Neon Avatar v0.1 — Realistic VTuber avatar for face tracking
Pipeline: Webcam → Z-Ray Facetracker → Unity (OpenSeeFace) → Avatar → OBS Components: - avatar.blend: Blender 5.1 source (31K verts, 52 ARKit blendshapes) - avatar.fbx: FBX export for Unity - NeonAvatarDriver.cs: Unity script mapping OpenSeeFace → blendshapes - create_avatar.py: Procedural avatar generation script Avatar: Female, 22y, black hair, blue eyes, slim, winter clothing Features: Idle breathing, auto-blink, head rotation tracking, mouth/brow tracking
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import bpy
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import bmesh
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import math
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import os
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# ============================================================
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# NEON AVATAR — Realistic Female Avatar for Face Tracking
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# ============================================================
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# Clear scene
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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for mesh in bpy.data.meshes:
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bpy.data.meshes.remove(mesh)
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# --- HELPERS ---
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def add_subsurf(obj, levels=2):
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mod = obj.modifiers.new(name="Subsurf", type='SUBSURF')
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mod.levels = levels
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mod.render_levels = levels
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def shade_smooth(obj):
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for poly in obj.data.polygons:
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poly.use_smooth = True
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def create_material(name, color, roughness=0.5, metallic=0.0):
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mat = bpy.data.materials.new(name=name)
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mat.use_nodes = True # compat
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bsdf = mat.node_tree.nodes.get("Principled BSDF")
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if bsdf:
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bsdf.inputs['Base Color'].default_value = (*color, 1.0)
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bsdf.inputs['Roughness'].default_value = roughness
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bsdf.inputs['Metallic'].default_value = metallic
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return mat
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# --- HEAD ---
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print("=== Creating head ===")
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bpy.ops.mesh.primitive_uv_sphere_add(segments=64, ring_count=32, radius=0.5, location=(0, 0, 0))
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head = bpy.context.active_object
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head.name = "Head"
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# Shape head
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.transform.resize(value=(0.78, 1.0, 0.85))
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bpy.ops.mesh.subdivide(number_cuts=3)
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# Get bmesh in edit mode
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bm = bmesh.from_edit_mesh(head.data)
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for v in bm.verts:
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# Narrower jaw
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if v.co.z < -0.15:
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v.co.x *= 0.85
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v.co.y *= 0.9
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# Rounder forehead
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if v.co.z > 0.2:
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v.co.x *= 0.95
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v.co.y *= 1.05
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# Pointed chin
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if v.co.z < -0.35:
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v.co.x *= 0.6
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v.co.y *= 0.8
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v.co.z *= 1.1
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bmesh.update_edit_mesh(head.data)
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bpy.ops.object.mode_set(mode='OBJECT')
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add_subsurf(head, 2)
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shade_smooth(head)
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# --- EYES ---
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print("=== Creating eyes ===")
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for side, x in [("Left", -0.15), ("Right", 0.15)]:
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bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, radius=0.06, location=(x, -0.35, 0.05))
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eye = bpy.context.active_object
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eye.name = f"Eye_{side}"
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shade_smooth(eye)
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bpy.ops.mesh.primitive_uv_sphere_add(segments=16, ring_count=8, radius=0.025, location=(x, -0.40, 0.05))
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iris = bpy.context.active_object
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iris.name = f"Iris_{side}"
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iris_mat = create_material(f"Iris_{side}", (0.2, 0.4, 0.8), 0.1, 0.3)
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iris.data.materials.append(iris_mat)
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bpy.ops.mesh.primitive_uv_sphere_add(segments=8, ring_count=4, radius=0.012, location=(x, -0.41, 0.05))
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pupil = bpy.context.active_object
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pupil.name = f"Pupil_{side}"
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pupil_mat = create_material(f"Pupil_{side}", (0.05, 0.05, 0.05), 0.0)
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pupil.data.materials.append(pupil_mat)
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# Skin
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skin_mat = create_material("Skin", (0.85, 0.7, 0.6), 0.6)
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head.data.materials.append(skin_mat)
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# --- BODY ---
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print("=== Creating body ===")
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bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, -0.7))
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torso = bpy.context.active_object
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torso.name = "Torso"
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torso.scale = (0.22, 0.13, 0.35)
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bpy.ops.object.transform_apply(scale=True)
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bpy.ops.object.mode_set(mode='EDIT')
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bm = bmesh.from_edit_mesh(torso.data)
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for v in bm.verts:
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if abs(v.co.z) < 0.05:
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v.co.x *= 0.85
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if v.co.z < -0.15:
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v.co.x *= 1.1
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bmesh.update_edit_mesh(torso.data)
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bpy.ops.object.mode_set(mode='OBJECT')
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add_subsurf(torso, 2)
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shade_smooth(torso)
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torso.data.materials.append(skin_mat)
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for side, x in [("Left", -0.28), ("Right", 0.28)]:
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bpy.ops.mesh.primitive_cylinder_add(vertices=16, radius=0.05, depth=0.45, location=(x, 0, -0.75))
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arm = bpy.context.active_object
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arm.name = f"Arm_{side}"
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arm.rotation_euler = (math.radians(15), 0, math.radians(5 if side == "Left" else -5))
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shade_smooth(arm)
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arm.data.materials.append(skin_mat)
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for side, x in [("Left", -0.1), ("Right", 0.1)]:
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bpy.ops.mesh.primitive_cylinder_add(vertices=16, radius=0.07, depth=0.7, location=(x, 0, -1.2))
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leg = bpy.context.active_object
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leg.name = f"Leg_{side}"
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shade_smooth(leg)
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leg.data.materials.append(skin_mat)
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# --- HAIR ---
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print("=== Creating hair ===")
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bpy.ops.mesh.primitive_uv_sphere_add(segments=48, ring_count=24, radius=0.52, location=(0, 0.02, 0))
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hair = bpy.context.active_object
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hair.name = "Hair"
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bpy.ops.object.mode_set(mode='EDIT')
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bm = bmesh.from_edit_mesh(hair.data)
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for v in bm.verts:
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if v.co.z < -0.1:
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v.co.z = -0.1
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if v.co.y > 0.3:
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v.co.y *= 1.3
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v.co.z -= 0.05
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bmesh.update_edit_mesh(hair.data)
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bpy.ops.object.mode_set(mode='OBJECT')
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add_subsurf(hair, 2)
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shade_smooth(hair)
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hair_mat = create_material("Hair", (0.05, 0.05, 0.05), 0.3, 0.1)
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hair.data.materials.append(hair_mat)
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# --- CLOTHING ---
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print("=== Creating clothing ===")
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bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0.02, -0.7))
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jacket = bpy.context.active_object
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jacket.name = "Jacket"
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jacket.scale = (0.26, 0.16, 0.38)
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bpy.ops.object.transform_apply(scale=True)
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add_subsurf(jacket, 1)
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shade_smooth(jacket)
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jacket_mat = create_material("Jacket", (0.15, 0.15, 0.2), 0.8)
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jacket.data.materials.append(jacket_mat)
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# --- ARKIT BLENDSHAPES ---
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print("=== Creating ARKit blendshapes ===")
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arkit_shapes = [
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"EyeBlinkLeft", "EyeLookInLeft", "EyeLookOutLeft", "EyeLookUpLeft", "EyeLookDownLeft",
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"EyeBlinkRight", "EyeLookInRight", "EyeLookOutRight", "EyeLookUpRight", "EyeLookDownRight",
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"EyeSquintLeft", "EyeSquintRight", "EyeWideLeft", "EyeWideRight",
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"JawOpen", "JawLeft", "JawRight", "JawForward",
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"MouthClose", "MouthFunnel", "MouthPucker", "MouthLeft", "MouthRight",
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"MouthSmileLeft", "MouthSmileRight", "MouthFrownLeft", "MouthFrownRight",
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"MouthDimpleLeft", "MouthDimpleRight", "MouthStretchLeft", "MouthStretchRight",
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"MouthRollLower", "MouthRollUpper", "MouthShrugLower", "MouthShrugUpper",
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"MouthPressLeft", "MouthPressRight", "MouthLowerOuterLeft", "MouthLowerOuterRight",
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"MouthUpperOuterLeft", "MouthUpperOuterRight",
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"CheekSquintLeft", "CheekSquintRight", "CheekPuff",
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"NoseSneerLeft", "NoseSneerRight",
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"BrowInnerUp", "BrowInnerDown",
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"BrowOuterUpLeft", "BrowOuterUpRight", "BrowOuterDownLeft", "BrowOuterDownRight",
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]
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head.shape_key_add(name="Basis", from_mix=False)
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for shape_name in arkit_shapes:
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sk = head.shape_key_add(name=shape_name, from_mix=False)
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sk.value = 0.0
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verts = head.data.vertices
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n = len(verts)
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if "Blink" in shape_name:
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for i, v in enumerate(verts):
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if "Left" in shape_name and v.co.x < 0 and v.co.y < -0.3 and 0.0 < v.co.z < 0.15:
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sk.data[i].co.y += 0.02
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elif "Right" in shape_name and v.co.x > 0 and v.co.y < -0.3 and 0.0 < v.co.z < 0.15:
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sk.data[i].co.y += 0.02
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elif "Smile" in shape_name:
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for i, v in enumerate(verts):
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if "Left" in shape_name and v.co.x < -0.05 and v.co.y < -0.35 and v.co.z < -0.1:
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sk.data[i].co.y -= 0.015
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sk.data[i].co.x -= 0.01
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elif "Right" in shape_name and v.co.x > 0.05 and v.co.y < -0.35 and v.co.z < -0.1:
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sk.data[i].co.y -= 0.015
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sk.data[i].co.x += 0.01
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elif "JawOpen" in shape_name:
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for i, v in enumerate(verts):
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if v.co.z < -0.25 and v.co.y < -0.2:
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sk.data[i].co.z -= 0.05
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elif "Brow" in shape_name and "Up" in shape_name:
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for i, v in enumerate(verts):
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if v.co.y < -0.35 and v.co.z > 0.1:
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if "Left" in shape_name and v.co.x < 0:
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sk.data[i].co.z += 0.015
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elif "Right" in shape_name and v.co.x > 0:
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sk.data[i].co.z += 0.015
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elif "Inner" in shape_name:
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sk.data[i].co.z += 0.012
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print(f"Created {len(arkit_shapes)} blendshapes")
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# --- IDLE ANIMATIONS ---
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print("=== Creating idle animations ===")
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scene = bpy.context.scene
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scene.frame_start = 1
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scene.frame_end = 120
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# Breathing
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torso.animation_data_create()
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action = bpy.data.actions.new(name="Idle_Breathe")
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torso.animation_data.action = action
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for frame in range(1, 121):
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breath = math.sin(frame * 2 * math.pi / 96) * 0.015
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torso.scale[2] = 0.35 + breath
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torso.keyframe_insert(data_path="scale", index=2, frame=frame)
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# Blinking
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head.animation_data_create()
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blink_action = bpy.data.actions.new(name="Idle_Anim")
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head.animation_data.action = blink_action
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blink_left = head.data.shape_keys.key_blocks.get("EyeBlinkLeft")
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blink_right = head.data.shape_keys.key_blocks.get("EyeBlinkRight")
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if blink_left and blink_right:
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for blink_frame in [30, 75]:
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for offset in range(-3, 5):
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f = blink_frame + offset
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if f < 1 or f > 120:
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continue
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if offset == 0:
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blink_left.value = 1.0
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blink_right.value = 1.0
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elif abs(offset) == 1:
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blink_left.value = 0.5
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blink_right.value = 0.5
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elif abs(offset) == 2:
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blink_left.value = 0.1
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blink_right.value = 0.1
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else:
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blink_left.value = 0.0
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blink_right.value = 0.0
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blink_left.keyframe_insert(data_path="value", frame=f)
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blink_right.keyframe_insert(data_path="value", frame=f)
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# Weight shift
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for frame in range(1, 121):
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head.location.x = math.sin(frame * 2 * math.pi / 120) * 0.01
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head.location.y = math.sin(frame * 2 * math.pi / 80) * 0.005
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head.keyframe_insert(data_path="location", frame=frame)
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# Hair sway
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hair.animation_data_create()
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hair_action = bpy.data.actions.new(name="Idle_Hair")
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hair.animation_data.action = hair_action
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for frame in range(1, 121):
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hair.rotation_euler[1] = math.sin(frame * 2 * math.pi / 60) * 0.005
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hair.keyframe_insert(data_path="rotation_euler", index=1, frame=frame)
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# --- CAMERA ---
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print("=== Setting up camera ===")
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bpy.ops.object.camera_add(location=(0, -1.2, 0.1))
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cam = bpy.context.active_object
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cam.name = "AvatarCamera"
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cam.rotation_euler = (math.radians(88), 0, 0)
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scene.camera = cam
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# --- LIGHTING ---
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print("=== Setting up lighting ===")
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bpy.ops.object.light_add(type='AREA', location=(0.3, -0.8, 0.5))
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key_light = bpy.context.active_object
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key_light.data.energy = 200
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key_light.data.size = 0.5
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key_light.rotation_euler = (math.radians(60), math.radians(20), 0)
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bpy.ops.object.light_add(type='AREA', location=(-0.3, -0.6, 0.2))
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fill_light = bpy.context.active_object
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fill_light.data.energy = 80
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fill_light.data.size = 0.8
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bpy.ops.object.light_add(type='AREA', location=(0, 0.5, 0.6))
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back_light = bpy.context.active_object
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back_light.data.energy = 100
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back_light.data.size = 0.5
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# --- RENDER ---
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scene.render.engine = 'CYCLES'
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scene.cycles.samples = 32
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scene.cycles.use_denoising = True
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scene.render.resolution_x = 1280
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scene.render.resolution_y = 720
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scene.render.fps = 30
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world = bpy.data.worlds["World"]
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world.use_nodes = True
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bg = world.node_tree.nodes.get("Background")
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if bg:
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bg.inputs[0].default_value = (0.05, 0.05, 0.08, 1.0)
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bg.inputs[1].default_value = 0.5
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# --- SAVE ---
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output = "/home/natiris/Dokumente/neon-avatar/avatar.blend"
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bpy.ops.wm.save_as_mainfile(filepath=output)
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print(f"=== Saved: {output} ===")
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# Export FBX
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fbx = "/home/natiris/Dokumente/neon-avatar/avatar.fbx"
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bpy.ops.export_scene.fbx(
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filepath=fbx,
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use_mesh_modifiers=True,
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add_leaf_bones=False,
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bake_anim=True,
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bake_anim_step=1,
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)
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print(f"=== Exported: {fbx} ===")
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# Summary
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print(f"\n=== SUMMARY ===")
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print(f"Head: {len(head.data.vertices)} verts, {len(head.data.shape_keys.key_blocks)} shape keys")
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print(f"Blendshapes: {len(arkit_shapes)} ARKit")
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print(f"Animations: Breathing, Blinking, Weight Shift, Hair Sway")
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print(f"Materials: Skin, Hair(black), Eyes(blue), Jacket")
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