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AIGame/Tools/model_tools/model_translator.py
T
udxandCursor 6550b8df4b Add AIServer, character art pipeline, and Art package boot integration.
Bring in MaleExplorer assets/shaders, model tooling and Hunyuan updates, plus boot/YooAsset Art package support.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-09-21 17:06:59 +08:00

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"""ModelTranslator CLI:FBX -> 纯模型 FBX + XPbr 贴图 + Unity .mat/.meta。
用法:python model_translator.py src/tong.fbx [-o out] [--max-size 2048] [--blender exe]
"""
import argparse
import json
import os
import sys
import unity_assets as ua
from mt_run import HERE, find_blender, run_blender_script
def write_unity_assets(outdir, summary, max_size):
remaps = []
for m in summary["materials"]:
base_png = os.path.join(outdir, m["base_png"])
mix_png = os.path.join(outdir, m["mix_png"])
base_guid = ua.guid_for(base_png)
mix_guid = ua.guid_for(mix_png)
alpha_test = m["alpha_mode"] == "transparency"
with open(base_png + ".meta", "w", encoding="utf-8", newline="\n") as f:
f.write(
ua.texture_meta(
base_guid,
srgb=True,
max_size=max_size,
alpha_is_transparency=alpha_test,
)
)
with open(mix_png + ".meta", "w", encoding="utf-8", newline="\n") as f:
f.write(ua.texture_meta(mix_guid, srgb=False, max_size=max_size))
mat_name = (
summary["model"]
if m["safe_name"] == summary["model"]
else "%s_%s" % (summary["model"], m["safe_name"])
)
mat_path = os.path.join(outdir, mat_name + ".mat")
mat_guid = ua.guid_for(mat_path)
with open(mat_path, "w", encoding="utf-8", newline="\n") as f:
f.write(
ua.material_yaml(
mat_name, ua.XPBR_SHADER_GUID, base_guid, mix_guid, alpha_test
)
)
with open(mat_path + ".meta", "w", encoding="utf-8", newline="\n") as f:
f.write(ua.material_meta(mat_guid))
remaps.append((m["name"], mat_guid))
fbx_path = os.path.join(outdir, summary["fbx"])
fbx_guid = ua.guid_for(fbx_path)
with open(fbx_path + ".meta", "w", encoding="utf-8", newline="\n") as f:
f.write(ua.model_meta(fbx_guid, remaps))
return {
"fbx": fbx_path,
"fbx_guid": fbx_guid,
"materials": remaps,
"outdir": outdir,
}
def report(summary, outdir):
print("== %s -> %s" % (summary["model"], outdir))
for m in summary["materials"]:
print(
" 材质 %-24s A通道=%s 尺寸=%dx%d"
% (m["name"], m["alpha_mode"], m["size"][0], m["size"][1])
)
for k, v in m["sources"].items():
print(" %-10s %s" % (k, v or "(常量)"))
for w in m["warnings"]:
print(" [警告] %s" % w)
def translate_fbx(src, outdir, max_size=2048, blender=None):
"""Convert bake-output FBX (+ sibling PBR maps) into XPbr assets. Returns summary dict."""
blender_exe = find_blender(blender)
os.makedirs(outdir, exist_ok=True)
summary = run_blender_script(
blender_exe, "bl_convert.py", [src, outdir, str(max_size)]
)
unity = write_unity_assets(outdir, summary, max_size)
return {**summary, "unity": unity}
def main():
ap = argparse.ArgumentParser(description=__doc__)
ap.add_argument("input", help="FBX 文件或目录")
ap.add_argument("-o", "--out", default=os.path.join(HERE, "out_xpbr"))
ap.add_argument("--max-size", type=int, default=2048)
ap.add_argument("--blender", default=None)
args = ap.parse_args()
if os.path.isdir(args.input):
srcs = [
os.path.join(args.input, f)
for f in sorted(os.listdir(args.input))
if f.lower().endswith(".fbx")
]
if not srcs:
sys.exit("目录中没有 FBX:%s" % args.input)
else:
srcs = [args.input]
for src in srcs:
name = os.path.splitext(os.path.basename(src))[0]
outdir = os.path.join(args.out, name)
summary = translate_fbx(src, outdir, args.max_size, args.blender)
report(summary, outdir)
if __name__ == "__main__":
main()