnis |
| --- | --- |
| EditMode / PlayMode | 29/29, 14/14, Verify A–I 718/0 |
| Fingerabdrücke | `DCE95C96556F3A1A`, `7B8E43AEFC0D60C5`, unverändert |
| Asset-Prüfung / Player-Selbsttest | 20/0, 30/30 |
### Leistung
Stresstest mit 36 Glasballisten (`-luneBenchmarkArmy g06`), je drei Läufe, gegen die Phase-19-Figur (`logs/u5.5-g06/`): Mid-Lane nah 150,4 → 151,4 fps (gleich), Karte 117,8 → 132,8 fps (+13 %).
### Grenzen
- Die Bewegungen sind die der alten Figur; Gangbild und Schuss passen, sind aber für deren Proportionen gemacht.
- Starre Bindung auf einem durchgehenden Netz: Wo zwei Knochen aneinanderstoßen, reißen bei großen Ausschlägen (Sterbeclip, Bögen) kleine Lücken auf.
Bilder: `screenshots/u5.5-g06/` (Figur, vorher/nachher im Spiel, Übersichten, Kampfmomente).

View file

@ -1487,6 +1487,173 @@
] ]
} }
}, },
{
"id": "glasballiste_meshy",
"kind": "skinned",
"ok": true,
"checks": [
{
"check": "blender_checks_passed",
"ok": true,
"detail": ""
},
{
"check": "imported",
"ok": true,
"detail": "\"Assets/Luneraria/Art/Characters/glasballiste_meshy.fbx\""
},
{
"check": "import_rules_applied",
"ok": true,
"detail": ""
},
{
"check": "root_transform_identity",
"ok": true,
"detail": "\"glasballiste_meshy pos (0.0000, 0.0000, 0.0000) rot (0.00, 0.00, 0.00) scale (1.0000, 1.0000, 1.0000)\""
},
{
"check": "node_transforms_axis_clean",
"ok": true,
"detail": "[]"
},
{
"check": "mesh_names",
"ok": true,
"detail": "[]"
},
{
"check": "triangles",
"ok": true,
"detail": "\"25392 unity / 25392 blender \""
},
{
"check": "material_slots",
"ok": true,
"detail": "[]"
},
{
"check": "normals_unit_length",
"ok": true,
"detail": "[]"
},
{
"check": "tangents_where_uv",
"ok": true,
"detail": "[]"
},
{
"check": "uvs_where_blender_has_uv",
"ok": true,
"detail": "[]"
},
{
"check": "vertex_colors",
"ok": true,
"detail": "[]"
},
{
"check": "bounds_axes_scale",
"ok": true,
"detail": "\"largest difference 0.00003 m; unity (-0.919, 0.000, -1.232) (0.931, 1.389, 1.298)\""
},
{
"check": "skinned_mesh",
"ok": true,
"detail": "2"
},
{
"check": "bone_names Glasballiste_meshyBody_LOD0",
"ok": true,
"detail": "[]"
},
{
"check": "root_bone Glasballiste_meshyBody_LOD0",
"ok": true,
"detail": "\"Root\""
},
{
"check": "bone_names Glasballiste_meshyBody_LOD1",
"ok": true,
"detail": "[]"
},
{
"check": "root_bone Glasballiste_meshyBody_LOD1",
"ok": true,
"detail": "\"Root\""
},
{
"check": "generic_avatar",
"ok": true,
"detail": "\"glasballiste_meshyAvatar\""
},
{
"check": "clips",
"ok": true,
"detail": "[]"
}
],
"facts": {
"triangles": 25392,
"renderers": 2,
"meshes_without_uv_and_tangents": 0,
"degenerate_triangles_dropped": 0,
"bounds_min": [
-0.9193895,
-2.81888861E-05,
-1.23211074
],
"bounds_max": [
0.930610538,
1.38899112,
1.29790878
],
"clips": [
{
"name": "ability",
"length": 1.625,
"loop": false,
"events": 1
},
{
"name": "attack_a",
"length": 1.625,
"loop": false,
"events": 1
},
{
"name": "attack_b",
"length": 1.625,
"loop": false,
"events": 1
},
{
"name": "death",
"length": 2.5,
"loop": false,
"events": 0
},
{
"name": "hit",
"length": 0.625,
"loop": false,
"events": 0
},
{
"name": "idle",
"length": 3.75,
"loop": true,
"events": 0
},
{
"name": "walk",
"length": 1.5,
"loop": true,
"events": 0
}
]
}
},
{ {
"id": "kohlenbeisser", "id": "kohlenbeisser",
"kind": "skinned", "kind": "skinned",

View file

@ -0,0 +1,15 @@
{
"build": "OSXPlayer player, 6000.3.20f1, release",
"device": "Mac17,2; Apple M5; Apple M5",
"graphics_api": "Metal",
"resolution": "1920x1080",
"vsync": 0,
"match": "seed 9 from round 5, army g06 x36, speed 1x, measured after 10 s of combat",
// moving units at the start of the first window: g06 36, w04 14, e04 11, w06 11, w02 7, e01 4, e02 4, w08 4, w10 4, g05 2
"windows": [
{"view": "overview (zoom 64)", "frames": 2639, "fps": 131.8, "frame_ms_avg": 7.59, "frame_ms_median": 3.18, "frame_ms_p95": 24.10, "frame_ms_p99": 31.50, "frame_ms_max": 43.00, "frames_over_16_7_ms": 396, "of_them_with_simulation_step": 31, "gc_collections": 20, "simulation_ms_per_frame": 0.072, "views_ms_per_frame": 0.215, "ui_ms_per_frame": 0.068, "units_alive_max": 97},
// timings overview (zoom 64): main thread avg 2.53 / median 2.40 / p95 3.59 ms, render thread avg 1.83 / median 1.80 / p95 2.16 ms, gpu avg 0.00 / median 0.00 / p95 0.00 ms, present wait avg 5.05 / median 0.28 / p95 21.66 ms
{"view": "mid lane close (zoom 22)", "frames": 1496, "fps": 149.6, "frame_ms_avg": 6.68, "frame_ms_median": 3.03, "frame_ms_p95": 23.43, "frame_ms_p99": 33.51, "frame_ms_max": 40.01, "frames_over_16_7_ms": 165, "of_them_with_simulation_step": 13, "gc_collections": 7, "simulation_ms_per_frame": 0.032, "views_ms_per_frame": 0.187, "ui_ms_per_frame": 0.045, "units_alive_max": 34}
// timings mid lane close (zoom 22): main thread avg 1.92 / median 1.86 / p95 2.78 ms, render thread avg 1.30 / median 1.29 / p95 1.51 ms, gpu avg 0.00 / median 0.00 / p95 0.00 ms, present wait avg 4.76 / median 0.67 / p95 21.43 ms
]
}

View file

@ -0,0 +1,15 @@
{
"build": "OSXPlayer player, 6000.3.20f1, release",
"device": "Mac17,2; Apple M5; Apple M5",
"graphics_api": "Metal",
"resolution": "1920x1080",
"vsync": 0,
"match": "seed 9 from round 5, army g06 x36, speed 1x, measured after 10 s of combat",
// moving units at the start of the first window: g06 36, w04 14, e04 11, w06 11, w02 7, e01 4, e02 4, w08 4, w10 4, g05 2
"windows": [
{"view": "overview (zoom 64)", "frames": 2690, "fps": 134.5, "frame_ms_avg": 7.44, "frame_ms_median": 3.09, "frame_ms_p95": 23.80, "frame_ms_p99": 30.01, "frame_ms_max": 42.01, "frames_over_16_7_ms": 382, "of_them_with_simulation_step": 30, "gc_collections": 20, "simulation_ms_per_frame": 0.070, "views_ms_per_frame": 0.206, "ui_ms_per_frame": 0.063, "units_alive_max": 97},
// timings overview (zoom 64): main thread avg 2.43 / median 2.32 / p95 3.39 ms, render thread avg 1.78 / median 1.76 / p95 2.06 ms, gpu avg 0.00 / median 0.00 / p95 0.00 ms, present wait avg 5.01 / median 0.30 / p95 21.32 ms
{"view": "mid lane close (zoom 22)", "frames": 1543, "fps": 154.3, "frame_ms_avg": 6.48, "frame_ms_median": 2.70, "frame_ms_p95": 21.80, "frame_ms_p99": 29.99, "frame_ms_max": 38.31, "frames_over_16_7_ms": 148, "of_them_with_simulation_step": 7, "gc_collections": 8, "simulation_ms_per_frame": 0.031, "views_ms_per_frame": 0.182, "ui_ms_per_frame": 0.043, "units_alive_max": 34}
// timings mid lane close (zoom 22): main thread avg 1.86 / median 1.79 / p95 2.59 ms, render thread avg 1.30 / median 1.29 / p95 1.52 ms, gpu avg 0.00 / median 0.00 / p95 0.00 ms, present wait avg 4.63 / median 0.41 / p95 20.00 ms
]
}

View file

@ -0,0 +1,15 @@
{
"build": "OSXPlayer player, 6000.3.20f1, release",
"device": "Mac17,2; Apple M5; Apple M5",
"graphics_api": "Metal",
"resolution": "1920x1080",
"vsync": 0,
"match": "seed 9 from round 5, army g06 x36, speed 1x, measured after 10 s of combat",
// moving units at the start of the first window: g06 36, w04 14, e04 11, w06 11, w02 7, e01 4, e02 4, w08 4, w10 4, g05 2
"windows": [
{"view": "overview (zoom 64)", "frames": 2646, "fps": 132.2, "frame_ms_avg": 7.56, "frame_ms_median": 3.20, "frame_ms_p95": 24.11, "frame_ms_p99": 31.02, "frame_ms_max": 41.80, "frames_over_16_7_ms": 379, "of_them_with_simulation_step": 33, "gc_collections": 20, "simulation_ms_per_frame": 0.074, "views_ms_per_frame": 0.216, "ui_ms_per_frame": 0.070, "units_alive_max": 97},
// timings overview (zoom 64): main thread avg 2.60 / median 2.42 / p95 3.89 ms, render thread avg 1.85 / median 1.83 / p95 2.19 ms, gpu avg 0.00 / median 0.00 / p95 0.00 ms, present wait avg 4.96 / median 0.28 / p95 21.51 ms
{"view": "mid lane close (zoom 22)", "frames": 1503, "fps": 150.3, "frame_ms_avg": 6.66, "frame_ms_median": 2.89, "frame_ms_p95": 23.39, "frame_ms_p99": 32.91, "frame_ms_max": 39.10, "frames_over_16_7_ms": 155, "of_them_with_simulation_step": 12, "gc_collections": 7, "simulation_ms_per_frame": 0.028, "views_ms_per_frame": 0.186, "ui_ms_per_frame": 0.047, "units_alive_max": 34}
// timings mid lane close (zoom 22): main thread avg 1.90 / median 1.81 / p95 2.70 ms, render thread avg 1.29 / median 1.28 / p95 1.54 ms, gpu avg 0.00 / median 0.00 / p95 0.00 ms, present wait avg 4.76 / median 0.63 / p95 21.34 ms
]
}

View file

@ -0,0 +1,15 @@
{
"build": "OSXPlayer player, 6000.3.20f1, release",
"device": "Mac17,2; Apple M5; Apple M5",
"graphics_api": "Metal",
"resolution": "1920x1080",
"vsync": 0,
"match": "seed 9 from round 5, army g06 x36, speed 1x, measured after 10 s of combat",
// moving units at the start of the first window: g06 36, w04 14, e04 11, w06 11, w02 7, e01 4, e02 4, w08 4, w10 4, g05 2
"windows": [
{"view": "overview (zoom 64)", "frames": 2378, "fps": 118.8, "frame_ms_avg": 8.42, "frame_ms_median": 3.40, "frame_ms_p95": 25.30, "frame_ms_p99": 31.60, "frame_ms_max": 43.33, "frames_over_16_7_ms": 453, "of_them_with_simulation_step": 40, "gc_collections": 21, "simulation_ms_per_frame": 0.078, "views_ms_per_frame": 0.223, "ui_ms_per_frame": 0.071, "units_alive_max": 97},
// timings overview (zoom 64): main thread avg 2.70 / median 2.58 / p95 3.68 ms, render thread avg 2.29 / median 2.28 / p95 2.75 ms, gpu avg 0.00 / median 0.00 / p95 0.00 ms, present wait avg 5.70 / median 0.57 / p95 22.46 ms
{"view": "mid lane close (zoom 22)", "frames": 1521, "fps": 151.9, "frame_ms_avg": 6.58, "frame_ms_median": 2.70, "frame_ms_p95": 22.62, "frame_ms_p99": 29.11, "frame_ms_max": 36.51, "frames_over_16_7_ms": 167, "of_them_with_simulation_step": 6, "gc_collections": 7, "simulation_ms_per_frame": 0.031, "views_ms_per_frame": 0.184, "ui_ms_per_frame": 0.041, "units_alive_max": 34}
// timings mid lane close (zoom 22): main thread avg 1.94 / median 1.88 / p95 2.69 ms, render thread avg 1.60 / median 1.59 / p95 1.87 ms, gpu avg 0.00 / median 0.00 / p95 0.00 ms, present wait avg 4.65 / median 0.42 / p95 20.31 ms
]
}

View file

@ -0,0 +1,15 @@
{
"build": "OSXPlayer player, 6000.3.20f1, release",
"device": "Mac17,2; Apple M5; Apple M5",
"graphics_api": "Metal",
"resolution": "1920x1080",
"vsync": 0,
"match": "seed 9 from round 5, army g06 x36, speed 1x, measured after 10 s of combat",
// moving units at the start of the first window: g06 36, w04 14, e04 11, w06 11, w02 7, e01 4, e02 4, w08 4, w10 4, g05 2
"windows": [
{"view": "overview (zoom 64)", "frames": 2343, "fps": 117.1, "frame_ms_avg": 8.54, "frame_ms_median": 3.51, "frame_ms_p95": 24.80, "frame_ms_p99": 32.21, "frame_ms_max": 42.30, "frames_over_16_7_ms": 413, "of_them_with_simulation_step": 46, "gc_collections": 20, "simulation_ms_per_frame": 0.078, "views_ms_per_frame": 0.229, "ui_ms_per_frame": 0.073, "units_alive_max": 97},
// timings overview (zoom 64): main thread avg 2.75 / median 2.62 / p95 3.80 ms, render thread avg 2.30 / median 2.29 / p95 2.74 ms, gpu avg 0.00 / median 0.00 / p95 0.00 ms, present wait avg 5.78 / median 0.57 / p95 21.82 ms
{"view": "mid lane close (zoom 22)", "frames": 1499, "fps": 149.9, "frame_ms_avg": 6.67, "frame_ms_median": 2.84, "frame_ms_p95": 22.90, "frame_ms_p99": 32.09, "frame_ms_max": 38.90, "frames_over_16_7_ms": 163, "of_them_with_simulation_step": 9, "gc_collections": 7, "simulation_ms_per_frame": 0.031, "views_ms_per_frame": 0.188, "ui_ms_per_frame": 0.044, "units_alive_max": 34}
// timings mid lane close (zoom 22): main thread avg 2.00 / median 1.88 / p95 2.87 ms, render thread avg 1.61 / median 1.59 / p95 1.86 ms, gpu avg 0.00 / median 0.00 / p95 0.00 ms, present wait avg 4.68 / median 0.41 / p95 20.99 ms
]
}

View file

@ -0,0 +1,15 @@
{
"build": "OSXPlayer player, 6000.3.20f1, release",
"device": "Mac17,2; Apple M5; Apple M5",
"graphics_api": "Metal",
"resolution": "1920x1080",
"vsync": 0,
"match": "seed 9 from round 5, army g06 x36, speed 1x, measured after 10 s of combat",
// moving units at the start of the first window: g06 36, w04 14, e04 11, w06 11, w02 7, e01 4, e02 4, w08 4, w10 4, g05 2
"windows": [
{"view": "overview (zoom 64)", "frames": 2350, "fps": 117.4, "frame_ms_avg": 8.52, "frame_ms_median": 3.48, "frame_ms_p95": 24.50, "frame_ms_p99": 32.01, "frame_ms_max": 46.97, "frames_over_16_7_ms": 439, "of_them_with_simulation_step": 32, "gc_collections": 20, "simulation_ms_per_frame": 0.079, "views_ms_per_frame": 0.227, "ui_ms_per_frame": 0.074, "units_alive_max": 97},
// timings overview (zoom 64): main thread avg 2.75 / median 2.61 / p95 3.81 ms, render thread avg 2.29 / median 2.28 / p95 2.72 ms, gpu avg 0.00 / median 0.00 / p95 0.00 ms, present wait avg 5.76 / median 0.51 / p95 21.69 ms
{"view": "mid lane close (zoom 22)", "frames": 1496, "fps": 149.4, "frame_ms_avg": 6.69, "frame_ms_median": 2.70, "frame_ms_p95": 21.62, "frame_ms_p99": 29.21, "frame_ms_max": 35.91, "frames_over_16_7_ms": 158, "of_them_with_simulation_step": 11, "gc_collections": 7, "simulation_ms_per_frame": 0.031, "views_ms_per_frame": 0.185, "ui_ms_per_frame": 0.043, "units_alive_max": 34}
// timings mid lane close (zoom 22): main thread avg 1.95 / median 1.88 / p95 2.65 ms, render thread avg 1.61 / median 1.60 / p95 1.86 ms, gpu avg 0.00 / median 0.00 / p95 0.00 ms, present wait avg 4.74 / median 0.45 / p95 19.56 ms
]
}

View file

@ -0,0 +1,11 @@
{
"build": "OSXPlayer player, 6000.3.20f1, release",
"device": "Mac17,2; Apple M5; Apple M5",
"graphics_api": "Metal",
"resolution": "1920x1080",
"seconds": 11.6,
"passed": ["Startbildschirm sichtbar", "Partie wartet: Spielcontroller und Treiber aus", "vor dem Start kein HUD", "„Allein spielen“ bedienbar", "Offline: Startbildschirm verborgen", "Offline: Spielcontroller und Treiber laufen", "Offline: HUD sichtbar", "Offline: neue Partie, Sitz 1 (Mid)", "Offline: Planung", "Offline: lokale Sitzung", "„Startaufstellung“ bedienbar", "Startaufstellung gekauft (3 Einheiten)", "„Bereit“ bedienbar", "Bereit: Kampf beginnt", "Kampf: Figuren im Feld", "„Menü“ bedienbar", "Verlassen-Dialog mit „Zum Menü“", "Zurück: Startbildschirm sichtbar", "Zurück: HUD verborgen", "Zurück: Spielcontroller und Treiber aus", "Zurück: Sitzung beendet", "Zurück: keine Figuren im Feld", "Zurück: Kamera ruht", "Zurück: „Allein spielen“ bedienbar", "Zweite Partie: Startbildschirm verborgen, HUD sichtbar", "Zweite Partie: neue Partie in der Planung", "SSAO folgt der Einstellung", "Option „Umgebungsverdeckung“ sichtbar", "Option schaltet SSAO um", "Option stellt SSAO zurück"],
"failed": [],
"photos": ["00-startbildschirm.jpg", "01-planung.jpg", "02-kampf.jpg", "03-verlassen.jpg", "04-zurueck-im-startbildschirm.jpg", "05-zweite-partie.jpg", "06-optionen.jpg"],
"result": "PASS"
}

View file

@ -0,0 +1,11 @@
{
"match": "seed 2, bots, speed 24x",
"core_hash": "DCE95C96556F3A1A",
"core_steps": 12690,
"runs": [
{"target": "30 fps", "frames": 812, "seconds": 27.202, "measured_fps": 29.851, "max_steps_per_frame": 84, "steps": 12690, "hash": "DCE95C96556F3A1A", "winner": 1, "same_as_core": true},
{"target": "60 fps", "frames": 1626, "seconds": 27.087, "measured_fps": 60.03, "max_steps_per_frame": 11, "steps": 12690, "hash": "DCE95C96556F3A1A", "winner": 1, "same_as_core": true},
{"target": "120 fps", "frames": 3224, "seconds": 26.902, "measured_fps": 119.842, "max_steps_per_frame": 7, "steps": 12690, "hash": "DCE95C96556F3A1A", "winner": 1, "same_as_core": true},
{"target": "unlimited", "frames": 87265, "seconds": 26.819, "measured_fps": 3253.892, "max_steps_per_frame": 6, "steps": 12690, "hash": "DCE95C96556F3A1A", "winner": 1, "same_as_core": true}
]
}

View file

@ -0,0 +1,16 @@
{
"runs": [
{"label": "match-seed2", "seed": 2, "start_round": 1, "extra_gold": 0, "speed": 6, "winner": 1, "end_note": "Ancient von Blau zerstört.", "steps": 12690, "hash": "DCE95C96556F3A1A", "core_hash": "DCE95C96556F3A1A", "same_as_core": true,
"units_alive_max": 84, "heroes_alive_max": 4, "boss_log": ["round 8: won team 1 ", "round 9: deployed team 1 bot"],
"rounds": [{"round": 1, "combat_seconds": 44.9, "lost": [], "boss": "none", "end": "cleared"}, {"round": 2, "combat_seconds": 57.1, "lost": [], "boss": "none", "end": "cleared"}, {"round": 3, "combat_seconds": 54.1, "lost": [], "boss": "none", "end": "cleared"}, {"round": 4, "combat_seconds": 62.9, "lost": [], "boss": "none", "end": "cleared"}, {"round": 5, "combat_seconds": 60.7, "lost": [], "boss": "none", "end": "cleared"}, {"round": 6, "combat_seconds": 62.1, "lost": [], "boss": "none", "end": "cleared"}, {"round": 7, "combat_seconds": 66.5, "lost": ["blau_bot_outer"], "boss": "none", "end": "cleared"}, {"round": 8, "combat_seconds": 89.65, "lost": ["rot_top_outer", "rot_top_inner"], "boss": "won", "end": "cleared"}, {"round": 9, "combat_seconds": 136.55, "lost": ["blau_bot_inner", "blau_base_2", "blau_base_1", "blau_ancient"], "boss": "deployed", "end": "core"}],
"events": ["round 7: blau_bot_outer destroyed", "round 8: rot_top_outer destroyed", "round 8: rot_top_inner destroyed", "round 8: grotto boss won", "round 9: blau_bot_inner destroyed", "round 9: blau_base_2 destroyed", "round 9: blau_base_1 destroyed", "round 9: blau_ancient destroyed", "round 9: grotto boss deployed"],
"shots": ["01-runde1-aufmarsch", "02-runde1-mid-kampf", "03-turm-faellt", "04-turm-ruine", "05-grotte-bosskampf", "06-held-kaempft", "07-boss-auf-der-lane", "08-ancient-faellt", "09-ancient-ruine", "10-ende-uebersicht"],
"performance": null},
{"label": "match-seed9-round21", "seed": 9, "start_round": 21, "extra_gold": 4000, "speed": 6, "winner": 0, "end_note": "Ancient von Rot zerstört.", "steps": 4195, "hash": "7B8E43AEFC0D60C5", "core_hash": "7B8E43AEFC0D60C5", "same_as_core": true,
"units_alive_max": 125, "heroes_alive_max": 6, "boss_log": [],
"rounds": [{"round": 21, "combat_seconds": 121.8, "lost": ["rot_mid_outer", "rot_top_outer", "rot_mid_inner"], "boss": "none", "end": "cleared"}, {"round": 22, "combat_seconds": 87.95, "lost": ["rot_top_inner", "rot_base_1", "blau_bot_outer", "rot_base_2", "rot_ancient"], "boss": "none", "end": "core"}],
"events": ["round 21: rot_mid_outer destroyed", "round 21: rot_top_outer destroyed", "round 21: rot_mid_inner destroyed", "round 22: rot_top_inner destroyed", "round 22: rot_base_1 destroyed", "round 22: blau_bot_outer destroyed", "round 22: rot_base_2 destroyed", "round 22: rot_ancient destroyed"],
"shots": ["11-welle21-uebersicht", "12-welle21-kampf", "13-ancient-rot-faellt", "14-welle-ende"],
"performance": {"window": "20 s real time at 1x speed, unlimited frame rate, round 21", "frames": 51897, "fps": 2594.81, "frame_ms_avg": 0.385, "frame_ms_p95": 0.417, "simulation_ms_per_frame": 0.004, "views_ms_per_frame": 0.126, "units_alive_max": 116}}
]
}

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@ -1766,6 +1766,52 @@
"death" "death"
] ]
} }
},
{
"id": "glasballiste_meshy",
"group": "Characters",
"kind": "skinned",
"representative": "U5.5 series: Glasballiste (g06) from a static Meshy model with the Phase-19 rig and clips fitted",
"source": "tools/meshy/build_machine.py",
"source_root": "unity",
"generator": {
"args": [
"tools/meshy/g06/figure.json"
],
"inputs": [
"tools/meshy/build_figure.py",
"tools/meshy/g06/figure.json",
"assets-source/meshy/g06/glasballiste-modell.glb",
"assets-source/meshy/g06/glasballiste-rig-phase19.blend"
]
},
"replaces": "g06",
"expect": {
"triangles": 25392,
"bones": 20,
"clips": [
"idle",
"walk",
"attack_a",
"attack_b",
"hit",
"ability",
"death"
]
},
"rules": {
"rest_action": null,
"root_bone": "Root",
"required_clips": [
"idle",
"walk",
"attack_a",
"attack_b",
"hit",
"ability",
"death"
]
}
} }
], ],
"aliases": { "aliases": {

View file

@ -30,14 +30,14 @@ FPS = 24
CLIP_ORDER = ['idle', 'walk', 'attack_a', 'attack_b', 'hit', 'ability', 'death'] CLIP_ORDER = ['idle', 'walk', 'attack_a', 'attack_b', 'hit', 'ability', 'death']
def options(): def options(env=None):
"""Figure file and roots: from the exporter (globals) or the command line.""" """Figure file and roots: from the exporter (the generator's globals) or the command line."""
g = globals() g = env if env is not None else globals()
if 'LUNE_ARGS' in g: if 'LUNE_ARGS' in g:
temp_root = Path(g['__file__']).resolve().parents[2] temp_root = Path(g['__file__']).resolve().parents[2]
return temp_root / g['LUNE_ARGS'][0], temp_root, Path(g['LUNE_UNITY_ROOT']), None return temp_root / g['LUNE_ARGS'][0], temp_root, Path(g['LUNE_UNITY_ROOT']), None
argv = sys.argv[sys.argv.index('--') + 1:] if '--' in sys.argv else [] argv = sys.argv[sys.argv.index('--') + 1:] if '--' in sys.argv else []
root = Path(__file__).resolve().parents[2] root = Path(g['__file__']).resolve().parents[2]
save = argv[argv.index('--save') + 1] if '--save' in argv else None save = argv[argv.index('--save') + 1] if '--save' in argv else None
return root / argv[0], root, root, save return root / argv[0], root, root, save
@ -462,10 +462,16 @@ def build(figure_path, source_root, unity_root):
return {'clips': clips, 'textures': maps, 'unit': unit, 'lod': lod, 'props': [facts for _, _, facts in props]} return {'clips': clips, 'textures': maps, 'unit': unit, 'lod': lod, 'props': [facts for _, _, facts in props]}
figure_file, source_dir, unity_dir, save_to = options() def main(build_function, env=None):
result = build(figure_file, source_dir, unity_dir) figure_file, source_dir, unity_dir, save_to = options(env)
result = build_function(figure_file, source_dir, unity_dir)
print('LUNE_FIGURE', json.dumps(result)) print('LUNE_FIGURE', json.dumps(result))
# Picked up by tools/blender/lune_fbx_export.py for the export report. # Picked up by tools/blender/lune_fbx_export.py for the export report.
bpy.app.driver_namespace['lune_generator'] = result bpy.app.driver_namespace['lune_generator'] = result
if save_to: if save_to:
bpy.ops.wm.save_as_mainfile(filepath=save_to) bpy.ops.wm.save_as_mainfile(filepath=save_to)
# Run as a script or as the exporter's generator; tools/meshy/build_machine.py imports the helpers.
if __name__ in ('__main__', '__lune_generator__'):
main(build)

View file

@ -0,0 +1,258 @@
"""Builds a non-humanoid figure of the Unity port from a static Meshy model and the rig and clips of
the figure it replaces (U5.5: the Glasballiste, a walking ballista; Meshy's auto rig only takes
humanoids). Source of truth: the untouched Meshy model, the rig file extracted from the Godot
reference (armature and actions only) and tools/meshy/<id>/figure.json.
- the model: stray islands removed, scaled to the figure's width, standing on the ground,
centred over its feet;
- the old rig fitted to it by landmarks (leg spread, hip and weapon height, bolt tip, back of
the stock, bow tips): every bone group is moved to the matching part of the new model, the
location keys of the clips follow the overall scale;
- rigid skinning: every vertex follows its nearest bone (a machine of hard parts);
- textures, glow, faction palette and lane copy as for the Meshy figures (build_figure.py).
Standalone: blender --background --python tools/meshy/build_machine.py -- tools/meshy/g06/figure.json [--save out.blend]
"""
import importlib.util
import json
import sys
from pathlib import Path
import bpy
import numpy as np
from mathutils import Matrix, Vector
_spec = importlib.util.spec_from_file_location('lune_build_figure', str(Path(__file__).resolve().parent / 'build_figure.py'))
bf = importlib.util.module_from_spec(_spec)
_spec.loader.exec_module(bf)
def keep_main_islands(mesh, share):
"""Removes parts that hang free in the air (Meshy left a loose crystal tip): connected
components (seam copies joined by position) below a share of all vertices."""
import bmesh
data = mesh.data
count = len(data.vertices)
parent = list(range(count))
def find(i):
while parent[i] != i:
parent[i] = parent[parent[i]]
i = parent[i]
return i
def union(a, b):
ra, rb = find(a), find(b)
if ra != rb:
parent[ra] = rb
for poly in data.polygons:
verts = list(poly.vertices)
for v in verts[1:]:
union(verts[0], v)
seen = {}
for v in data.vertices:
key = tuple(round(c, 5) for c in v.co)
if key in seen:
union(seen[key], v.index)
else:
seen[key] = v.index
sizes = {}
for i in range(count):
root = find(i)
sizes[root] = sizes.get(root, 0) + 1
drop = {i for i in range(count) if sizes[find(i)] < share * count}
bm = bmesh.new()
bm.from_mesh(data)
bm.verts.ensure_lookup_table()
bmesh.ops.delete(bm, geom=[bm.verts[i] for i in sorted(drop)], context='VERTS')
bm.to_mesh(data)
bm.free()
return len(drop)
def place(mesh, width):
"""Uniform scale to the figure's width; feet on the ground, centred over them."""
data = mesh.data
co = np.array([v.co[:] for v in data.vertices])
scale = width / (co[:, 0].max() - co[:, 0].min())
co *= scale
low = co[:, 2].min()
feet = co[co[:, 2] < low + 0.08 * (co[:, 2].max() - low)]
offset = np.array([feet[:, 0].mean(), feet[:, 1].mean(), low])
co -= offset
data.vertices.foreach_set('co', co.ravel())
data.update()
return co, scale
def landmarks(co):
height = co[:, 2].max()
low = co[co[:, 2] < 0.35 * height]
reach = np.abs(co[:, 0]).max()
bow = co[np.abs(co[:, 0]) > 0.85 * reach]
weapon_z = float(bow[:, 2].mean())
top = co[co[:, 2] > weapon_z - 0.12 * height]
return {'height': float(height), 'leg_x': float(np.abs(low[:, 0]).mean()), 'weapon_z': weapon_z,
'tip_y': float(co[:, 1].min()), 'back_y': float(top[:, 1].max()), 'bow_x': float(reach), 'bow_y': float(bow[:, 1].mean())}
def fit_rig(arm, old, new):
"""Moves every bone group of the old rig onto the matching part of the new model."""
s = new['weapon_z'] / old['weapon_z']
hip_old, hip_new = old['hip_z'], new['weapon_z'] * old['hip_z'] / old['weapon_z']
front = new['tip_y'] / old['tip_y']
back = new['back_y'] / old['back_y']
def weapon(p):
y = p.y * (front if p.y < 0 else back)
return Vector((p.x * s, y, p.z - old['weapon_z'] + new['weapon_z']))
def legs(p):
return Vector((p.x * new['leg_x'] / old['leg_x'], p.y * s, p.z * hip_new / hip_old))
def spine(p):
t = (p.z - hip_old) / (old['weapon_z'] - hip_old)
return Vector((p.x * s, p.y * s, hip_new + t * (new['weapon_z'] - hip_new)))
def limb(p, tip):
q = weapon(p)
if tip:
q.x = np.sign(p.x) * new['bow_x']
q.y = new['bow_y']
else:
q.x = p.x * new['bow_x'] / old['bow_x']
return q
bpy.context.view_layer.objects.active = arm
bpy.ops.object.mode_set(mode='EDIT')
for bone in arm.data.edit_bones:
name = bone.name
head, tail = bone.head.copy(), bone.tail.copy()
if name.startswith(('Thigh', 'Shin', 'Tarsus', 'Foot', 'Pelvis')):
bone.head, bone.tail = legs(head), legs(tail)
elif name == 'Spine':
bone.head, bone.tail = spine(head), spine(tail)
elif name.startswith('LimbTip'):
bone.head, bone.tail = limb(head, False), limb(tail, True)
elif name.startswith('Limb'):
bone.head, bone.tail = limb(head, False), limb(tail, False)
elif name != 'Root':
bone.head, bone.tail = weapon(head), weapon(tail)
bpy.ops.object.mode_set(mode='OBJECT')
return s
def fcurves(action):
if hasattr(action, 'layers') and len(action.layers):
for layer in action.layers:
for strip in layer.strips:
for bag in strip.channelbags:
yield from bag.fcurves
elif hasattr(action, 'fcurves'):
yield from action.fcurves
def scale_locations(action, s):
for curve in fcurves(action):
if curve.data_path.endswith('location'):
for key in curve.keyframe_points:
key.co.y *= s
key.handle_left.y *= s
key.handle_right.y *= s
def rigid_skin(mesh, arm, regions):
"""Every vertex follows its nearest deforming bone (distance to the bone segment). A bone with
a region (figure.json "bone_regions", e.g. the bolt only in front of the bow) takes only
vertices inside it, so a long rail bone does not carry the whole stock."""
bones = [b for b in arm.data.bones if b.use_deform and b.name != 'Root']
co = np.array([v.co[:] for v in mesh.data.vertices])
best = np.full(len(co), np.inf)
owner = np.zeros(len(co), dtype=int)
for index, bone in enumerate(bones):
a = np.array((arm.matrix_world @ bone.head_local)[:])
b = np.array((arm.matrix_world @ bone.tail_local)[:])
ab = b - a
t = np.clip(((co - a) @ ab) / max(ab @ ab, 1e-9), 0.0, 1.0)
d = np.linalg.norm(co - (a + t[:, None] * ab), axis=1)
region = regions.get(bone.name, {})
for axis, name in enumerate('xyz'):
if name + '_max' in region:
d[co[:, axis] > region[name + '_max']] = np.inf
if name + '_min' in region:
d[co[:, axis] < region[name + '_min']] = np.inf
closer = d < best
best[closer] = d[closer]
owner[closer] = index
counts = {}
for index, bone in enumerate(bones):
members = np.nonzero(owner == index)[0].tolist()
group = mesh.vertex_groups.new(name=bone.name)
if members:
group.add(members, 1.0, 'REPLACE')
counts[bone.name] = len(members)
modifier = mesh.modifiers.new('Armature', 'ARMATURE')
modifier.object = arm
mesh.parent = arm
mesh.matrix_parent_inverse = Matrix.Identity(4)
return counts
def build(figure_path, source_root, unity_root):
figure = json.loads(figure_path.read_text())
bpy.ops.wm.read_factory_settings(use_empty=True)
scene = bpy.context.scene
scene.render.fps = bf.FPS
scene.render.fps_base = 1.0
scene.unit_settings.system = 'METRIC'
scene.unit_settings.scale_length = 1.0
objects = bf.import_glb(source_root / figure['model'])
mesh = next(o for o in objects if o.type == 'MESH')
for obj in objects:
if obj is not mesh:
bpy.data.objects.remove(obj, do_unlink=True)
bpy.ops.object.select_all(action='DESELECT')
mesh.select_set(True)
bpy.context.view_layer.objects.active = mesh
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
dropped = keep_main_islands(mesh, figure.get('min_island_share', 0.01))
co, model_scale = place(mesh, figure['width'])
new = landmarks(co)
with bpy.data.libraries.load(str(source_root / figure['rig_blend'])) as (src, dst):
dst.objects = [figure['armature']]
dst.actions = list(src.actions)
arm = dst.objects[0]
scene.collection.objects.link(arm)
if arm.animation_data:
arm.animation_data.action = None
for action in list(bpy.data.actions):
if action.name not in figure['clips']:
bpy.data.actions.remove(action)
s = fit_rig(arm, figure['rig_landmarks'], new)
for action in bpy.data.actions:
scale_locations(action, s)
action.use_fake_user = True
mesh.name = mesh.data.name = figure['id'].capitalize() + 'Body'
weights = rigid_skin(mesh, arm, figure.get('bone_regions', {}))
material = mesh.material_slots[0].material
maps = bf.textures(material, str(unity_root / figure['textures']), figure['glow'], figure.get('palette', {}))
material.name = figure['material']
for node in list(material.node_tree.nodes):
if node.type not in ('BSDF_PRINCIPLED', 'OUTPUT_MATERIAL'):
material.node_tree.nodes.remove(node)
for image in list(bpy.data.images):
bpy.data.images.remove(image)
lod = bf.lane_lod(mesh, figure['lod']) if 'lod' in figure else None
scene.frame_set(0)
clips = {a.name: {'seconds': round((a.frame_range[1] - a.frame_range[0]) / bf.FPS, 4), 'loop': bool(a.get('loop', False)),
'contact_seconds': float(a.get('contact_seconds', -1.0))} for a in bpy.data.actions}
return {'model_scale': round(model_scale, 4), 'dropped_vertices': dropped, 'landmarks': {k: round(v, 4) for k, v in new.items()},
'rig_scale': round(s, 4), 'weights': weights, 'clips': clips, 'textures': maps, 'lod': lod}
if __name__ in ('__main__', '__lune_generator__'):
bf.main(build, globals())

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{
"ai_model": "gpt-image-2",
"input_task_id": "01a1258c-128a-720d-ab9f-3c4d0294295b",
"generate_multi_view": true,
"prompt": "The same walking ballista machine from several angles (front, side, three-quarter back), identical design, materials and colours, whole machine visible in each view, plain light grey background, no text."
}

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{
"ai_model": "gpt-image-2",
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"aspect_ratio": "1:1",
"reference_image_urls": [
"@../saumwacht-godot/assets-source/phase3/masters/glutpakt/unit_g06_glasballiste_icon.png",
"@tools/meshy/g06/ref-g06-glasballiste.png",
"@assets-source/meshy/g01/kohlenbeisser-konzept.png"
]
}

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{
"ai_model": "latest",
"should_texture": true,
"enable_pbr": true,
"texture_resolution": "2k",
"should_remesh": true,
"topology": "triangle",
"target_polycount": 20000,
"save_pre_remeshed_model": true,
"target_formats": [
"glb"
],
"multi_view_thumbnails": true,
"image_urls": [
"@assets-source/meshy/g06/glasballiste-konzept-vorn.png",
"@assets-source/meshy/g06/glasballiste-konzept-hinten.png"
]
}

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@ -0,0 +1,17 @@
{
"id": "glasballiste_meshy",
"replaces": "g06",
"model": "assets-source/meshy/g06/glasballiste-modell.glb",
"rig_blend": "assets-source/meshy/g06/glasballiste-rig-phase19.blend",
"armature": "GlassRig",
"rig_landmarks": {"weapon_z": 1.17, "hip_z": 0.8, "leg_x": 0.26, "tip_y": -1.0, "back_y": 0.36, "bow_x": 0.89, "bow_y": 0.03},
"width": 1.85,
"bone_regions": {"Bolt": {"y_max": -0.75}, "Quarrel": {"y_max": -0.75}, "Draw": {"y_max": -99}},
"min_island_share": 0.01,
"material": "AI_Glasballiste",
"textures": "Assets/Luneraria/Art/Textures/ai-glasballiste",
"glow": {"hue": [0, 42], "saturation": 0.6, "value": 0.5, "metal_below": 0.5},
"lod": {"triangles": 5000, "sharp_degrees": 50, "lod0_screen": 0.2},
"palette": {"rock": {"color": "41434b", "strength": 0.8}, "metal": {"color": "c99645", "strength": 1.0}},
"clips": ["idle", "walk", "attack_a", "attack_b", "hit", "ability", "death"]
}

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{
"id": "01a1258c-128a-720d-ab9f-3c4d0294295b",
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"status": "SUCCEEDED",
"progress": 100,
"created_at": 1791631301295,
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"expires_at": 1791890537557,
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