rigging and animation

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John McCardle 2026-02-04 23:19:03 -05:00
commit cc027a2517
11 changed files with 2120 additions and 38 deletions

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# skeletal_animation_demo.py - 3D Skeletal Animation Demo Screen
# Demonstrates Entity3D animation with real animated glTF models
import mcrfpy
import sys
import os
DEMO_NAME = "3D Skeletal Animation"
DEMO_DESCRIPTION = """Entity3D Animation API with real skeletal models"""
# Create demo scene
scene = mcrfpy.Scene("skeletal_animation_demo")
# Dark background frame
bg = mcrfpy.Frame(pos=(0, 0), size=(1024, 768), fill_color=mcrfpy.Color(15, 15, 25))
scene.children.append(bg)
# Title
title = mcrfpy.Caption(text="Skeletal Animation Demo", pos=(20, 10))
title.fill_color = mcrfpy.Color(255, 255, 100)
scene.children.append(title)
# Create the 3D viewport
viewport = mcrfpy.Viewport3D(
pos=(50, 50),
size=(600, 500),
render_resolution=(600, 500),
fov=60.0,
camera_pos=(0.0, 2.0, 5.0),
camera_target=(0.0, 1.0, 0.0),
bg_color=mcrfpy.Color(30, 30, 50)
)
scene.children.append(viewport)
# Set up navigation grid
GRID_SIZE = 16
viewport.set_grid_size(GRID_SIZE, GRID_SIZE)
# Build a simple flat floor
hm = mcrfpy.HeightMap((GRID_SIZE, GRID_SIZE))
hm.normalize(0.0, 0.0)
viewport.apply_heightmap(hm, 0.0)
viewport.build_terrain(
layer_name="floor",
heightmap=hm,
y_scale=0.0,
cell_size=1.0
)
# Apply floor colors (dark gray)
r_map = mcrfpy.HeightMap((GRID_SIZE, GRID_SIZE))
g_map = mcrfpy.HeightMap((GRID_SIZE, GRID_SIZE))
b_map = mcrfpy.HeightMap((GRID_SIZE, GRID_SIZE))
for y in range(GRID_SIZE):
for x in range(GRID_SIZE):
checker = ((x + y) % 2) * 0.1 + 0.15
r_map[x, y] = checker
g_map[x, y] = checker
b_map[x, y] = checker + 0.05
viewport.apply_terrain_colors("floor", r_map, g_map, b_map)
# Load animated models
animated_entity = None
model_info = "No animated model"
# Try to load CesiumMan (humanoid with walk animation)
try:
model = mcrfpy.Model3D("../assets/models/CesiumMan.glb")
if model.has_skeleton:
animated_entity = mcrfpy.Entity3D(pos=(8, 8), scale=1.0, color=mcrfpy.Color(200, 180, 150))
animated_entity.model = model
viewport.entities.append(animated_entity)
# Set up animation
clips = model.animation_clips
if clips:
animated_entity.anim_clip = clips[0]
animated_entity.anim_loop = True
animated_entity.anim_speed = 1.0
model_info = f"CesiumMan: {model.bone_count} bones, {model.vertex_count} verts"
print(f"Loaded {model_info}")
print(f"Animation clips: {clips}")
except Exception as e:
print(f"Failed to load CesiumMan: {e}")
# Also try RiggedSimple as a second model
try:
model2 = mcrfpy.Model3D("../assets/models/RiggedSimple.glb")
if model2.has_skeleton:
entity2 = mcrfpy.Entity3D(pos=(10, 8), scale=0.5, color=mcrfpy.Color(100, 200, 255))
entity2.model = model2
viewport.entities.append(entity2)
clips = model2.animation_clips
if clips:
entity2.anim_clip = clips[0]
entity2.anim_loop = True
entity2.anim_speed = 1.5
print(f"Loaded RiggedSimple: {model2.bone_count} bones")
except Exception as e:
print(f"Failed to load RiggedSimple: {e}")
# Info panel on the right
info_panel = mcrfpy.Frame(pos=(670, 50), size=(330, 500),
fill_color=mcrfpy.Color(30, 30, 40),
outline_color=mcrfpy.Color(80, 80, 100),
outline=2.0)
scene.children.append(info_panel)
# Panel title
panel_title = mcrfpy.Caption(text="Animation Properties", pos=(690, 60))
panel_title.fill_color = mcrfpy.Color(200, 200, 255)
scene.children.append(panel_title)
# Status labels (will be updated by timer)
status_labels = []
y_offset = 90
label_texts = [
"Model: loading...",
"anim_clip: ",
"anim_time: 0.00",
"anim_speed: 1.00",
"anim_loop: True",
"anim_paused: False",
"anim_frame: 0",
]
for text in label_texts:
label = mcrfpy.Caption(text=text, pos=(690, y_offset))
label.fill_color = mcrfpy.Color(150, 200, 150)
scene.children.append(label)
status_labels.append(label)
y_offset += 25
# Set initial model info
status_labels[0].text = f"Model: {model_info}"
# Controls section
y_offset += 20
controls_title = mcrfpy.Caption(text="Controls:", pos=(690, y_offset))
controls_title.fill_color = mcrfpy.Color(255, 255, 200)
scene.children.append(controls_title)
y_offset += 25
controls = [
"[SPACE] Toggle pause",
"[L] Toggle loop",
"[+/-] Adjust speed",
"[R] Reset time",
"[1-3] Camera presets",
]
for ctrl in controls:
cap = mcrfpy.Caption(text=ctrl, pos=(690, y_offset))
cap.fill_color = mcrfpy.Color(180, 180, 150)
scene.children.append(cap)
y_offset += 20
# Auto-animate section
y_offset += 20
auto_title = mcrfpy.Caption(text="Auto-Animate:", pos=(690, y_offset))
auto_title.fill_color = mcrfpy.Color(255, 200, 200)
scene.children.append(auto_title)
y_offset += 25
auto_labels = []
auto_texts = [
"auto_animate: True",
"walk_clip: 'walk'",
"idle_clip: 'idle'",
]
for text in auto_texts:
cap = mcrfpy.Caption(text=text, pos=(690, y_offset))
cap.fill_color = mcrfpy.Color(180, 160, 160)
scene.children.append(cap)
auto_labels.append(cap)
y_offset += 20
# Instructions at bottom
status = mcrfpy.Caption(text="Status: Animation playing", pos=(20, 570))
status.fill_color = mcrfpy.Color(100, 200, 100)
scene.children.append(status)
# Camera presets
camera_presets = [
((0.0, 2.0, 5.0), (0.0, 1.0, 0.0), "Front view"),
((5.0, 3.0, 0.0), (0.0, 1.0, 0.0), "Side view"),
((0.0, 6.0, 0.1), (0.0, 0.0, 0.0), "Top-down view"),
]
# Update function - updates display and entity rotation
def update(timer, runtime):
if animated_entity:
# Update status display
status_labels[1].text = f"anim_clip: '{animated_entity.anim_clip}'"
status_labels[2].text = f"anim_time: {animated_entity.anim_time:.2f}"
status_labels[3].text = f"anim_speed: {animated_entity.anim_speed:.2f}"
status_labels[4].text = f"anim_loop: {animated_entity.anim_loop}"
status_labels[5].text = f"anim_paused: {animated_entity.anim_paused}"
status_labels[6].text = f"anim_frame: {animated_entity.anim_frame}"
auto_labels[0].text = f"auto_animate: {animated_entity.auto_animate}"
auto_labels[1].text = f"walk_clip: '{animated_entity.walk_clip}'"
auto_labels[2].text = f"idle_clip: '{animated_entity.idle_clip}'"
# Key handler
def on_key(key, state):
if state != mcrfpy.InputState.PRESSED:
return
if animated_entity:
if key == mcrfpy.Key.SPACE:
animated_entity.anim_paused = not animated_entity.anim_paused
status.text = f"Status: {'Paused' if animated_entity.anim_paused else 'Playing'}"
elif key == mcrfpy.Key.L:
animated_entity.anim_loop = not animated_entity.anim_loop
status.text = f"Status: Loop {'ON' if animated_entity.anim_loop else 'OFF'}"
elif key == mcrfpy.Key.EQUAL or key == mcrfpy.Key.ADD:
animated_entity.anim_speed = min(animated_entity.anim_speed + 0.25, 4.0)
status.text = f"Status: Speed {animated_entity.anim_speed:.2f}x"
elif key == mcrfpy.Key.HYPHEN or key == mcrfpy.Key.SUBTRACT:
animated_entity.anim_speed = max(animated_entity.anim_speed - 0.25, 0.0)
status.text = f"Status: Speed {animated_entity.anim_speed:.2f}x"
elif key == mcrfpy.Key.R:
animated_entity.anim_time = 0.0
status.text = "Status: Animation reset"
# Camera presets
if key == mcrfpy.Key.NUM_1:
pos, target, name = camera_presets[0]
viewport.camera_pos = pos
viewport.camera_target = target
status.text = f"Camera: {name}"
elif key == mcrfpy.Key.NUM_2:
pos, target, name = camera_presets[1]
viewport.camera_pos = pos
viewport.camera_target = target
status.text = f"Camera: {name}"
elif key == mcrfpy.Key.NUM_3:
pos, target, name = camera_presets[2]
viewport.camera_pos = pos
viewport.camera_target = target
status.text = f"Camera: {name}"
elif key == mcrfpy.Key.ESCAPE:
mcrfpy.exit()
# Set up scene
scene.on_key = on_key
# Create timer for updates
timer = mcrfpy.Timer("anim_update", update, 16)
# Activate scene
mcrfpy.current_scene = scene
print()
print("Skeletal Animation Demo loaded!")
print("Controls:")
print(" [Space] Toggle pause")
print(" [L] Toggle loop")
print(" [+/-] Adjust speed")
print(" [R] Reset time")
print(" [1-3] Camera presets")
print(" [ESC] Quit")