"""Build Ember Mantis Duelist as a rigged, animated, runtime-ready GLB. Run with: blender --background --factory-startup --python scripts/blender/build_ember_mantis_duelist.py The asset is an original 3D interpretation of the IWT2 Ember Mantis concept. """ from __future__ import annotations import json import math from pathlib import Path import bpy from mathutils import Vector ROOT = Path(__file__).resolve().parents[2] OUT_DIR = ROOT / "game_assets/models/original/bosses/ember-mantis-duelist" PREVIEW_DIR = OUT_DIR / "previews" BLEND_PATH = OUT_DIR / "ember_mantis_duelist.blend" GLB_PATH = OUT_DIR / "ember_mantis_duelist.glb" COLLISION_PATH = OUT_DIR / "ember_mantis_duelist_collision.glb" METADATA_PATH = OUT_DIR / "ember_mantis_duelist.asset.json" FPS = 30 TAU = math.tau PARTS: list[bpy.types.Object] = [] RUNTIME_MATERIALS: list[bpy.types.Material] = [] def reset_scene() -> None: bpy.ops.object.mode_set(mode="OBJECT") if bpy.context.object and bpy.context.object.mode != "OBJECT" else None bpy.ops.object.select_all(action="SELECT") bpy.ops.object.delete(use_global=False) for datablocks in ( bpy.data.meshes, bpy.data.curves, bpy.data.armatures, bpy.data.materials, bpy.data.cameras, bpy.data.lights, bpy.data.actions, ): for datablock in list(datablocks): datablocks.remove(datablock) def make_material( name: str, color: tuple[float, float, float, float], *, metallic: float = 0.0, roughness: float = 0.5, emission: tuple[float, float, float, float] | None = None, emission_strength: float = 0.0, ) -> bpy.types.Material: mat = bpy.data.materials.new(name) mat.use_nodes = True mat.diffuse_color = color mat.metallic = metallic mat.roughness = roughness bsdf = mat.node_tree.nodes.get("Principled BSDF") bsdf.inputs["Base Color"].default_value = color bsdf.inputs["Metallic"].default_value = metallic bsdf.inputs["Roughness"].default_value = roughness if emission: bsdf.inputs["Emission Color"].default_value = emission bsdf.inputs["Emission Strength"].default_value = emission_strength return mat def assign_rigid_group(obj: bpy.types.Object, bone_name: str) -> bpy.types.Object: group = obj.vertex_groups.new(name=bone_name) group.add(range(len(obj.data.vertices)), 1.0, "REPLACE") PARTS.append(obj) return obj def finish_mesh( obj: bpy.types.Object, name: str, material: bpy.types.Material, bone_name: str, *, smooth: bool = True, ) -> bpy.types.Object: obj.name = name obj.data.name = f"{name}_Mesh" # Every source part uses the same ordered slots. Blender 5.1 otherwise keeps # joined material slots but resets joined face indices to slot zero. for runtime_material in RUNTIME_MATERIALS: obj.data.materials.append(runtime_material) material_index = next( index for index, runtime_material in enumerate(RUNTIME_MATERIALS) if runtime_material.name == material.name ) for polygon in obj.data.polygons: polygon.material_index = material_index material_group = obj.vertex_groups.new(name=f"__MAT_{material_index}") material_group.add(range(len(obj.data.vertices)), 1.0, "REPLACE") bpy.context.view_layer.objects.active = obj obj.select_set(True) bpy.ops.object.transform_apply(location=False, rotation=False, scale=True) if smooth: for polygon in obj.data.polygons: polygon.use_smooth = True return assign_rigid_group(obj, bone_name) def add_ellipsoid( name: str, location: tuple[float, float, float], scale: tuple[float, float, float], material: bpy.types.Material, bone_name: str, *, subdivisions: int = 2, rotation: tuple[float, float, float] = (0.0, 0.0, 0.0), ) -> bpy.types.Object: bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=subdivisions, radius=1.0, location=location, rotation=rotation) obj = bpy.context.object obj.scale = scale return finish_mesh(obj, name, material, bone_name) def add_cone_between( name: str, start: tuple[float, float, float], end: tuple[float, float, float], radius_start: float, radius_end: float, material: bpy.types.Material, bone_name: str, *, vertices: int = 8, ) -> bpy.types.Object: start_v = Vector(start) end_v = Vector(end) direction = end_v - start_v midpoint = (start_v + end_v) * 0.5 bpy.ops.mesh.primitive_cone_add( vertices=vertices, radius1=radius_start, radius2=radius_end, depth=direction.length, location=midpoint, ) obj = bpy.context.object obj.rotation_mode = "QUATERNION" obj.rotation_quaternion = direction.to_track_quat("Z", "Y") obj.rotation_mode = "XYZ" bpy.context.view_layer.objects.active = obj bpy.ops.object.transform_apply(location=False, rotation=True, scale=True) return finish_mesh(obj, name, material, bone_name) def add_blade( name: str, side: float, material: bpy.types.Material, bone_name: str, *, variant: str = "main", ) -> bpy.types.Object: # Extruded hook polygon. Forward is Blender -Y; mirrored across X. x_center = side * 1.42 thickness = {"main": 0.095, "edge": 0.104, "scar": 0.108}[variant] if variant == "edge": yz = [ (-0.72, 2.78), (-1.34, 2.55), (-2.62, 1.72), (-2.42, 2.06), (-1.31, 2.78), ] elif variant == "scar": yz = [ (-0.82, 2.94), (-1.33, 2.72), (-2.30, 2.02), (-2.10, 2.33), (-1.33, 2.91), ] else: yz = [ (-0.50, 3.12), (-0.72, 2.78), (-1.34, 2.55), (-2.62, 1.72), (-2.31, 2.28), (-1.45, 3.18), (-0.82, 3.34), ] vertices = [] for x in (x_center - thickness, x_center + thickness): vertices.extend((x, y, z) for y, z in yz) count = len(yz) faces = [tuple(range(count)), tuple(range(count, count * 2))[::-1]] for index in range(count): nxt = (index + 1) % count faces.append((index, nxt, count + nxt, count + index)) mesh = bpy.data.meshes.new(f"{name}_Mesh") mesh.from_pydata(vertices, [], faces) mesh.validate() mesh.update() obj = bpy.data.objects.new(name, mesh) bpy.context.collection.objects.link(obj) return finish_mesh(obj, name, material, bone_name, smooth=False) def add_plate( name: str, location: tuple[float, float, float], scale: tuple[float, float, float], rotation: tuple[float, float, float], material: bpy.types.Material, bone_name: str, ) -> bpy.types.Object: bpy.ops.mesh.primitive_cone_add(vertices=6, radius1=1.0, radius2=0.72, depth=0.46, location=location, rotation=rotation) obj = bpy.context.object obj.scale = scale return finish_mesh(obj, name, material, bone_name, smooth=False) def create_armature() -> bpy.types.Object: arm_data = bpy.data.armatures.new("EmberMantis_Rig") armature = bpy.data.objects.new("EmberMantis_Rig", arm_data) bpy.context.collection.objects.link(armature) bpy.context.view_layer.objects.active = armature armature.select_set(True) bpy.ops.object.mode_set(mode="EDIT") bones = { "Root": ((0, 0, 0), (0, 0, 0.55), None), "Pelvis": ((0, 0, 1.70), (0, 0, 2.35), "Root"), "Abdomen": ((0, 0.05, 2.15), (0, 0.42, 2.78), "Pelvis"), "Tail": ((0, 0.38, 2.58), (0, 1.30, 2.18), "Abdomen"), "Chest": ((0, 0.02, 2.65), (0, -0.04, 3.48), "Abdomen"), "Neck": ((0, -0.03, 3.38), (0, -0.14, 3.88), "Chest"), "Head": ((0, -0.13, 3.78), (0, -0.34, 4.35), "Neck"), "UpperArm.L": ((-0.34, -0.02, 3.30), (-0.98, -0.27, 3.20), "Chest"), "Forearm.L": ((-0.98, -0.27, 3.20), (-1.38, -0.60, 3.02), "UpperArm.L"), "Blade.L": ((-1.38, -0.60, 3.02), (-1.46, -1.48, 2.55), "Forearm.L"), "UpperArm.R": ((0.34, -0.02, 3.30), (0.98, -0.27, 3.20), "Chest"), "Forearm.R": ((0.98, -0.27, 3.20), (1.38, -0.60, 3.02), "UpperArm.R"), "Blade.R": ((1.38, -0.60, 3.02), (1.46, -1.48, 2.55), "Forearm.R"), "Thigh.L": ((-0.30, 0.02, 2.00), (-0.66, 0.02, 1.18), "Pelvis"), "Shin.L": ((-0.66, 0.02, 1.18), (-0.76, -0.34, 0.38), "Thigh.L"), "Foot.L": ((-0.76, -0.34, 0.38), (-0.76, -0.96, 0.15), "Shin.L"), "Thigh.R": ((0.30, 0.02, 2.00), (0.66, 0.02, 1.18), "Pelvis"), "Shin.R": ((0.66, 0.02, 1.18), (0.76, -0.34, 0.38), "Thigh.R"), "Foot.R": ((0.76, -0.34, 0.38), (0.76, -0.96, 0.15), "Shin.R"), } for name, (head, tail, parent) in bones.items(): bone = arm_data.edit_bones.new(name) bone.head = head bone.tail = tail if parent: bone.parent = arm_data.edit_bones[parent] bpy.ops.object.mode_set(mode="POSE") for pose_bone in armature.pose.bones: pose_bone.rotation_mode = "XYZ" bpy.ops.object.mode_set(mode="OBJECT") armature.show_in_front = True return armature def create_model(armature: bpy.types.Object, mats: dict[str, bpy.types.Material]) -> bpy.types.Object: chitin = mats["chitin"] crimson = mats["crimson"] deep_red = mats["deep_red"] ember = mats["ember"] bone = mats["bone"] eye = mats["eye"] # Core insect anatomy. add_ellipsoid("Thorax", (0, 0.00, 3.05), (0.54, 0.47, 0.72), chitin, "Chest") add_ellipsoid("ChestArmor", (0, -0.35, 3.18), (0.47, 0.18, 0.57), crimson, "Chest") add_ellipsoid("Pelvis", (0, 0.08, 2.13), (0.48, 0.42, 0.55), deep_red, "Pelvis") add_ellipsoid("Abdomen", (0, 0.52, 2.34), (0.58, 0.82, 0.49), chitin, "Abdomen") add_ellipsoid("TailMass", (0, 1.18, 2.10), (0.56, 0.92, 0.40), deep_red, "Tail") add_cone_between("TailTip", (0, 1.44, 2.13), (0, 2.20, 1.88), 0.50, 0.06, crimson, "Tail", vertices=7) # Overlapping abdominal armor plates. for index, y in enumerate((0.33, 0.72, 1.10, 1.47)): scale = 0.52 - index * 0.055 add_plate( f"AbdomenPlate_{index + 1}", (0, y, 2.50 - index * 0.10), (scale, 0.42, 0.20), (math.radians(83), 0, 0), crimson if index % 2 == 0 else deep_red, "Abdomen" if index < 2 else "Tail", ) for side in (-1, 1): add_cone_between( f"AbdomenSpike_{index}_{side:+d}", (side * scale * 0.72, y, 2.48 - index * 0.10), (side * (scale + 0.38), y + 0.08, 2.34 - index * 0.12), 0.10, 0.0, crimson, "Abdomen" if index < 2 else "Tail", vertices=6, ) # Neck, predatory head, jaws, eyes, crown spikes. add_cone_between("NeckCore", (0, -0.03, 3.40), (0, -0.20, 3.88), 0.30, 0.25, chitin, "Neck") add_ellipsoid("Head", (0, -0.34, 4.10), (0.43, 0.50, 0.38), crimson, "Head") add_ellipsoid("FaceMask", (0, -0.73, 4.05), (0.32, 0.19, 0.28), chitin, "Head") for side in (-1, 1): suffix = "L" if side < 0 else "R" add_ellipsoid(f"Eye_{suffix}", (side * 0.30, -0.67, 4.16), (0.09, 0.045, 0.075), eye, "Head", subdivisions=1) add_cone_between(f"Mandible_{suffix}", (side * 0.18, -0.70, 3.98), (side * 0.34, -1.05, 3.83), 0.10, 0.02, bone, "Head", vertices=6) add_cone_between(f"AntennaBase_{suffix}", (side * 0.22, -0.33, 4.34), (side * 0.46, -0.45, 4.82), 0.055, 0.035, deep_red, "Head", vertices=6) add_cone_between(f"AntennaTip_{suffix}", (side * 0.46, -0.45, 4.82), (side * 0.76, -0.88, 5.20), 0.04, 0.0, ember, "Head", vertices=6) add_cone_between(f"CrownSpike_{suffix}", (side * 0.23, -0.05, 4.31), (side * 0.48, 0.13, 4.90), 0.12, 0.0, crimson, "Head", vertices=6) add_cone_between("CrownSpike_Center", (0, 0.02, 4.34), (0, 0.32, 5.02), 0.13, 0.0, crimson, "Head", vertices=6) # Scythe arms: dark joints, crimson armor, pale blades, emissive blade scars. for side in (-1, 1): suffix = "L" if side < 0 else "R" bones = (f"UpperArm.{suffix}", f"Forearm.{suffix}", f"Blade.{suffix}") add_cone_between( f"UpperArm_{suffix}", (side * 0.34, -0.02, 3.30), (side * 0.98, -0.27, 3.20), 0.25, 0.17, chitin, bones[0], ) add_plate( f"ShoulderPlate_{suffix}", (side * 0.55, -0.07, 3.42), (0.27, 0.33, 0.24), (0, math.radians(side * 18), math.radians(side * 12)), crimson, bones[0], ) add_cone_between( f"Forearm_{suffix}", (side * 0.98, -0.27, 3.20), (side * 1.40, -0.64, 3.02), 0.19, 0.13, deep_red, bones[1], ) add_ellipsoid(f"BladeJoint_{suffix}", (side * 1.41, -0.62, 3.02), (0.22, 0.24, 0.22), crimson, bones[2], subdivisions=1) add_blade(f"ScytheBlade_{suffix}", side, deep_red, bones[2]) add_blade(f"ScytheBoneEdge_{suffix}", side, bone, bones[2], variant="edge") add_blade(f"ScytheEmberScar_{suffix}", side, ember, bones[2], variant="scar") add_cone_between( f"ElbowSpike_{suffix}", (side * 1.00, -0.22, 3.30), (side * 1.28, 0.04, 3.55), 0.09, 0.0, crimson, bones[1], vertices=6, ) # Digitigrade legs and hooked feet. for side in (-1, 1): suffix = "L" if side < 0 else "R" thigh_bone, shin_bone, foot_bone = f"Thigh.{suffix}", f"Shin.{suffix}", f"Foot.{suffix}" add_cone_between(f"Thigh_{suffix}", (side * 0.30, 0.02, 2.00), (side * 0.66, 0.02, 1.18), 0.25, 0.18, chitin, thigh_bone) add_plate( f"ThighPlate_{suffix}", (side * 0.47, -0.02, 1.72), (0.28, 0.31, 0.34), (0, math.radians(side * 12), 0), crimson, thigh_bone, ) add_cone_between(f"Shin_{suffix}", (side * 0.66, 0.02, 1.18), (side * 0.76, -0.34, 0.38), 0.18, 0.11, deep_red, shin_bone) add_cone_between(f"Foot_{suffix}", (side * 0.76, -0.34, 0.38), (side * 0.76, -0.96, 0.15), 0.14, 0.08, chitin, foot_bone) for toe_index, toe_x in enumerate((-0.13, 0.0, 0.13)): add_cone_between( f"Toe_{suffix}_{toe_index + 1}", (side * 0.76 + toe_x, -0.88, 0.15), (side * 0.76 + toe_x * 1.35, -1.25, 0.07), 0.055, 0.0, bone, foot_bone, vertices=5, ) add_cone_between( f"KneeSpike_{suffix}", (side * 0.68, 0.00, 1.20), (side * 0.95, 0.28, 1.25), 0.09, 0.0, crimson, shin_bone, vertices=6, ) # Ember fissures: limited emissive geometry gives strong read without textures. fissures = [ ("ChestFissure", (-0.05, -0.535, 3.48), (0.12, -0.535, 2.92), "Chest"), ("AbdomenFissure", (-0.07, -0.27, 2.47), (0.15, -0.31, 2.11), "Abdomen"), ] for name, start, end, group in fissures: add_cone_between(name, start, end, 0.035, 0.02, ember, group, vertices=5) # Join all render meshes into one skinned mesh; keep four material primitives. bpy.ops.object.select_all(action="DESELECT") for obj in PARTS: obj.select_set(True) bpy.context.view_layer.objects.active = PARTS[0] bpy.ops.object.join() body = bpy.context.object body.name = "EmberMantis_Body" body.data.name = "EmberMantis_Body_Mesh" consolidate_material_slots(body) modifier = body.modifiers.new("EmberMantis_Armature", "ARMATURE") modifier.object = armature modifier.use_deform_preserve_volume = False body.parent = armature return body def consolidate_material_slots(obj: bpy.types.Object) -> None: old_materials = [slot.material for slot in obj.material_slots] unique: list[bpy.types.Material] = [] new_index_by_name: dict[str, int] = {} old_to_new: dict[int, int] = {} for old_index, material in enumerate(old_materials): if material.name not in new_index_by_name: new_index_by_name[material.name] = len(unique) unique.append(material) old_to_new[old_index] = new_index_by_name[material.name] material_groups = { group.index: int(group.name.removeprefix("__MAT_")) for group in obj.vertex_groups if group.name.startswith("__MAT_") } face_material_ids: list[int] = [] for polygon in obj.data.polygons: vertex = obj.data.vertices[polygon.vertices[0]] face_material_ids.append(next( material_groups[assignment.group] for assignment in vertex.groups if assignment.group in material_groups )) obj.data.materials.clear() for material in unique: obj.data.materials.append(material) for polygon, material_id in zip(obj.data.polygons, face_material_ids, strict=True): polygon.material_index = material_id for group in [group for group in obj.vertex_groups if group.name.startswith("__MAT_")]: obj.vertex_groups.remove(group) def reset_pose(armature: bpy.types.Object) -> None: for bone in armature.pose.bones: bone.location = (0, 0, 0) bone.rotation_euler = (0, 0, 0) bone.scale = (1, 1, 1) def key_pose( armature: bpy.types.Object, frame: int, rotations: dict[str, tuple[float, float, float]] | None = None, locations: dict[str, tuple[float, float, float]] | None = None, scales: dict[str, tuple[float, float, float]] | None = None, ) -> None: reset_pose(armature) for name, value in (rotations or {}).items(): armature.pose.bones[name].rotation_euler = tuple(math.radians(component) for component in value) for name, value in (locations or {}).items(): armature.pose.bones[name].location = value for name, value in (scales or {}).items(): armature.pose.bones[name].scale = value for bone in armature.pose.bones: bone.keyframe_insert("location", frame=frame, group=bone.name) bone.keyframe_insert("rotation_euler", frame=frame, group=bone.name) bone.keyframe_insert("scale", frame=frame, group=bone.name) def build_action( armature: bpy.types.Object, name: str, end_frame: int, poses: list[dict], *, loop: bool = False, ) -> bpy.types.Action: action = bpy.data.actions.new(name) action.use_fake_user = True action.use_frame_range = True action.frame_start = 1 action.frame_end = end_frame action.use_cyclic = loop armature.animation_data.action = action for pose in poses: key_pose(armature, **pose) armature.animation_data.action = None return action def create_animations(armature: bpy.types.Object) -> dict[str, dict]: armature.animation_data_create() clips: dict[str, dict] = {} def add(name: str, frames: int, poses: list[dict], loop: bool = False) -> None: build_action(armature, name, frames, poses, loop=loop) clips[name] = {"frames": frames, "seconds": round(frames / FPS, 3), "loop": loop} add( "Idle", 60, [ {"frame": 1, "rotations": {"Chest": (0, 0, -2), "Head": (2, 0, 3), "Blade.L": (0, 0, -4), "Blade.R": (0, 0, 4)}}, {"frame": 16, "locations": {"Root": (0, 0, 0.045)}, "rotations": {"Chest": (-2, 0, 2), "Abdomen": (3, 0, -2), "Head": (-2, 0, -3), "Blade.L": (2, 0, 2), "Blade.R": (-2, 0, -2)}}, {"frame": 31, "rotations": {"Chest": (0, 0, -2), "Head": (2, 0, 3), "Blade.L": (0, 0, -4), "Blade.R": (0, 0, 4)}}, {"frame": 46, "locations": {"Root": (0, 0, 0.045)}, "rotations": {"Chest": (-2, 0, 2), "Abdomen": (3, 0, -2), "Head": (-2, 0, -3), "Blade.L": (2, 0, 2), "Blade.R": (-2, 0, -2)}}, {"frame": 60, "rotations": {"Chest": (0, 0, -2), "Head": (2, 0, 3), "Blade.L": (0, 0, -4), "Blade.R": (0, 0, 4)}}, ], loop=True, ) walk_a = {"Thigh.L": (-24, 0, 4), "Shin.L": (18, 0, 0), "Foot.L": (-8, 0, 0), "Thigh.R": (22, 0, -4), "Shin.R": (-12, 0, 0), "Foot.R": (8, 0, 0), "UpperArm.L": (5, 0, 2), "UpperArm.R": (-5, 0, -2)} walk_b = {name: tuple(-component for component in rotation) for name, rotation in walk_a.items()} add( "Walk", 30, [ {"frame": 1, "rotations": walk_a}, {"frame": 8, "locations": {"Root": (0, 0, 0.055)}, "rotations": {"Chest": (-3, 0, 0), "Abdomen": (4, 0, 0)}}, {"frame": 16, "rotations": walk_b}, {"frame": 23, "locations": {"Root": (0, 0, 0.055)}, "rotations": {"Chest": (-3, 0, 0), "Abdomen": (4, 0, 0)}}, {"frame": 30, "rotations": walk_a}, ], loop=True, ) add( "Sidestep", 18, [ {"frame": 1, "rotations": {"Chest": (0, 0, 0)}}, {"frame": 5, "locations": {"Root": (-0.10, 0, -0.03)}, "rotations": {"Chest": (0, -8, -12), "Thigh.L": (8, 0, 15), "Thigh.R": (-10, 0, 16), "Blade.L": (0, 0, 8), "Blade.R": (0, 0, 12)}}, {"frame": 11, "locations": {"Root": (0.12, 0, 0.04)}, "rotations": {"Chest": (0, 7, 10), "Thigh.L": (-8, 0, -12), "Thigh.R": (10, 0, -15)}}, {"frame": 18, "rotations": {"Chest": (0, 0, 0)}}, ], ) add( "Melee", 24, [ {"frame": 1}, {"frame": 7, "rotations": {"Chest": (0, 0, 7), "UpperArm.R": (-12, 18, 25), "Forearm.R": (10, 0, 38), "Blade.R": (-16, 5, 42), "UpperArm.L": (5, 0, -8)}}, {"frame": 11, "locations": {"Root": (0, -0.08, 0)}, "rotations": {"Chest": (9, 0, -12), "UpperArm.R": (18, -12, -52), "Forearm.R": (-24, 0, -62), "Blade.R": (30, 0, -58), "Head": (-8, 0, 0)}}, {"frame": 16, "rotations": {"UpperArm.R": (6, 0, -20), "Forearm.R": (-10, 0, -25)}}, {"frame": 24}, ], ) add( "LineSlash", 32, [ {"frame": 1}, {"frame": 10, "locations": {"Root": (0, 0.05, -0.03)}, "rotations": {"Chest": (-7, 0, 10), "Head": (7, 0, -5), "UpperArm.L": (-15, 12, -30), "Forearm.L": (0, 0, -46), "Blade.L": (-20, 0, -35), "UpperArm.R": (8, 0, 8)}}, {"frame": 15, "locations": {"Root": (0, -0.12, 0.03)}, "rotations": {"Chest": (12, 0, -16), "UpperArm.L": (24, -10, 58), "Forearm.L": (-18, 0, 74), "Blade.L": (34, 0, 70), "Head": (-9, 0, 5)}}, {"frame": 21, "rotations": {"Chest": (5, 0, -6), "UpperArm.L": (8, 0, 20), "Forearm.L": (-5, 0, 28), "Blade.L": (10, 0, 20)}}, {"frame": 32}, ], ) add( "CrossSlash", 38, [ {"frame": 1}, {"frame": 11, "locations": {"Root": (0, 0.04, -0.05)}, "rotations": {"Chest": (-9, 0, 0), "UpperArm.L": (-8, 18, 38), "Forearm.L": (10, 0, 52), "Blade.L": (-15, 0, 32), "UpperArm.R": (-8, -18, -38), "Forearm.R": (10, 0, -52), "Blade.R": (-15, 0, -32)}}, {"frame": 16, "locations": {"Root": (0, -0.10, 0.08)}, "rotations": {"Chest": (14, 0, 0), "UpperArm.L": (22, -14, -52), "Forearm.L": (-18, 0, -72), "Blade.L": (28, 0, -64), "UpperArm.R": (22, 14, 52), "Forearm.R": (-18, 0, 72), "Blade.R": (28, 0, 64), "Head": (-10, 0, 0)}}, {"frame": 21, "locations": {"Root": (0, -0.04, 0.02)}, "rotations": {"Chest": (5, 0, 0), "UpperArm.L": (8, 0, -22), "Forearm.L": (-6, 0, -30), "UpperArm.R": (8, 0, 22), "Forearm.R": (-6, 0, 30)}}, {"frame": 38}, ], ) add( "Recover", 22, [ {"frame": 1, "locations": {"Root": (0, -0.04, -0.05)}, "rotations": {"Chest": (14, 0, 0), "Head": (-9, 0, 0), "UpperArm.L": (12, 0, -18), "UpperArm.R": (12, 0, 18)}}, {"frame": 8, "rotations": {"Chest": (-4, 0, 0), "Abdomen": (6, 0, 0), "Head": (4, 0, 0)}}, {"frame": 15, "rotations": {"Chest": (2, 0, 0), "Abdomen": (-2, 0, 0)}}, {"frame": 22}, ], ) add( "Stagger", 28, [ {"frame": 1}, {"frame": 4, "locations": {"Root": (0, 0.10, -0.07)}, "rotations": {"Chest": (-18, 0, -10), "Head": (24, 0, 12), "UpperArm.L": (-16, 0, -22), "UpperArm.R": (-16, 0, 22), "Thigh.L": (12, 0, 0), "Thigh.R": (12, 0, 0)}}, {"frame": 10, "rotations": {"Chest": (8, 0, 6), "Head": (-12, 0, -8), "Blade.L": (14, 0, 0), "Blade.R": (14, 0, 0)}}, {"frame": 18, "rotations": {"Chest": (-3, 0, -2), "Head": (4, 0, 2)}}, {"frame": 28}, ], ) add( "Death", 72, [ {"frame": 1}, {"frame": 12, "locations": {"Root": (0, 0.08, -0.10)}, "rotations": {"Chest": (-20, 0, 9), "Head": (18, 0, -12), "UpperArm.L": (-20, 0, -25), "UpperArm.R": (-20, 0, 25), "Thigh.L": (14, 0, 0), "Thigh.R": (14, 0, 0)}}, {"frame": 28, "locations": {"Root": (0.10, 0.20, -0.55)}, "rotations": {"Root": (0, 38, 74), "Chest": (-34, 8, -18), "Head": (28, 0, 15), "UpperArm.L": (30, 0, -48), "UpperArm.R": (-12, 0, 48), "Thigh.L": (28, 0, 22), "Thigh.R": (-14, 0, -18)}}, {"frame": 48, "locations": {"Root": (0.18, 0.20, -1.12)}, "rotations": {"Root": (0, 52, 88), "Chest": (-24, 12, -22), "Head": (38, 0, 22), "UpperArm.L": (42, 0, -62), "UpperArm.R": (8, 0, 58), "Thigh.L": (36, 0, 28), "Thigh.R": (-20, 0, -22)}}, {"frame": 72, "locations": {"Root": (0.18, 0.20, -1.18)}, "rotations": {"Root": (0, 52, 88), "Chest": (-24, 12, -22), "Head": (42, 0, 25), "UpperArm.L": (44, 0, -64), "UpperArm.R": (10, 0, 60), "Thigh.L": (38, 0, 28), "Thigh.R": (-20, 0, -22)}}, ], ) return clips def create_collision_meshes() -> list[bpy.types.Object]: collision_material = make_material("CollisionProxy", (0.05, 0.8, 0.2, 0.35), roughness=1.0) collision_parts: list[bpy.types.Object] = [] specs = [ ("COLLISION_Body", (0, 0.18, 2.55), (0.72, 1.12, 1.55)), ("COLLISION_Head", (0, -0.38, 4.08), (0.52, 0.62, 0.48)), ("COLLISION_ScytheReach", (0, -1.35, 2.66), (1.82, 1.18, 0.84)), ] for name, location, scale in specs: bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=1, location=location) obj = bpy.context.object obj.name = name obj.scale = scale bpy.ops.object.transform_apply(location=False, rotation=False, scale=True) obj.data.materials.append(collision_material) collision_parts.append(obj) return collision_parts def select_only(objects: list[bpy.types.Object]) -> None: bpy.ops.object.select_all(action="DESELECT") for obj in objects: obj.hide_set(False) obj.select_set(True) if objects: bpy.context.view_layer.objects.active = objects[0] def export_glbs(armature: bpy.types.Object, body: bpy.types.Object, collision_parts: list[bpy.types.Object]) -> None: select_only([armature, body]) bpy.ops.export_scene.gltf( filepath=str(GLB_PATH), export_format="GLB", use_selection=True, export_animations=True, export_animation_mode="ACTIONS", export_frame_range=True, export_skins=True, export_morph=False, export_yup=True, export_apply=False, export_cameras=False, export_lights=False, ) select_only(collision_parts) bpy.ops.export_scene.gltf( filepath=str(COLLISION_PATH), export_format="GLB", use_selection=True, export_animations=False, export_skins=False, export_materials="NONE", export_yup=True, export_apply=True, ) for obj in collision_parts: obj.hide_render = True obj.hide_set(True) def look_at(obj: bpy.types.Object, target: tuple[float, float, float]) -> None: direction = Vector(target) - obj.location obj.rotation_euler = direction.to_track_quat("-Z", "Y").to_euler() def setup_preview_scene() -> tuple[bpy.types.Object, list[bpy.types.Object]]: scene = bpy.context.scene scene.render.engine = "BLENDER_EEVEE" scene.render.resolution_x = 900 scene.render.resolution_y = 900 scene.render.resolution_percentage = 100 scene.render.image_settings.file_format = "PNG" scene.render.image_settings.color_mode = "RGBA" scene.render.film_transparent = False scene.render.fps = FPS scene.world.color = (0.006, 0.008, 0.014) world_nodes = scene.world.node_tree.nodes if scene.world.use_nodes else None if not scene.world.use_nodes: scene.world.use_nodes = True world_nodes = scene.world.node_tree.nodes world_nodes["Background"].inputs["Color"].default_value = (0.006, 0.009, 0.018, 1) world_nodes["Background"].inputs["Strength"].default_value = 0.28 camera_data = bpy.data.cameras.new("PreviewCamera") camera = bpy.data.objects.new("PreviewCamera", camera_data) bpy.context.collection.objects.link(camera) camera_data.lens = 58 scene.camera = camera lights: list[bpy.types.Object] = [] light_specs = [ ("Key", "AREA", (4.5, -6.5, 7.5), (1.0, 0.30, 0.10), 1150, 5.0), ("Fill", "AREA", (-5.5, -3.0, 4.5), (0.10, 0.25, 1.0), 850, 4.0), ("Rim", "AREA", (1.0, 5.5, 6.5), (1.0, 0.08, 0.02), 1300, 3.0), ] for name, kind, location, color, energy, size in light_specs: data = bpy.data.lights.new(name, type=kind) data.energy = energy data.color = color data.shape = "DISK" data.size = size light = bpy.data.objects.new(name, data) light.location = location bpy.context.collection.objects.link(light) look_at(light, (0, 0, 2.5)) lights.append(light) floor_mat = make_material("PreviewFloor", (0.018, 0.022, 0.032, 1), metallic=0.05, roughness=0.82) bpy.ops.mesh.primitive_plane_add(size=30, location=(0, 0, 0)) floor = bpy.context.object floor.name = "PreviewFloor" floor.data.materials.append(floor_mat) return camera, lights + [floor] def activate_action(armature: bpy.types.Object, name: str, frame: int) -> None: armature.animation_data.action = bpy.data.actions[name] bpy.context.scene.frame_set(frame) def render_previews(armature: bpy.types.Object) -> None: camera, _studio = setup_preview_scene() views = [ ("ember_mantis_three_quarter.png", (7.4, -10.5, 5.8), "Idle", 16, 58), ("ember_mantis_front.png", (0.0, -12.5, 4.2), "Idle", 16, 62), ("ember_mantis_side.png", (10.8, -0.2, 4.3), "Idle", 16, 60), ("ember_mantis_cross_slash.png", (7.4, -10.5, 5.8), "CrossSlash", 16, 58), ] for filename, camera_position, action_name, frame, lens in views: activate_action(armature, action_name, frame) camera.location = camera_position camera.data.lens = lens look_at(camera, (0, -0.05, 2.55)) bpy.context.scene.render.filepath = str(PREVIEW_DIR / filename) bpy.ops.render.render(write_still=True) armature.animation_data.action = None bpy.context.scene.frame_set(1) def write_metadata(body: bpy.types.Object, clips: dict[str, dict]) -> None: triangles = sum(len(poly.vertices) - 2 for poly in body.data.polygons) metadata = { "name": "Ember Mantis Duelist", "assetId": "ember-mantis-duelist", "license": "Original project asset", "sourceConcept": "IWT2 Ember Mantis Duelist side-cel concept", "authoringTool": bpy.app.version_string, "format": "glTF 2.0 binary (GLB)", "coordinateConvention": {"up": "+Y after glTF export", "blenderForward": "-Y", "units": "meters"}, "runtime": { "renderMesh": "EmberMantis_Body", "armature": "EmberMantis_Rig", "collisionAsset": COLLISION_PATH.name, "materials": [material.name for material in body.data.materials], "trianglesApprox": triangles, }, "animations": clips, } METADATA_PATH.write_text(json.dumps(metadata, indent=2) + "\n", encoding="utf-8") def main() -> None: OUT_DIR.mkdir(parents=True, exist_ok=True) PREVIEW_DIR.mkdir(parents=True, exist_ok=True) bpy.context.preferences.filepaths.save_version = 0 reset_scene() mats = { "chitin": make_material("M_Chitin", (0.025, 0.022, 0.026, 1), metallic=0.18, roughness=0.42), "crimson": make_material("M_CrimsonArmor", (0.34, 0.025, 0.018, 1), metallic=0.22, roughness=0.36), "deep_red": make_material("M_DeepRed", (0.13, 0.012, 0.012, 1), metallic=0.15, roughness=0.48), "bone": make_material("M_BoneBlade", (0.62, 0.45, 0.26, 1), metallic=0.12, roughness=0.28), "ember": make_material( "M_EmberGlow", (1.0, 0.075, 0.004, 1), roughness=0.2, emission=(1.0, 0.028, 0.0, 1), emission_strength=8.0, ), "eye": make_material( "M_EyeGlow", (1.0, 0.33, 0.01, 1), roughness=0.16, emission=(1.0, 0.14, 0.0, 1), emission_strength=12.0, ), } RUNTIME_MATERIALS.extend( [mats["chitin"], mats["crimson"], mats["deep_red"], mats["eye"], mats["bone"], mats["ember"]] ) armature = create_armature() body = create_model(armature, mats) clips = create_animations(armature) collision_parts = create_collision_meshes() export_glbs(armature, body, collision_parts) write_metadata(body, clips) render_previews(armature) bpy.ops.wm.save_as_mainfile(filepath=str(BLEND_PATH)) print(f"BUILT={BLEND_PATH}") print(f"EXPORTED={GLB_PATH}") print(f"COLLISION={COLLISION_PATH}") print(f"ANIMATIONS={','.join(clips)}") if __name__ == "__main__": main()