extends SceneTree ## Generates the placeholder avatar asset pack (GLB files) referenced by ## assets/avatars/catalog.json. ## ## These are deliberately crude primitive stand-ins so the avatar loader / ## customization / in-world rendering can be built and tested now; real art ## swaps in later as a pure content change (catalog paths are unchanged). ## ## The base body is a Roblox-classic (R6) style blocky figure: six chunky box ## parts (head, torso, two arms, two legs) skinned one-part-per-bone onto the ## 24-bone canonical rig, arms hanging at the sides, plus a painted-on face. ## ## Run: godot --headless --path . --script res://scripts/tools/gen_placeholder_avatars.gd ## Output: res://assets/avatars/*.glb (13 attachments + 1 rigged base body) const OUT_DIR := "res://assets/avatars/" # Canonical rig -- must match avatar_loader.gd CANONICAL_BONES. Each entry: # name -> [parent_name, global_rest_position] (A-pose, arms down, Y-up, metres) # The character faces -Z (Godot's node "forward"), so the face, toes and # front-mounted attachments live at negative Z. const BONES := { "Root": ["", Vector3(0.00, 0.00, 0.00)], "Hips": ["Root", Vector3(0.00, 0.76, 0.00)], "Spine": ["Hips", Vector3(0.00, 1.00, 0.00)], "Chest": ["Spine", Vector3(0.00, 1.30, 0.00)], "Neck": ["Chest", Vector3(0.00, 1.50, 0.00)], "Head": ["Neck", Vector3(0.00, 1.58, 0.00)], "HeadTop": ["Head", Vector3(0.00, 2.00, 0.00)], "Jaw": ["Head", Vector3(0.00, 1.64, -0.16)], "LeftEye": ["Head", Vector3(0.12, 1.76, -0.27)], "RightEye": ["Head", Vector3(-0.12, 1.76, -0.27)], "LeftShoulder": ["Chest", Vector3(0.42, 1.50, 0.00)], "LeftUpperArm": ["LeftShoulder", Vector3(0.60, 1.44, 0.00)], "LeftLowerArm": ["LeftUpperArm", Vector3(0.60, 1.14, 0.00)], "LeftHand": ["LeftLowerArm", Vector3(0.60, 0.82, 0.00)], "RightShoulder": ["Chest", Vector3(-0.42, 1.50, 0.00)], "RightUpperArm": ["RightShoulder", Vector3(-0.60, 1.44, 0.00)], "RightLowerArm": ["RightUpperArm", Vector3(-0.60, 1.14, 0.00)], "RightHand": ["RightLowerArm", Vector3(-0.60, 0.82, 0.00)], "LeftUpperLeg": ["Hips", Vector3(0.21, 0.74, 0.00)], "LeftLowerLeg": ["LeftUpperLeg", Vector3(0.21, 0.38, 0.00)], "LeftFoot": ["LeftLowerLeg", Vector3(0.21, 0.05, -0.06)], "RightUpperLeg": ["Hips", Vector3(-0.21, 0.74, 0.00)], "RightLowerLeg": ["RightUpperLeg", Vector3(-0.21, 0.38, 0.00)], "RightFoot": ["RightLowerLeg", Vector3(-0.21, 0.05, -0.06)], } # Order matters: parents before children. const BONE_ORDER := [ "Root", "Hips", "Spine", "Chest", "Neck", "Head", "HeadTop", "Jaw", "LeftEye", "RightEye", "LeftShoulder", "LeftUpperArm", "LeftLowerArm", "LeftHand", "RightShoulder", "RightUpperArm", "RightLowerArm", "RightHand", "LeftUpperLeg", "LeftLowerLeg", "LeftFoot", "RightUpperLeg", "RightLowerLeg", "RightFoot", ] # Roblox-classic colour blocks. const C_SKIN := Color(0.96, 0.80, 0.19) # bright yellow (head + arms) const C_SHIRT := Color(0.05, 0.41, 0.67) # bright blue (torso) const C_PANTS := Color(0.18, 0.49, 0.30) # bright green (legs) const C_FACE := Color(0.05, 0.05, 0.06) # near-black (eyes + smile) # Body parts: [bone, centre, size, colour]. Each part is one rigid box, fully # weighted to its bone -- so the rig still drives it, but it reads as a clean # solid block (no banding, no capsule taper). const PARTS := [ # Torso, arms and legs all share the same 0.46 depth so a limb always fully # covers the slice of torso behind it -- otherwise a brightly-lit sliver of # the torso side peeks past the arm and reads as a cyan seam. ["Head", Vector3(0.00, 1.74, 0.00), Vector3(0.58, 0.56, 0.58), C_SKIN], ["Spine", Vector3(0.00, 1.14, 0.00), Vector3(0.90, 0.80, 0.46), C_SHIRT], ["LeftUpperArm", Vector3(0.57, 1.14, 0.00), Vector3(0.34, 0.78, 0.46), C_SKIN], ["RightUpperArm", Vector3(-0.57, 1.14, 0.00), Vector3(0.34, 0.78, 0.46), C_SKIN], ["LeftUpperLeg", Vector3(0.21, 0.38, 0.00), Vector3(0.40, 0.78, 0.46), C_PANTS], ["RightUpperLeg", Vector3(-0.21, 0.38, 0.00), Vector3(0.40, 0.78, 0.46), C_PANTS], # painted-on face -- thin plates on the front of the head (-Z), rigged to Head ["Head", Vector3(0.13, 1.78, -0.30), Vector3(0.09, 0.12, 0.02), C_FACE], ["Head", Vector3(-0.13, 1.78, -0.30), Vector3(0.09, 0.12, 0.02), C_FACE], ["Head", Vector3(0.00, 1.64, -0.30), Vector3(0.32, 0.05, 0.02), C_FACE], ] # Attachments: id -> [Mesh, local_offset_from_mount_bone, colour] # Mesh is built in _attachment_mesh(). const ATTACHMENTS := { "head_cyber_01": ["head", Vector3(0, 0.04, 0.0), Color(0.20, 0.85, 0.95)], "hair_mohawk_01": ["mohawk", Vector3(0, 0.0, 0.0), Color(0.90, 0.20, 0.35)], "hair_ponytail_01": ["ponytail", Vector3(0, -0.06, 0.16), Color(0.45, 0.30, 0.15)], "face_glasses_01": ["glasses", Vector3(0, 0.12, -0.16), Color(0.10, 0.10, 0.12)], "chest_bandit_01": ["torso", Vector3(0, -0.12, 0.0), Color(0.55, 0.20, 0.20)], "back_backpack_01": ["box", Vector3(0, -0.06, 0.28), Color(0.30, 0.35, 0.25)], "pants_cargo_01": ["hips", Vector3(0, -0.04, 0.0), Color(0.30, 0.35, 0.45)], "left_hand_glove_01": ["blob", Vector3(0, 0.0, 0.0), Color(0.15, 0.15, 0.18)], "right_hand_glove_01": ["blob", Vector3(0, 0.0, 0.0), Color(0.15, 0.15, 0.18)], "left_foot_boot_01": ["boot", Vector3(0, -0.02, -0.05), Color(0.12, 0.10, 0.09)], "right_foot_boot_01": ["boot", Vector3(0, -0.02, -0.05), Color(0.12, 0.10, 0.09)], "accessory_belt_01": ["belt", Vector3(0, 0.74, 0.0), Color(0.20, 0.18, 0.12)], "accessory_necklace_01": ["necklace", Vector3(0, 1.34, -0.10), Color(0.85, 0.75, 0.20)], } var _fail := 0 func _initialize() -> void: var abs_dir := ProjectSettings.globalize_path(OUT_DIR) DirAccess.make_dir_recursive_absolute(abs_dir) _gen_base_body() for id in ATTACHMENTS: var spec: Array = ATTACHMENTS[id] _gen_attachment(id, spec[0], spec[1], spec[2]) print("\n%s" % ("DONE — all placeholder avatar GLBs written" if _fail == 0 else "FAILED (%d errors)" % _fail)) quit(_fail) # --------------------------------------------------------------------------- # Base body -- rigged, skinned # --------------------------------------------------------------------------- func _global_rest(bone: String) -> Transform3D: return Transform3D(Basis.IDENTITY, BONES[bone][1]) func _gen_base_body() -> void: var root := Node3D.new() root.name = "AvatarRoot" var skel := Skeleton3D.new() skel.name = "Skeleton3D" root.add_child(skel) var idx := {} for bone in BONE_ORDER: var i := skel.add_bone(bone) idx[bone] = i for bone in BONE_ORDER: var parent: String = BONES[bone][0] var g := _global_rest(bone) if parent == "": skel.set_bone_rest(idx[bone], g) else: skel.set_bone_parent(idx[bone], idx[parent]) skel.set_bone_rest(idx[bone], _global_rest(parent).affine_inverse() * g) for bone in BONE_ORDER: skel.set_bone_pose_position(idx[bone], skel.get_bone_rest(idx[bone]).origin) # Skin: one bind per bone, bind pose = inverse global rest. var skin := Skin.new() for bone in BONE_ORDER: skin.add_named_bind(bone, _global_rest(bone).affine_inverse()) var bind_index := {} for b in range(BONE_ORDER.size()): bind_index[BONE_ORDER[b]] = b # One surface per distinct colour so parts stay flat-shaded solids. var groups: Dictionary = {} # Color (as key string) -> {color, verts, normals, bones, weights} for part in PARTS: var bone: String = part[0] var centre: Vector3 = part[1] var size: Vector3 = part[2] var col: Color = part[3] var key := col.to_html() if not groups.has(key): groups[key] = { "color": col, "verts": PackedVector3Array(), "normals": PackedVector3Array(), "bones": PackedInt32Array(), "weights": PackedFloat32Array(), } var gg = groups[key] _append_box(gg.verts, gg.normals, gg.bones, gg.weights, centre, size, bind_index[bone]) var mesh := ArrayMesh.new() var surf := 0 for key in groups: var gg = groups[key] var arr := [] arr.resize(Mesh.ARRAY_MAX) arr[Mesh.ARRAY_VERTEX] = gg.verts arr[Mesh.ARRAY_NORMAL] = gg.normals arr[Mesh.ARRAY_BONES] = gg.bones arr[Mesh.ARRAY_WEIGHTS] = gg.weights mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr) var mat := StandardMaterial3D.new() mat.albedo_color = gg.color mat.roughness = 0.9 mesh.surface_set_material(surf, mat) surf += 1 var mi := MeshInstance3D.new() mi.name = "Body" mi.mesh = mesh mi.skin = skin skel.add_child(mi) mi.skeleton = mi.get_path_to(skel) _write_glb(root, "base_human_male_01") root.free() # Append an axis-aligned box (centre, size) with every vert weighted 1.0 to bone_idx. func _append_box(verts: PackedVector3Array, normals: PackedVector3Array, bones: PackedInt32Array, weights: PackedFloat32Array, centre: Vector3, size: Vector3, bone_idx: int) -> void: var h := size * 0.5 # 8 corners var c: Array[Vector3] = [ centre + Vector3(-h.x, -h.y, -h.z), centre + Vector3(h.x, -h.y, -h.z), centre + Vector3(h.x, -h.y, h.z), centre + Vector3(-h.x, -h.y, h.z), centre + Vector3(-h.x, h.y, -h.z), centre + Vector3(h.x, h.y, -h.z), centre + Vector3(h.x, h.y, h.z), centre + Vector3(-h.x, h.y, h.z), ] # Vertex order per face is CCW seen from outside -> the computed normal # points outward. (Getting this backwards renders the whole mesh as an # inside-out black shell: every face is lit from behind.) var faces := [ [3, 2, 6, 7], # +Z front [1, 0, 4, 5], # -Z back [7, 6, 5, 4], # +Y top [0, 1, 2, 3], # -Y bottom [2, 1, 5, 6], # +X right [3, 7, 4, 0], # -X left ] for f in faces: var q: Array[Vector3] = [c[f[0]], c[f[1]], c[f[2]], c[f[3]]] var n: Vector3 = (q[1] - q[0]).cross(q[2] - q[0]).normalized() for tri in [[0, 1, 2], [0, 2, 3]]: for vi in tri: verts.append(q[vi]) normals.append(n) bones.append_array([bone_idx, 0, 0, 0]) weights.append_array([1.0, 0.0, 0.0, 0.0]) # --------------------------------------------------------------------------- # Attachments -- plain static meshes # --------------------------------------------------------------------------- func _gen_attachment(id: String, kind: String, offset: Vector3, col: Color) -> void: var root := Node3D.new() root.name = "AttachmentRoot" var mi := MeshInstance3D.new() mi.name = id mi.mesh = _attachment_mesh(kind) mi.position = offset var mat := StandardMaterial3D.new() mat.albedo_color = col mat.roughness = 0.9 mi.material_override = mat root.add_child(mi) _write_glb(root, id) root.free() func _attachment_mesh(kind: String) -> Mesh: match kind: "head": var m := BoxMesh.new(); m.size = Vector3(0.60, 0.56, 0.56); return m "mohawk": var m := PrismMesh.new(); m.size = Vector3(0.08, 0.20, 0.44); return m "ponytail": var m := BoxMesh.new(); m.size = Vector3(0.14, 0.30, 0.16); return m "glasses": var m := BoxMesh.new(); m.size = Vector3(0.44, 0.10, 0.03); return m "torso": var m := BoxMesh.new(); m.size = Vector3(0.80, 0.66, 0.42); return m "box": var m := BoxMesh.new(); m.size = Vector3(0.34, 0.40, 0.16); return m "hips": var m := BoxMesh.new(); m.size = Vector3(0.66, 0.34, 0.40); return m "blob": var m := BoxMesh.new(); m.size = Vector3(0.30, 0.24, 0.34); return m "boot": var m := BoxMesh.new(); m.size = Vector3(0.34, 0.16, 0.42); return m "belt": var m := TorusMesh.new(); m.inner_radius = 0.22; m.outer_radius = 0.30; return m "necklace": var m := TorusMesh.new(); m.inner_radius = 0.10; m.outer_radius = 0.14; return m _: return BoxMesh.new() # --------------------------------------------------------------------------- # GLB export # --------------------------------------------------------------------------- func _write_glb(scene_root: Node, basename: String) -> void: # append_from_scene needs the node in a tree. get_root().add_child(scene_root) var doc := GLTFDocument.new() var state := GLTFState.new() var err := doc.append_from_scene(scene_root, state) if err != OK: push_error("append_from_scene failed for %s: %s" % [basename, error_string(err)]) _fail += 1 get_root().remove_child(scene_root) return var out_path := ProjectSettings.globalize_path("%s%s.glb" % [OUT_DIR, basename]) err = doc.write_to_filesystem(state, out_path) get_root().remove_child(scene_root) if err != OK: push_error("write_to_filesystem failed for %s: %s" % [basename, error_string(err)]) _fail += 1 return print(" wrote %s.glb (%d bytes)" % [basename, FileAccess.get_file_as_bytes(out_path).size()])