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spine-animation

spine-animation

github.com/genielabsopensourceクリエイティブ・メディア606113 回インストール9 週間前に更新
リポジトリ

spine-animation について

spine-animationは、既存の2Dキャラクター素材をSpineアニメーションに変換するスキルです。パーツの分割・配置からスケルトンとアニメーションの生成、アトラス作成、プレビューまでの手順を提供します。

主な機能

  1. 01全身画像からパーツを分割
  2. 02参照画像を使ってパーツを配置
  3. 03SpineのスケルトンとアニメーションJSONを作成
  4. 04テクスチャアトラスを生成
  5. 05アニメーションプレビューを作成

活用シーン

  1. 01キャラクター画像からアニメ用パーツを準備
  2. 02組み立て済み画像に合わせてパーツを配置
  3. 03既存のSpine JSONにアニメーションを追加
  4. 04単体で開けるHTMLプレビューを生成

インストール

コマンドをコピーしてターミナルで実行します。

$npx skills add https://github.com/genielabsopensource/spine-animation-ai --skill spine-animation

インストール後、Claude Code で/spine-animationを入力して読み込まれたか確認します。

同梱ファイル

SKILL.md と一緒にインストールされる参考資料やスクリプト。

.gitattributes
README.md
SKILL.template.md
.gitignore
build_skill.py
CONTRIBUTING.md
LICENSE
.github/
CODEOWNERS
.github/workflows/
build-skill.yml
pages.yml
demo/
spine_animation_preview.html
spine_preview.html
docs/
adjustment-format.md
claude-prompting-guide.md
getting-started.md
examples/sombrero/
adjustments-example.json
layout_corrections.json
skeleton.json
sombrero.atlas
skeleton.atlas
sombrero.json
references/
spine-json-spec.md
reskin-app/
CLAUDE.md
README.md
reskin-app/app/
.env.example
reskin-app/app/backend/
__init__.py
reskin-app/app/backend/ai/
__init__.py
base.py
bria.py
sam_stub.py

詳細

Spine アニメーションスキル

既存の 2D キャラクターアセットを、完全にアニメーション化されたインタラクティブな Spine アニメーションに変換します。

ステップ 0:スクリプトを準備する

このスキルには、主要な処理を担う Python スクリプトが含まれています。Claude は使用前に、必ずこれらをディスクに書き込む必要があります。各スクリプトは以下に埋め込まれています。Claude は各セッションの開始時に、/home/claude/spine-scripts/ に保存してください。

mkdir -p /home/claude/spine-scripts
pip install opencv-python Pillow numpy google-generativeai --break-system-packages -q
埋め込みスクリプト

以下のスクリプトは、リポジトリの scripts/ ディレクトリから自動で挿入されます。 Claude:これらを注意深く読み、パイプラインを実行する前に各スクリプトを /home/claude/spine-scripts/ に書き込んでください。

📄 scripts/split_character.py(231 行)
#!/usr/bin/env python3
"""
split_character.py — Generate a sprite-sheet atlas from a full character image
using Google Gemini image generation, then segment individual body parts via
OpenCV connected-components analysis.

Usage:
    python split_character.py <input_image> [--output-dir output_parts]
        [--atlas-out atlas.png] [--min-area 500] [--padding 12]
        [--bg-threshold 240]

Requires:
    pip install google-generativeai opencv-python Pillow numpy
    Environment variable GEMINI_API_KEY must be set.
"""

import argparse
import os
import sys

import cv2
import numpy as np
from PIL import Image


def get_gemini_client():
    """Initialise the Gemini generative-AI client, or exit with a helpful
    error if the API key is missing."""
    api_key = os.environ.get("GEMINI_API_KEY")
    if not api_key:
        print(
            "ERROR: GEMINI_API_KEY environment variable is not set.\n"
            "Get a free API key at: https://aistudio.google.com/app/apikey\n"
            "Then run:\n"
            "  export GEMINI_API_KEY=your_key_here",
            file=sys.stderr,
        )
        sys.exit(1)

    from google import genai

    client = genai.Client(api_key=api_key)
    return client


POSITIVE_PROMPT = (
    "A complete 2D game sprite sheet texture atlas for Spine animation of the "
    "exact character in the reference image. The character is completely "
    "deconstructed into separated, isolated body parts. Separated individual "
    "parts laid out flatly: isolated head, isolated torso, isolated upper arms, "
    "lower arms, hands, upper legs, lower legs, and feet. Spread out with clear "
    "space between every single body part. No overlapping parts. Clean solid "
    "white background. CRITICAL: Maintain the exact same art style, exact same "
    "shading, exact face, and exact color palette as the reference image. "
    "Identical style match, 2D game asset, flat layout, character design sheet."
)

NEGATIVE_PROMPT = (
    "3D, realistic, altered style, different art style, different face, "
    "redesign, overlapping parts, connected limbs, full body standing, dynamic "
    "pose, background scenery, shadows, gradients on background, messy layout, "
    "missing limbs, merged layers, text, watermarks."
)


def generate_atlas(client, input_image_path: str, atlas_out: str) -> str:
    """Send the reference image to Gemini and save the generated atlas PNG."""
    from google.genai import types

    ref_image = Image.open(input_image_path)

    response = client.models.generate_content(
        model="gemini-3.1-flash-image-preview",
        contents=[
            POSITIVE_PROMPT,
            f"Negative prompt: {NEGATIVE_PROMPT}",
            ref_image,
        ],
        config=types.GenerateContentConfig(
            response_modalities=["IMAGE", "TEXT"],
        ),
    )

    # Extract the generated image from the response parts
    for part in response.candidates[0].content.parts:
        if part.inline_data is not None:
            image_data = part.inline_data.data
            with open(atlas_out, "wb") as f:
                f.write(image_data)
            return atlas_out

    print("ERROR: Gemini did not return an image in its response.", file=sys.stderr)
    sys.exit(1)


def segment_parts(
    atlas_path: str,
    output_dir: str,
    min_area: int = 500,
    padding: int = 12,
    bg_threshold: int = 240,
) -> list[str]:
    """Detect individual parts in the atlas using connected-components analysis.

    Returns a list of saved part file paths.
    """
    img = cv2.imread(atlas_path, cv2.IMREAD_UNCHANGED)
    if img is None:
        print(f"ERROR: Could not read atlas image: {atlas_path}", file=sys.stderr)
        sys.exit(1)

    # Convert to RGBA if needed
    if img.shape[2] == 3:
        img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)

    # Build a foreground mask: pixels whose RGB channels are all below the
    # background threshold are considered foreground.
    bgr = img[:, :, :3]
    gray = cv2.cvtColor(bgr, cv2.COLOR_BGR2GRAY)
    _, mask = cv2.threshold(gray, bg_threshold, 255, cv2.THRESH_BINARY_INV)

    # Connected-components analysis (8-connectivity)
    num_labels, labels, stats, _ = cv2.connectedComponentsWithStats(
        mask, connectivity=8
    )

    os.makedirs(output_dir, exist_ok=True)

    saved: list[str] = []
    part_idx = 0
    h_img, w_img = img.shape[:2]

    for label_id in range(1, num_labels):  # skip background (label 0)
        area = stats[label_id, cv2.CC_STAT_AREA]
        if area < min_area:
            continue

        x = stats[label_id, cv2.CC_STAT_LEFT]
        y = stats[label_id, cv2.CC_STAT_TOP]
        w = stats[label_id, cv2.CC_STAT_WIDTH]
        h = stats[label_id, cv2.CC_STAT_HEIGHT]

        # Apply padding (clamped to image bounds)
        x1 = max(x - padding, 0)
        y1 = max(y - padding, 0)
        x2 = min(x + w + padding, w_img)
        y2 = min(y + h + padding, h_img)

        # Crop the RGBA region
        crop = img[y1:y2, x1:x2].copy()

        # Zero-out pixels that don't belong to this component (make transparent)
        label_region = labels[y1:y2, x1:x2]
        component_mask = label_region == label_id
        crop[~component_mask] = [0, 0, 0, 0]

        out_path = os.path.join(output_dir, f"part_{part_idx:02d}.png")
        cv2.imwrite(out_path, crop)
        saved.append(out_path)
        part_idx += 1

    return saved


def main():
    parser = argparse.ArgumentParser(
        description="Generate a sprite atlas from a character image using "
        "Gemini, then segment into individual body parts."
    )
    parser.add_argument("input_image", help="Path to the character reference image")
    parser.add_argument(
        "--output-dir",
        default="output_parts",
        help="Directory for cropped part PNGs (default: output_parts)",
    )
    parser.add_argument(
        "--atlas-out",
        default="atlas.png",
        help="Output path for the generated atlas PNG (default: atlas.png)",
    )
    parser.add_argument(
        "--min-area",
        type=int,
        default=500,
        help="Minimum component area in pixels to keep (default: 500)",
    )
    parser.add_argument(
        "--padding",
        type=int,
        default=12,
        help="Padding in pixels around each cropped part (default: 12)",
    )
    parser.add_argument(
        "--bg-threshold",
        type=int,
        default=240,
        help="Grayscale threshold above which pixels are treated as background (default: 240)",
    )
    args = parser.parse_args()

    if not os.path.isfile(args.input_image):
        print(f"ERROR: Input image not found: {args.input_image}", file=sys.stderr)
        sys.exit(1)

    # --- Step 1: Generate atlas ---
    print("[1/3] Generating atlas …")
    client = get_gemini_client()
    generate_atlas(client, args.input_image, args.atlas_out)
    print(f"      Atlas saved to {args.atlas_out}")

    # --- Step 2: Segment parts ---
    print("[2/3] Segmenting parts …")
    parts = segment_parts(
        args.atlas_out,
        args.output_dir,
        min_area=args.min_area,
        padding=args.padding,
        bg_threshold=args.bg_threshold,
    )
    print(f"      Found {len(parts)} parts → {args.output_dir}/")
    for p in parts:
        print(f"        • {os.path.basename(p)}")

    # --- Step 3: Done ---
    print("[3/3] Done ✓")
    print(f"\nParts are in: {args.output_dir}/")
    print("You can now feed them into position_parts.py (Step 1 of the Spine pipeline).")


if __name__ == "__main__":
    main()
📄 scripts/position_parts.py(492 行)
#!/usr/bin/env python3
"""
position_parts.py — Part positioning via SIFT + RANSAC homography, z-order via occlusion.

Given a fully assembled character image and individual body-part PNGs,
determines where each part goes (x, y, scale, rotation) and the draw order.

Algorithm:
  Phase 1 — SIFT keypoint matching + RANSAC homography
    - Extract SIFT features from each part (alpha-masked) and the reference
    - Match descriptors via FLANN (knnMatch + Lowe's ratio test)
    - Estimate homography via RANSAC → extract position, scale, rotation
    - For small/low-texture parts that fail SIFT: fall back to template matching

  Phase 2 — Pairwise occlusion voting for z-order
    - Sample overlap pixels, compare to reference → occlusion graph → topo sort

Usage:
  python3 position_parts.py \
    --reference character.png \
    --parts parts_folder/ \
    --output layout.json \
    [--min-matches 4] \
    [--ratio 0.80] \
    [--debug debug_folder/]
"""

import argparse, json, os, sys, math
from pathlib import Path
from collections import defaultdict

import cv2
import numpy as np
from PIL import Image


def load_rgba(path):
    return np.array(Image.open(path).convert("RGBA"))

def create_foreground_mask(rgba, bg_color=(255,255,255), bg_threshold=30):
    alpha = rgba[:, :, 3]
    is_opaque = alpha > 128
    rgb = rgba[:, :, :3].astype(float)
    dist = np.sqrt(np.sum((rgb - np.array(bg_color, dtype=float)) ** 2, axis=2))
    mask = (is_opaque & (dist > bg_threshold)).astype(np.uint8) * 255
    k = cv2.getStructuringElement(cv2.MORPH_ELLIPSE, (5, 5))
    return cv2.morphologyEx(cv2.morphologyEx(mask, cv2.MORPH_CLOSE, k), cv2.MORPH_OPEN, k)


# ─────────────────────────────────────────────────────────────────
# Phase 1: SIFT + RANSAC
# ─────────────────────────────────────────────────────────────────

def sift_match_part(ref_gray, ref_kp, ref_des, part_rgba,
                    sift, ratio_thresh=0.80, min_matches=4):
    """
    Match a part to the reference using SIFT + FLANN + RANSAC affine transform.
    Uses estimateAffinePartial2D (4 DOF: translate + scale + rotation) instead
    of full homography — much more robust with sparse matches on game art.
    Returns dict with position/scale/rotation/score, or None.
    """
    part_h, part_w = part_rgba.shape[:2]
    part_gray = cv2.cvtColor(part_rgba[:, :, :3], cv2.COLOR_RGB2GRAY)
    part_mask = (part_rgba[:, :, 3] > 128).astype(np.uint8) * 255

    part_kp, part_des = sift.detectAndCompute(part_gray, part_mask)
    if part_des is None or len(part_kp) < 2:
        return None

    # FLANN matching
    flann = cv2.FlannBasedMatcher(dict(algorithm=1, trees=5), dict(checks=150))
    try:
        matches = flann.knnMatch(part_des, ref_des, k=2)
    except cv2.error:
        return None

    # Lowe's ratio test
    good = []
    for pair in matches:
        if len(pair) == 2 and pair[0].distance < ratio_thresh * pair[1].distance:
            good.append(pair[0])

    if len(good) < min_matches:
        return None

    src_pts = np.float32([part_kp[m.queryIdx].pt for m in good]).reshape(-1, 1, 2)
    dst_pts = np.float32([ref_kp[m.trainIdx].pt for m in good]).reshape(-1, 1, 2)

    # RANSAC similarity transform (4 DOF: translate + uniform scale + rotation)
    # This is much more constrained than homography (8 DOF) and needs only 2 points
    M, inliers_mask = cv2.estimateAffinePartial2D(
        src_pts, dst_pts, method=cv2.RANSAC, ransacReprojThreshold=5.0)

    if M is None or inliers_mask is None:
        return None

    inliers = int(inliers_mask.sum())
    if inliers < min_matches:
        return None

    # Extract scale and rotation from 2x3 affine matrix
    # M = [[s*cos(θ), -s*sin(θ), tx], [s*sin(θ), s*cos(θ), ty]]
    scale = np.sqrt(M[0,0]**2 + M[1,0]**2)
    rotation = math.degrees(math.atan2(M[1,0], M[0,0]))

    # Sanity: game parts should be ~0.5–2.0x scale, ~0° rotation
    if scale < 0.3 or scale > 3.0:
        return None
    if abs(rotation) > 20:
        return None

    # Transform corners via the affine matrix
    corners = np.float32([[0,0],[part_w,0],[part_w,part_h],[0,part_h]]).reshape(-1,1,2)
    transformed = cv2.transform(corners, M).reshape(-1, 2)

    x_min, y_min = transformed[:, 0].min(), transformed[:, 1].min()
    x_max, y_max = transformed[:, 0].max(), transformed[:, 1].max()
    out_w, out_h = x_max - x_min, y_max - y_min

    if out_w < 5 or out_h < 5:
        return None

    inlier_ratio = inliers / len(good) if good else 0

    return {
        "x": int(round(x_min)), "y": int(round(y_min)),
        "width": int(round(out_w)), "height": int(round(out_h)),
        "original_width": part_w, "original_height": part_h,
        "scale": round(scale, 4), "rotation": round(rotation, 2),
        "score": round(inlier_ratio, 4),
        "n_matches": inliers, "n_good": len(good),
        "n_keypoints": len(part_kp), "method": "sift",
    }


def template_match_fallback(ref_bgr, ref_fg_mask, part_bgra,
                            scales=None):
    """Fallback for parts too small/featureless for SIFT."""
    if scales is None:
        scales = (0.85, 0.9, 0.95, 1.0, 1.05, 1.1, 1.15)
    ref_h, ref_w = ref_bgr.shape[:2]
    best = None

    for scale in scales:
        sw = max(1, int(part_bgra.shape[1] * scale))
        sh = max(1, int(part_bgra.shape[0] * scale))
        if sw >= ref_w - 2 or sh >= ref_h - 2:
            continue

        interp = cv2.INTER_AREA if scale < 1 else cv2.INTER_LINEAR
        scaled = cv2.resize(part_bgra, (sw, sh), interpolation=interp)
        tmpl_bgr = cv2.cvtColor(scaled, cv2.COLOR_BGRA2BGR)
        mask = (scaled[:, :, 3] > 128).astype(np.uint8) * 255
        opaque = np.count_nonzero(mask)
        if opaque < 20:
            continue

        try:
            result = cv2.matchTemplate(ref_bgr, tmpl_bgr, cv2.TM_CCORR_NORMED, mask=mask)
        except cv2.error:
            continue

        _, max_val, _, max_loc = cv2.minMaxLoc(result)

        fg_region = ref_fg_mask[max_loc[1]:max_loc[1]+sh, max_loc[0]:max_loc[0]+sw]
        fg_ratio = 0.0
        if fg_region.shape == (sh, sw):
            fg_ratio = np.count_nonzero(fg_region[mask > 128] > 128) / max(1, opaque)

        combined = max_val * (0.3 + 0.7 * fg_ratio)

        if best is None or combined > best["score"]:
            best = {
                "x": int(max_loc[0]), "y": int(max_loc[1]),
                "width": sw, "height": sh,
                "original_width": part_bgra.shape[1], "original_height": part_bgra.shape[0],
                "scale": round(scale, 4), "rotation": 0.0,
                "score": round(combined, 4),
                "n_matches": 0, "n_good": 0, "n_keypoints": 0,
                "method": "template",
            }
    return best


def find_all_positions(reference_path, parts_folder, ratio_thresh, min_matches):
    ref_rgba = load_rgba(reference_path)
    ref_gray = cv2.cvtColor(ref_rgba[:, :, :3], cv2.COLOR_RGB2GRAY)
    ref_bgra = cv2.cvtColor(ref_rgba, cv2.COLOR_RGBA2BGRA)
    ref_bgr = cv2.cvtColor(ref_bgra, cv2.COLOR_BGRA2BGR)

    fg_mask = create_foreground_mask(ref_rgba)

    # Tuned SIFT: lower contrast threshold to find more features on game art
    sift = cv2.SIFT_create(nfeatures=0, contrastThreshold=0.02, edgeThreshold=20)

    print("Computing SIFT on reference...")
    ref_kp, ref_des = sift.detectAndCompute(ref_gray, None)
    print(f"  Reference: {ref_gray.shape[1]}x{ref_gray.shape[0]}, {len(ref_kp)} keypoints\n")

    part_files = sorted([f for f in os.listdir(parts_folder) if f.lower().endswith(('.png','.webp'))])

    # First pass: try SIFT on all parts
    sift_results = {}
    failed_parts = []
    for fname in part_files:
        name = Path(fname).stem
        part_rgba = load_rgba(os.path.join(parts_folder, fname))
        if np.count_nonzero(part_rgba[:,:,3] > 128) / part_rgba[:,:,3].size < 0.01:
            print(f"  SKIP {name}: <1% opaque")
            continue

        result = sift_match_part(ref_gray, ref_kp, ref_des, part_rgba,
                                 sift, ratio_thresh, min_matches)
        if result:
            sift_results[name] = result
            print(f"  SIFT {name:>20}: pos=({result['x']},{result['y']}) "
                  f"scale={result['scale']:.3f} rot={result['rotation']:.1f}° "
                  f"inliers={result['n_matches']}/{result['n_good']} "
                  f"score={result['score']:.3f}")
        else:
            failed_parts.append((name, part_rgba))

    # Derive template matching scales from SIFT results
    tmpl_scales = (0.85, 0.9, 0.95, 1.0, 1.05, 1.1, 1.15)
    if sift_results:
        sift_scales = [r["scale"] for r in sift_results.values()]
        median_scale = float(np.median(sift_scales))
        # Generate scale range around the SIFT median: ±20%
        tmpl_scales = tuple(round(median_scale * f, 4)
                            for f in (0.80, 0.85, 0.90, 0.95, 1.0, 1.05, 1.10, 1.15, 1.20))
        print(f"\n  SIFT median scale: {median_scale:.3f} → template range: "
              f"{tmpl_scales[0]:.3f}–{tmpl_scales[-1]:.3f}")

    # Second pass: template matching for failed parts using SIFT-derived scales
    positions = dict(sift_results)
    for name, part_rgba in failed_parts:
        part_bgra = cv2.cvtColor(part_rgba, cv2.COLOR_RGBA2BGRA)
        result = template_match_fallback(ref_bgr, fg_mask, part_bgra, scales=tmpl_scales)
        if result:
            positions[name] = result
            print(f"  TMPL {name:>20}: pos=({result['x']},{result['y']}) "
                  f"scale={result['scale']:.3f} score={result['score']:.3f}")
        else:
            print(f"  FAIL {name:>20}: no match")

    return positions, fg_mask


# ─────────────────────────────────────────────────────────────────
# Phase 2: Z-Order via Occlusion
# ─────────────────────────────────────────────────────────────────

def compute_z_order(reference_path, parts_folder, positions):
    reference = load_rgba(reference_path)
    ref_h, ref_w = reference.shape[:2]

    part_images = {}
    for name, pos in positions.items():
        fp = None
        for ext in ['.png','.webp']:
            c = os.path.join(parts_folder, name+ext)
            if os.path.exists(c): fp = c; break
        if not fp: continue
        img = load_rgba(fp)
        tw, th = pos["width"], pos["height"]
        if (tw, th) != (img.shape[1], img.shape[0]):
            img = np.array(Image.fromarray(img).resize((tw, th), Image.LANCZOS))
        part_images[name] = img

    names = list(part_images.keys())
    n = len(names)
    wins = defaultdict(lambda: defaultdict(int))

    print(f"\nZ-order analysis ({n} parts):")
    for i in range(n):
        for j in range(i+1, n):
            a, b = names[i], names[j]
            ap, bp = positions[a], positions[b]
            ai, bi = part_images[a], part_images[b]

            ox1 = max(ap["x"], bp["x"])
            oy1 = max(ap["y"], bp["y"])
            ox2 = min(ap["x"]+ap["width"], bp["x"]+bp["width"])
            oy2 = min(ap["y"]+ap["height"], bp["y"]+bp["height"])
            if ox1 >= ox2 or oy1 >= oy2: continue

            step = max(1, int(math.sqrt((ox2-ox1)*(oy2-oy1)/500)))
            aw, bw, tot = 0, 0, 0

            for sy in range(oy1, oy2, step):
                for sx in range(ox1, ox2, step):
                    if sy >= ref_h or sx >= ref_w: continue
                    rp = reference[sy, sx]
                    if rp[3] < 128: continue
                    aly, alx = sy-ap["y"], sx-ap["x"]
                    bly, blx = sy-bp["y"], sx-bp["x"]
                    if not (0<=alx<ai.shape[1] and 0<=aly<ai.shape[0]): continue
                    if not (0<=blx<bi.shape[1] and 0<=bly<bi.shape[0]): continue
                    apx, bpx = ai[aly, alx], bi[bly, blx]
                    if apx[3] < 128 or bpx[3] < 128: continue
                    ad = np.sqrt(np.sum((rp[:3].astype(float)-apx[:3].astype(float))**2))
                    bd = np.sqrt(np.sum((rp[:3].astype(float)-bpx[:3].astype(float))**2))
                    tot += 1
                    if ad < bd - 5: aw += 1
                    elif bd < ad - 5: bw += 1

            if tot > 5:
                if aw > bw * 1.2:
                    wins[a][b] += aw
                    print(f"  {a} OVER {b} ({aw}/{tot})")
                elif bw > aw * 1.2:
                    wins[b][a] += bw
                    print(f"  {b} OVER {a} ({bw}/{tot})")

    depth = {nm: 0.0 for nm in names}
    for a in names:
        for b in names:
            if a != b and wins[a][b] > 0:
                depth[b] -= wins[a][b]
                depth[a] += wins[a][b]

    result = sorted(names, key=lambda nm: depth[nm])
    print(f"\nDraw order (back -> front):")
    for i, nm in enumerate(result):
        print(f"  z={i:>2}: {nm} (depth={depth[nm]:.0f}, {positions[nm]['method']})")
    return result, depth


# ─────────────────────────────────────────────────────────────────
# Debug Visualization
# ─────────────────────────────────────────────────────────────────

def generate_debug(ref_path, parts_folder, positions, z_order, fg_mask, debug_dir):
    os.makedirs(debug_dir, exist_ok=True)
    ref = load_rgba(ref_path)
    rh, rw = ref.shape[:2]

    # Composite
    comp = np.zeros((rh, rw, 4), dtype=np.uint8)
    comp[:,:,:3] = 255; comp[:,:,3] = 255

    for name in z_order:
        if name not in positions: continue
        pos = positions[name]
        fp = None
        for ext in ['.png','.webp']:
            c = os.path.join(parts_folder, name+ext)
            if os.path.exists(c): fp = c; break
        if not fp: continue
        img = load_rgba(fp)
        tw, th = pos["width"], pos["height"]
        if (tw, th) != (img.shape[1], img.shape[0]):
            img = np.array(Image.fromarray(img).resize((tw, th), Image.LANCZOS))

        x, y = pos["x"], pos["y"]
        ph, pw = img.shape[:2]
        sx1, sy1 = max(0,-x), max(0,-y)
        dx1, dy1 = max(0,x), max(0,y)
        sx2, sy2 = min(pw, rw-x), min(ph, rh-y)
        dx2, dy2 = dx1+(sx2-sx1), dy1+(sy2-sy1)
        if sx2<=sx1 or sy2<=sy1: continue

        pr = img[sy1:sy2, sx1:sx2]
        a = pr[:,:,3:4].astype(float)/255.0
        cr = comp[dy1:dy2, dx1:dx2, :3].astype(float)
        comp[dy1:dy2, dx1:dx2, :3] = (pr[:,:,:3].astype(float)*a + cr*(1-a)).astype(np.uint8)

    Image.fromarray(comp).save(os.path.join(debug_dir, "composite.png"))

    # Side-by-side
    gap = 10
    sb = np.zeros((rh, rw*2+gap, 4), dtype=np.uint8)
    sb[:,:,:3]=40; sb[:,:,3]=255
    sb[:rh,:rw] = ref; sb[:rh,rw+gap:rw*2+gap] = comp
    Image.fromarray(sb).save(os.path.join(debug_dir, "comparison.png"))

    # Bboxes
    rv = ref.copy()
    colors = [(255,80,80),(80,255,80),(80,80,255),(255,255,80),(255,80,255),
              (80,255,255),(200,140,80),(140,80,200),(80,200,140),
              (255,160,120),(120,255,160),(160,120,255),(200,200,100)]
    for i, (name, pos) in enumerate(positions.items()):
        c = colors[i % len(colors)]
        m = pos["method"][0].upper()
        x1, y1 = pos["x"], pos["y"]
        x2, y2 = x1+pos["width"], y1+pos["height"]
        cv2.rectangle(rv, (x1,y1), (x2,y2), c+(255,), 2)
        label = f"{name} [{m}] s={pos['scale']:.2f} m={pos.get('n_matches',0)}"
        cv2.putText(rv, label, (x1, y1-5),
                    cv2.FONT_HERSHEY_SIMPLEX, 0.33, c+(255,), 1)
    Image.fromarray(rv).save(os.path.join(debug_dir, "bboxes.png"))

    # FG mask
    Image.fromarray(cv2.cvtColor(fg_mask, cv2.COLOR_GRAY2RGBA)).save(
        os.path.join(debug_dir, "fg_mask.png"))

    # Per-part SIFT match visualizations
    sift = cv2.SIFT_create(nfeatures=0, contrastThreshold=0.02, edgeThreshold=20)
    ref_gray = cv2.cvtColor(ref[:,:,:3], cv2.COLOR_RGB2GRAY)
    ref_kp, ref_des = sift.detectAndCompute(ref_gray, None)

    for name, pos in positions.items():
        if pos["method"] != "sift": continue
        fp = None
        for ext in ['.png','.webp']:
            c = os.path.join(parts_folder, name+ext)
            if os.path.exists(c): fp = c; break
        if not fp: continue

        prgba = load_rgba(fp)
        pgray = cv2.cvtColor(prgba[:,:,:3], cv2.COLOR_RGB2GRAY)
        pmask = (prgba[:,:,3] > 128).astype(np.uint8) * 255
        pkp, pdes = sift.detectAndCompute(pgray, pmask)
        if pdes is None: continue

        flann = cv2.FlannBasedMatcher(dict(algorithm=1, trees=5), dict(checks=150))
        matches = flann.knnMatch(pdes, ref_des, k=2)
        good = [m for m, n in matches if len([m,n])==2 and m.distance < 0.8*n.distance]

        if len(good) >= 4:
            src = np.float32([pkp[m.queryIdx].pt for m in good]).reshape(-1,1,2)
            dst = np.float32([ref_kp[m.trainIdx].pt for m in good]).reshape(-1,1,2)
            H, hmask = cv2.estimateAffinePartial2D(src, dst, method=cv2.RANSAC, ransacReprojThreshold=5.0)
            if hmask is not None:
                draw_p = dict(matchColor=(0,255,0), singlePointColor=(255,0,0),
                              matchesMask=hmask.ravel().tolist(),
                              flags=cv2.DrawMatchesFlags_NOT_DRAW_SINGLE_POINTS)
                pbgr = cv2.cvtColor(prgba[:,:,:3], cv2.COLOR_RGB2BGR)
                rbgr = cv2.cvtColor(ref[:,:,:3], cv2.COLOR_RGB2BGR)
                vis = cv2.drawMatches(pbgr, pkp, rbgr, ref_kp, good, None, **draw_p)
                cv2.imwrite(os.path.join(debug_dir, f"sift_{name}.jpg"), vis,
                            [cv2.IMWRITE_JPEG_QUALITY, 70])

    print(f"\nDebug saved to {debug_dir}/")


# ─────────────────────────────────────────────────────────────────
# Main
# ─────────────────────────────────────────────────────────────────

def main():
    p = argparse.ArgumentParser(
        description="Position parts via SIFT+RANSAC homography + occlusion z-order")
    p.add_argument("--reference", required=True)
    p.add_argument("--parts", required=True)
    p.add_argument("--output", default="layout.json")
    p.add_argument("--min-matches", type=int, default=4,
                   help="Min RANSAC inliers (default: 4)")
    p.add_argument("--ratio", type=float, default=0.80,
                   help="Lowe's ratio threshold (default: 0.80)")
    p.add_argument("--debug", default=None)
    args = p.parse_args()

    print("=" * 60)
    print("PHASE 1: SIFT + RANSAC Homography")
    print("=" * 60)
    positions, fg_mask = find_all_positions(
        args.reference, args.parts, args.ratio, args.min_matches)

    if not positions:
        print("ERROR: No parts matched!"); sys.exit(1)

    sift_n = sum(1 for p in positions.values() if p["method"] == "sift")
    tmpl_n = sum(1 for p in positions.values() if p["method"] == "template")
    print(f"\nResult: {sift_n} SIFT, {tmpl_n} template fallback")

    print(f"\n{'='*60}")
    print("PHASE 2: Z-Order (Occlusion Analysis)")
    print("="*60)
    z_order, depth = compute_z_order(args.reference, args.parts, positions)

    for i, name in enumerate(z_order):
        if name in positions:
            positions[name]["z_index"] = i
            positions[name]["depth_score"] = depth[name]

    ref_img = Image.open(args.reference)
    output = {
        "reference_image": os.path.basename(args.reference),
        "canvas_width": ref_img.width, "canvas_height": ref_img.height,
        "parts": positions, "z_order": z_order,
    }
    with open(args.output, "w") as f:
        json.dump(output, f, indent=2)
    print(f"\nLayout saved: {args.output}")

    if args.debug:
        generate_debug(args.reference, args.parts, positions, z_order, fg_mask, args.debug)


if __name__ == "__main__":
    main()
📄 scripts/build_spine_json.py(562 行)
#!/usr/bin/env python3
"""
build_spine_json.py — Generate a complete Spine-compatible JSON skeleton with animations.

Accepts a config describing bones, slots, attachments, and desired animations,
then outputs a valid Spine 4.2 JSON file.

Usage:
    python3 build_spine_json.py --config config.json --output skeleton.json

Config JSON format:
{
  "skeleton": {
    "name": "my-character",
    "width": 400,
    "height": 600
  },
  "bones": [
    { "name": "root" },
    { "name": "hip", "parent": "root", "x": 0, "y": 200, "length": 30 },
    { "name": "torso", "parent": "hip", "length": 120 },
    ...
  ],
  "slots": [
    { "name": "torso", "bone": "torso", "attachment": "torso" },
    ...
  ],
  "attachments": {
    "torso": { "width": 120, "height": 200, "x": 0, "y": 60 },
    ...
  },
  "animations": ["idle", "walk", "wave", "jump", "run", "attack"],
  "custom_animations": {
    "my-custom": { "bones": { "head": { "rotate": [...] } } }
  }
}
"""

import argparse
import json
import hashlib
import sys

# ─── Bezier curve presets ────────────────────────────────────────────────────
EASE = [0.25, 0, 0.75, 1]        # Standard ease in-out (most common)
EASE_IN = [0.42, 0, 1, 1]        # Accelerate from rest
EASE_OUT = [0, 0, 0.58, 1]       # Decelerate to rest
EASE_BOUNCE = [0.34, 1.56, 0.64, 1]  # Slight overshoot
EASE_FAST = [0.4, 0, 0.2, 1]     # Quick but smooth

def _has(bone_names, *names):
    """Check if any of the given bone names exist."""
    return any(n in bone_names for n in names)

def _kf(time, angle=None, x=None, y=None, curve=EASE):
    """Build a keyframe dict, omitting None values.

    This is the authoring shorthand used by the generators below: rotations go
    under "angle", and `curve` is a single normalized bezier describing the
    segment that ends at this keyframe. `_to_spine_42` rewrites both into the
    wire format before the skeleton is serialized.
    """
    kf = {"time": round(time, 4)}
    if angle is not None:
        kf["angle"] = round(angle, 2)
    if x is not None:
        kf["x"] = round(x, 2)
    if y is not None:
        kf["y"] = round(y, 2)
    if curve:
        kf["curve"] = curve
    return kf


# ─── Spine 4.2 wire format ──────────────────────────────────────────────────

# Timeline type -> the properties it animates, with their default values.
_TIMELINE_PROPERTIES = {
    "rotate": (("value", 0.0),),
    "translate": (("x", 0.0), ("y", 0.0)),
    "scale": (("x", 1.0), ("y", 1.0)),
    "shear": (("x", 0.0), ("y", 0.0)),
    "translatex": (("value", 0.0),),
    "translatey": (("value", 0.0),),
    "scalex": (("value", 1.0),),
    "scaley": (("value", 1.0),),
    "shearx": (("value", 0.0),),
    "sheary": (("value", 0.0),),
}


def _convert_timeline(kind, frames):
    """Rewrite one bone timeline in place into the Spine 4.2 wire format.

    Three things differ from the 3.8-era shorthand the generators author in:

    1. Rotation values live under "value", not "angle". A 4.x runtime that
       finds "angle" reads every rotation as 0, so nothing turns.

    2. A bezier is stored per ANIMATED PROPERTY, not per keyframe. `rotate`
       drives one property and needs 4 numbers, but `translate`, `scale` and
       `shear` drive two (x and y) and need 8. Given only 4, the runtime
       indexes past the end of the array, reads undefined, and NaN spreads
       through the bone transforms until the skeleton stops rasterizing
       entirely -- it renders the setup pose for one frame, then vanishes.

    3. Control points are absolute, in the same units as `time` and `value`,
       not normalized to the segment. From Animation.js in spine-core:

           let dx = (cx1 - time1) * 0.3 + ...;  let x = time1 + dx;

       Normalized points land outside the segment they belong to, which makes
       the interpolation lurch instead of ease.

    A keyframe's curve also governs the segment that STARTS at it, so curves
    shift one frame earlier: what the generators attach to frame i describes
    the segment i-1 -> i.
    """
    properties = _TIMELINE_PROPERTIES.get(kind)
    if not properties or len(frames) < 2:
        return

    if kind == "rotate":
        for kf in frames:
            if "angle" in kf:
                kf["value"] = kf.pop("angle")

    authored = [kf.pop("curve", None) for kf in frames]

    for i in range(len(frames) - 1):
        curve = authored[i + 1]
        if curve is None:
            continue
        if curve == "stepped":
            frames[i]["curve"] = "stepped"
            continue
        if not isinstance(curve, list) or len(curve) < 4:
            continue

        cx1, cy1, cx2, cy2 = curve[:4]
        time1, time2 = frames[i]["time"], frames[i + 1]["time"]
        span = time2 - time1

        absolute = []
        for name, default in properties:
            value1 = frames[i].get(name, default)
            value2 = frames[i + 1].get(name, default)
            delta = value2 - value1
            absolute += [
                round(time1 + span * cx1, 6), round(value1 + delta * cy1, 6),
                round(time1 + span * cx2, 6), round(value1 + delta * cy2, 6),
            ]
        frames[i]["curve"] = absolute


def _to_spine_42(animations):
    """Convert every bone timeline in `animations` to the Spine 4.2 format."""
    for animation in animations.values():
        for timelines in animation.get("bones", {}).values():
            for kind, frames in timelines.items():
                _convert_timeline(kind, frames)


# ─── Animation Generators ───────────────────────────────────────────────────

def gen_idle(B):
    """Idle breathing/sway. Subtle, loopable. ~1.6s"""
    bones = {}
    D = 1.6

    for name, angle_amp, phase in [
        ("torso", 1.5, 0.5), ("neck", 1.0, 0.55), ("head", -2.0, 0.6)
    ]:
        if name in B:
            bones[name] = {"rotate": [
                _kf(0, 0, curve=None),
                _kf(D * phase, angle_amp),
                _kf(D, 0),
            ]}

    # Subtle torso lift
    if "torso" in B:
        bones.setdefault("torso", {})["translate"] = [
            _kf(0, x=0, y=0, curve=None),
            _kf(D * 0.5, x=0, y=1.5),
            _kf(D, x=0, y=0),
        ]

    # Gentle arm sway
    for side in ["left", "right"]:
        s = 1 if side == "left" else -1
        for part, amp, ph in [
            (f"{side}-upper-arm", s * 1.5, 0.5),
            (f"{side}-lower-arm", s * 1.0, 0.55),
        ]:
            if part in B:
                bones[part] = {"rotate": [
                    _kf(0, 0, curve=None), _kf(D * ph, amp), _kf(D, 0),
                ]}

    return {"bones": bones} if bones else {}


def gen_walk(B):
    """Walk cycle. Opposing arm-leg motion, hip bob. ~0.8s"""
    bones = {}
    D = 0.8
    Q = D / 4  # quarter

    if "hip" in B:
        bones["hip"] = {
            "translate": [
                _kf(0, x=0, y=0, curve=None),
                _kf(Q, x=0, y=3), _kf(Q*2, x=0, y=0),
                _kf(Q*3, x=0, y=3), _kf(D, x=0, y=0),
            ],
            "rotate": [
                _kf(0, 0, curve=None),
                _kf(Q, -2), _kf(Q*2, 0), _kf(Q*3, 2), _kf(D, 0),
            ],
        }

    if "torso" in B:
        bones["torso"] = {"rotate": [
            _kf(0, 0, curve=None),
            _kf(Q, 3), _kf(Q*2, 0), _kf(Q*3, -3), _kf(D, 0),
        ]}

    if "head" in B:
        bones["head"] = {"rotate": [
            _kf(0, 0, curve=None),
            _kf(Q, -1.5), _kf(Q*2, 0), _kf(Q*3, 1.5), _kf(D, 0),
        ]}

    # Legs: left forward at t=0, right forward at t=D/2
    for side, phase_shift in [("left", 0), ("right", 0.5)]:
        p = phase_shift * D
        upper = f"{side}-upper-leg"
        lower = f"{side}-lower-leg"
        foot = f"{side}-foot"

        if upper in B:
            bones[upper] = {"rotate": [
                _kf(0, -25 if phase_shift == 0 else 25, curve=None),
                _kf(Q, 0), _kf(Q*2, 25 if phase_shift == 0 else -25),
                _kf(Q*3, 0), _kf(D, -25 if phase_shift == 0 else 25),
            ]}
        if lower in B:
            # Back leg straight, front leg bent
            bones[lower] = {"rotate": [
                _kf(0, 5 if phase_shift == 0 else 35, curve=None),
                _kf(Q, 35), _kf(Q*2, 35 if phase_shift == 0 else 5),
                _kf(Q*3, 5), _kf(D, 5 if phase_shift == 0 else 35),
            ]}

    # Arms: oppose legs
    for side, phase_shift in [("left", 0.5), ("right", 0)]:
        upper = f"{side}-upper-arm"
        lower = f"{side}-lower-arm"

        if upper in B:
            bones[upper] = {"rotate": [
                _kf(0, -20 if phase_shift == 0 else 20, curve=None),
                _kf(Q, 0), _kf(Q*2, 20 if phase_shift == 0 else -20),
                _kf(Q*3, 0), _kf(D, -20 if phase_shift == 0 else 20),
            ]}
        if lower in B:
            bones[lower] = {"rotate": [
                _kf(0, -10 if phase_shift == 0 else -30, curve=None),
                _kf(Q, -20), _kf(Q*2, -30 if phase_shift == 0 else -10),
                _kf(Q*3, -20), _kf(D, -10 if phase_shift == 0 else -30),
            ]}

    return {"bones": bones} if bones else {}


def gen_run(B):
    """Run cycle. Exaggerated walk, forward lean, bigger bounce. ~0.5s"""
    bones = {}
    D = 0.5
    Q = D / 4

    if "hip" in B:
        bones["hip"] = {
            "translate": [
                _kf(0, x=0, y=0, curve=None),
                _kf(Q, x=0, y=6), _kf(Q*2, x=0, y=-2),
                _kf(Q*3, x=0, y=6), _kf(D, x=0, y=0),
            ],
            "rotate": [
                _kf(0, 0, curve=None),
                _kf(Q, -3), _kf(Q*2, 0), _kf(Q*3, 3), _kf(D, 0),
            ],
        }

    if "torso" in B:
        bones["torso"] = {"rotate": [
            _kf(0, 8, curve=None),  # Constant forward lean
            _kf(Q, 12), _kf(Q*2, 8), _kf(Q*3, 12), _kf(D, 8),
        ]}

    if "head" in B:
        bones["head"] = {"rotate": [
            _kf(0, -6, curve=None),  # Compensate for torso lean
            _kf(Q, -8), _kf(Q*2, -6), _kf(Q*3, -8), _kf(D, -6),
        ]}

    for side, ph in [("left", 0), ("right", 0.5)]:
        upper = f"{side}-upper-leg"
        lower = f"{side}-lower-leg"
        if upper in B:
            bones[upper] = {"rotate": [
                _kf(0, -35 if ph == 0 else 40, curve=None),
                _kf(Q, 0), _kf(Q*2, 40 if ph == 0 else -35),
                _kf(Q*3, 0), _kf(D, -35 if ph == 0 else 40),
            ]}
        if lower in B:
            bones[lower] = {"rotate": [
                _kf(0, 10 if ph == 0 else 50, curve=None),
                _kf(Q, 50), _kf(Q*2, 50 if ph == 0 else 10),
                _kf(Q*3, 10), _kf(D, 10 if ph == 0 else 50),
            ]}

    for side, ph in [("left", 0.5), ("right", 0)]:
        upper = f"{side}-upper-arm"
        lower = f"{side}-lower-arm"
        if upper in B:
            bones[upper] = {"rotate": [
                _kf(0, -30 if ph == 0 else 30, curve=None),
                _kf(Q, 0), _kf(Q*2, 30 if ph == 0 else -30),
                _kf(Q*3, 0), _kf(D, -30 if ph == 0 else 30),
            ]}
        if lower in B:
            bones[lower] = {"rotate": [
                _kf(0, -20 if ph == 0 else -50, curve=None),
                _kf(Q, -35), _kf(Q*2, -50 if ph == 0 else -20),
                _kf(Q*3, -35), _kf(D, -20 if ph == 0 else -50),
            ]}

    return {"bones": bones} if bones else {}


def gen_wave(B):
    """Waving greeting. Raise right arm, oscillate forearm. ~1.2s"""
    bones = {}
    D = 1.2

    if "right-upper-arm" in B:
        bones["right-upper-arm"] = {"rotate": [
            _kf(0, 0, curve=None),
            _kf(0.2, -130, curve=EASE_OUT),
            _kf(D - 0.2, -130, curve=None),
            _kf(D, 0, curve=EASE_IN),
        ]}
    if "right-lower-arm" in B:
        bones["right-lower-arm"] = {"rotate": [
            _kf(0, 0, curve=None),
            _kf(0.2, -30, curve=EASE_OUT),
            _kf(0.4, 20), _kf(0.6, -20), _kf(0.8, 20), _kf(1.0, -20),
            _kf(D, 0, curve=EASE_IN),
        ]}
    if "torso" in B:
        bones["torso"] = {"rotate": [
            _kf(0, 0, curve=None),
            _kf(0.2, -3), _kf(D - 0.2, -3, curve=None), _kf(D, 0),
        ]}
    if "head" in B:
        bones["head"] = {"rotate": [
            _kf(0, 0, curve=None),
            _kf(0.3, 5), _kf(D - 0.2, 5, curve=None), _kf(D, 0),
        ]}

    return {"bones": bones} if bones else {}


def gen_jump(B):
    """Jump: anticipation squat → launch → air → land → settle. ~1.0s"""
    bones = {}
    D = 1.0

    if "hip" in B:
        bones["hip"] = {"translate": [
            _kf(0, x=0, y=0, curve=None),
            _kf(0.15, x=0, y=-20, curve=EASE_IN),     # squat
            _kf(0.35, x=0, y=70, curve=EASE_OUT),      # launch
            _kf(0.55, x=0, y=65, curve=None),           # float
            _kf(0.80, x=0, y=-10, curve=EASE_IN),       # land impact
            _kf(D, x=0, y=0, curve=EASE_OUT),            # settle
        ]}

    if "torso" in B:
        bones["torso"] = {"rotate": [
            _kf(0, 0, curve=None),
            _kf(0.15, 8, curve=EASE_IN),     # lean forward in squat
            _kf(0.35, -5, curve=EASE_OUT),    # extend in air
            _kf(0.80, 5, curve=EASE_IN),      # absorb landing
            _kf(D, 0, curve=EASE_OUT),
        ]}

    if "head" in B:
        bones["head"] = {"rotate": [
            _kf(0, 0, curve=None),
            _kf(0.15, 5), _kf(0.35, -8), _kf(0.80, 3), _kf(D, 0),
        ]}

    for side in ["left", "right"]:
        s = 1 if side == "left" else -1
        arm = f"{side}-upper-arm"
        if arm in B:
            bones[arm] = {"rotate": [
                _kf(0, 0, curve=None),
                _kf(0.15, s*10), _kf(0.35, s*-50, curve=EASE_OUT),
                _kf(0.80, s*8, curve=EASE_IN), _kf(D, 0),
            ]}
        upper = f"{side}-upper-leg"
        lower = f"{side}-lower-leg"
        if upper in B:
            bones[upper] = {"rotate": [
                _kf(0, 0, curve=None),
                _kf(0.15, 20),   # squat bend
                _kf(0.35, -15),  # extend
                _kf(0.55, 10),   # tuck in air
                _kf(0.80, 15),   # absorb
                _kf(D, 0),
            ]}
        if lower in B:
            bones[lower] = {"rotate": [
                _kf(0, 0, curve=None),
                _kf(0.15, -30), _kf(0.35, 10), _kf(0.55, -15),
                _kf(0.80, -20), _kf(D, 0),
            ]}

    return {"bones": bones} if bones else {}


def gen_attack(B):
    """Melee attack: wind-up → strike → follow-through. ~0.6s"""
    bones = {}
    D = 0.6

    if "right-upper-arm" in B:
        bones["right-upper-arm"] = {"rotate": [
            _kf(0, 0, curve=None),
            _kf(0.1, 40, curve=EASE_IN),      # wind up (pull back)
            _kf(0.25, -80, curve=EASE_FAST),   # strike forward
            _kf(0.4, -60, curve=None),          # follow through
            _kf(D, 0, curve=EASE_OUT),
        ]}
    if "right-lower-arm" in B:
        bones["right-lower-arm"] = {"rotate": [
            _kf(0, 0, curve=None),
            _kf(0.1, -40, curve=EASE_IN),
            _kf(0.25, 10, curve=EASE_FAST),
            _kf(0.4, -5, curve=None),
            _kf(D, 0, curve=EASE_OUT),
        ]}
    if "torso" in B:
        bones["torso"] = {"rotate": [
            _kf(0, 0, curve=None),
            _kf(0.1, -8, curve=EASE_IN),   # lean back
            _kf(0.25, 12, curve=EASE_FAST), # lunge forward
            _kf(0.4, 5, curve=None),
            _kf(D, 0, curve=EASE_OUT),
        ]}
    if "hip" in B:
        bones["hip"] = {"translate": [
            _kf(0, x=0, y=0, curve=None),
            _kf(0.1, x=-5, y=-5, curve=EASE_IN),
            _kf(0.25, x=10, y=2, curve=EASE_FAST),
            _kf(D, x=0, y=0, curve=EASE_OUT),
        ]}

    return {"bones": bones} if bones else {}


PRESETS = {
    "idle": gen_idle,
    "walk": gen_walk,
    "run": gen_run,
    "wave": gen_wave,
    "jump": gen_jump,
    "attack": gen_attack,
}


# ─── Spine JSON Builder ──────────────────────────────────────────────────────

def build_spine_json(config):
    """Build a complete Spine JSON structure from config."""
    bone_names = {b["name"] for b in config["bones"]}

    skel_meta = config.get("skeleton", {})
    data_hash = hashlib.md5(json.dumps(config, sort_keys=True).encode()).hexdigest()[:20]

    spine = {
        "skeleton": {
            "hash": data_hash,
            "spine": "4.2.0",
            "x": -(skel_meta.get("width", 400) // 2),
            "y": 0,
            "width": skel_meta.get("width", 400),
            "height": skel_meta.get("height", 600),
            "images": "./images/",
        },
        "bones": config["bones"],
        "slots": config.get("slots", []),
        "skins": [{"name": "default", "attachments": {}}],
        "animations": {},
    }

    # Build attachments for default skin
    attachments = config.get("attachments", {})
    for slot in config.get("slots", []):
        att_name = slot.get("attachment", slot["name"])
        if att_name in attachments:
            spine["skins"][0]["attachments"][slot["name"]] = {
                att_name: attachments[att_name]
            }

    # Generate preset animations
    for anim_name in config.get("animations", ["idle"]):
        if anim_name in PRESETS:
            data = PRESETS[anim_name](bone_names)
            if data:
                spine["animations"][anim_name] = data
        else:
            print(f"  WARNING: Unknown animation preset '{anim_name}', skipping")

    # Merge custom animations
    for name, data in config.get("custom_animations", {}).items():
        spine["animations"][name] = data

    # Presets and custom animations alike are authored in the shorthand above;
    # the file declares "spine": "4.2.0", so emit what a 4.x runtime expects.
    _to_spine_42(spine["animations"])

    return spine


def main():
    parser = argparse.ArgumentParser(description="Build Spine JSON skeleton with animations")
    parser.add_argument("--config", required=True, help="Skeleton configuration JSON")
    parser.add_argument("--output", default="skeleton.json", help="Output Spine JSON")
    args = parser.parse_args()

    with open(args.config) as f:
        config = json.load(f)

    print(f"Building: {config.get('skeleton', {}).get('name', 'unnamed')}")
    spine_json = build_spine_json(config)

    with open(args.output, "w") as f:
        json.dump(spine_json, f, indent=2)

    print(f"Saved: {args.output}")
    print(f"  Bones: {len(spine_json['bones'])}")
    print(f"  Slots: {len(spine_json['slots'])}")
    print(f"  Animations: {list(spine_json['animations'].keys())}")


if __name__ == "__main__":
    main()
📄 scripts/make_atlas.py(102 行)
#!/usr/bin/env python3
"""
make_atlas.py — Pack individual body part PNGs into a Spine-compatible texture atlas.

Usage:
    python3 make_atlas.py --parts parts/ --output atlas/ --name skeleton

Input: Directory of individual .png files (head.png, torso.png, etc.)
Output: skeleton.png (spritesheet) + skeleton.atlas (Spine atlas metadata)
"""

import argparse
import json
import math
import os
import sys
from pathlib import Path

try:
    from PIL import Image
except ImportError:
    print("ERROR: Pillow required. Install: pip install Pillow --break-system-packages")
    sys.exit(1)


def next_pow2(v):
    v -= 1
    v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16
    return max(v + 1, 1)


def pack(images, padding=2):
    """Row-based bin packing. Returns (width, height, placements dict)."""
    sorted_imgs = sorted(images.items(), key=lambda x: -x[1].height)

    total_area = sum(img.width * img.height for img in images.values())
    est = int(math.sqrt(total_area) * 1.3)
    atlas_w = next_pow2(est)

    placements = {}
    rx, ry, rh, max_w = padding, padding, 0, 0

    for name, img in sorted_imgs:
        if rx + img.width + padding > atlas_w:
            rx = padding
            ry += rh + padding
            rh = 0
        placements[name] = (rx, ry, img.width, img.height)
        max_w = max(max_w, rx + img.width + padding)
        rh = max(rh, img.height)
        rx += img.width + padding

    return next_pow2(max_w), next_pow2(ry + rh + padding), placements


def main():
    parser = argparse.ArgumentParser(description="Pack PNGs into a Spine texture atlas")
    parser.add_argument("--parts", required=True, help="Directory with part PNG files")
    parser.add_argument("--output", default=".", help="Output directory")
    parser.add_argument("--name", default="skeleton", help="Base filename for atlas")
    parser.add_argument("--padding", type=int, default=2, help="Pixel padding between regions")
    args = parser.parse_args()

    images = {}
    for f in sorted(os.listdir(args.parts)):
        if f.lower().endswith(".png"):
            name = Path(f).stem
            images[name] = Image.open(os.path.join(args.parts, f)).convert("RGBA")
            print(f"  {name}: {images[name].width}x{images[name].height}")

    if not images:
        print("ERROR: No PNGs found in", args.parts)
        sys.exit(1)

    aw, ah, placements = pack(images, args.padding)
    print(f"Atlas: {aw}x{ah} ({len(images)} regions)")

    # Compose atlas image
    atlas = Image.new("RGBA", (aw, ah), (0, 0, 0, 0))
    for name, (x, y, w, h) in placements.items():
        atlas.paste(images[name], (x, y))

    os.makedirs(args.output, exist_ok=True)
    img_path = os.path.join(args.output, f"{args.name}.png")
    atlas.save(img_path)

    # Write .atlas file
    lines = [f"{args.name}.png", f"size: {aw},{ah}",
             "format: RGBA8888", "filter: Linear,Linear", "repeat: none"]
    for name, (x, y, w, h) in placements.items():
        lines += [name, "  rotate: false", f"  xy: {x}, {y}",
                  f"  size: {w}, {h}", f"  orig: {w}, {h}",
                  "  offset: 0, 0", "  index: -1"]

    atlas_path = os.path.join(args.output, f"{args.name}.atlas")
    with open(atlas_path, "w") as f:
        f.write("\n".join(lines) + "\n")

    print(f"Saved: {img_path}, {atlas_path}")

if __name__ == "__main__":
    main()
📄 scripts/generate_spine_player.py(292 行)
#!/usr/bin/env python3
"""
generate_spine_player.py — Generate a self-contained HTML preview using the official Spine Web Player.

Embeds the skeleton JSON, atlas text, and atlas PNG as base64 data URIs via the
rawDataURIs configuration, so the resulting HTML file works standalone — no server needed.

Uses the official @esotericsoftware/spine-player from UNPKG CDN.

Usage:
    python3 generate_spine_player.py \
        --skeleton skeleton.json \
        --atlas skeleton.atlas \
        --atlas-image skeleton.png \
        --output preview.html \
        [--animation idle] \
        [--background "#1a1a2eff"] \
        [--skin default]

If no --atlas and --atlas-image are given but a --parts directory is provided,
the script will pack the parts into an atlas automatically.
"""

import argparse
import base64
import json
import os
import sys
from pathlib import Path


def file_to_base64(path):
    """Read a file and return its base64-encoded contents."""
    with open(path, "rb") as f:
        return base64.b64encode(f.read()).decode("ascii")


def json_to_base64(path):
    """Read a JSON file and return it as base64."""
    with open(path, "r") as f:
        content = f.read()
    return base64.b64encode(content.encode("utf-8")).decode("ascii")


def text_to_base64(path):
    """Read a text file and return it as base64."""
    with open(path, "r") as f:
        content = f.read()
    return base64.b64encode(content.encode("utf-8")).decode("ascii")


def find_atlas_images(atlas_path):
    """Parse an atlas file to find all referenced PNG filenames."""
    atlas_dir = os.path.dirname(os.path.abspath(atlas_path))
    images = []

    with open(atlas_path, "r") as f:
        lines = f.readlines()

    # The first line (or lines before the first region entry) contain page image filenames
    # Atlas format: image filename is a line that ends with .png (or other image ext)
    # followed by size:, format:, filter:, repeat: lines
    i = 0
    while i < len(lines):
        line = lines[i].strip()
        # A page image is the first non-empty line, or any line ending with an image extension
        # that is followed by "size:" on the next line
        if line and not line.startswith(" ") and not ":" in line:
            # Check if next line starts with "size:" indicating this is a page name
            if i + 1 < len(lines) and lines[i + 1].strip().startswith("size:"):
                img_path = os.path.join(atlas_dir, line)
                if os.path.exists(img_path):
                    images.append((line, img_path))
                else:
                    print(f"  WARNING: Atlas references '{line}' but file not found at {img_path}")
        i += 1

    return images


def generate_html(skeleton_path, atlas_path, atlas_images,
                  animation=None, skin=None, bg_color="#1a1a2eff",
                  show_controls=True, title="Spine Animation Preview"):
    """Generate the complete HTML file with embedded Spine Web Player."""

    # Get filenames for rawDataURIs keys
    skel_filename = os.path.basename(skeleton_path)
    atlas_filename = os.path.basename(atlas_path)

    # Determine if JSON or binary
    is_json = skel_filename.lower().endswith(".json")
    skel_mime = "application/json" if is_json else "application/octet-stream"

    # Encode all assets
    skel_b64 = file_to_base64(skeleton_path)
    atlas_b64 = file_to_base64(atlas_path)

    # Build rawDataURIs object
    raw_data_entries = []
    raw_data_entries.append(
        f'        "{skel_filename}": "data:{skel_mime};base64,{skel_b64}"'
    )
    raw_data_entries.append(
        f'        "{atlas_filename}": "data:application/octet-stream;base64,{atlas_b64}"'
    )

    for img_name, img_path in atlas_images:
        img_ext = Path(img_path).suffix.lower()
        img_mime = "image/png" if img_ext == ".png" else "image/jpeg"
        img_b64 = file_to_base64(img_path)
        raw_data_entries.append(
            f'        "{img_name}": "data:{img_mime};base64,{img_b64}"'
        )

    raw_data_uris_js = ",\n".join(raw_data_entries)

    # Build config options
    config_lines = []
    config_lines.append(f'      skeleton: "{skel_filename}"')
    config_lines.append(f'      atlas: "{atlas_filename}"')

    if animation:
        config_lines.append(f'      animation: "{animation}"')

    if skin and skin != "default":
        config_lines.append(f'      skin: "{skin}"')

    config_lines.append(f'      backgroundColor: "{bg_color}"')
    config_lines.append(f'      showControls: {"true" if show_controls else "false"}')
    config_lines.append(f'      premultipliedAlpha: false')

    config_lines.append(f'      rawDataURIs: {{\n{raw_data_uris_js}\n      }}')

    # Error/success callbacks
    config_lines.append("""      success: function(player) {
        document.getElementById('status').textContent = 'Loaded successfully';
        document.getElementById('status').style.color = '#4ade80';
        // Log available animations
        var anims = player.skeleton.data.animations.map(function(a) { return a.name; });
        console.log('Available animations:', anims);
        var skins = player.skeleton.data.skins.map(function(s) { return s.name; });
        console.log('Available skins:', skins);
      }""")
    config_lines.append("""      error: function(player, reason) {
        document.getElementById('status').textContent = 'Error: ' + reason;
        document.getElementById('status').style.color = '#ef4444';
        console.error('Spine Player error:', reason);
      }""")

    config_js = ",\n".join(config_lines)

    html = f"""<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>{title}</title>


<script src="https://unpkg.com/@esotericsoftware/[email protected].*/dist/iife/spine-player.js"></script>
<link rel="stylesheet" href="https://unpkg.com/@esotericsoftware/[email protected].*/dist/spine-player.css">

<style>
  * {{ margin: 0; padding: 0; box-sizing: border-box; }}
  body {{
    background: #0f0f1a;
    color: #e0e0e0;
    font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif;
    display: flex;
    flex-direction: column;
    align-items: center;
    min-height: 100vh;
    padding: 20px;
  }}
  h1 {{
    font-size: 1.5em;
    margin-bottom: 10px;
    color: #a8b2d1;
    letter-spacing: 0.04em;
  }}
  #status {{
    font-size: 0.85em;
    margin-bottom: 15px;
    color: #6b7da0;
    transition: color 0.3s;
  }}
  #player-container {{
    width: 700px;
    height: 600px;
    max-width: 95vw;
    border-radius: 12px;
    overflow: hidden;
    box-shadow: 0 8px 32px rgba(0,0,0,0.5);
  }}
  .info {{
    margin-top: 15px;
    font-size: 0.8em;
    color: #4a5568;
    text-align: center;
    max-width: 600px;
    line-height: 1.5;
  }}
  .info a {{ color: #6b8aad; text-decoration: none; }}
  .info a:hover {{ text-decoration: underline; }}
</style>
</head>
<body>

<h1>{title}</h1>
<div id="status">Loading Spine Player...</div>
<div id="player-container"></div>

<div class="info">
  Rendered with the official
  <a href="https://en.esotericsoftware.com/spine-player" target="_blank">Spine Web Player</a>.
  Use the controls to switch animations, adjust speed, and toggle debug views.
</div>

<script>
  new spine.SpinePlayer("player-container", {{
{config_js}
  }});
</script>

</body>
</html>"""

    return html


def main():
    parser = argparse.ArgumentParser(
        description="Generate a self-contained HTML preview using the official Spine Web Player"
    )
    parser.add_argument("--skeleton", required=True, help="Spine JSON or binary (.skel) file")
    parser.add_argument("--atlas", required=True, help="Spine .atlas file")
    parser.add_argument("--atlas-image", default=None,
                        help="Atlas PNG image (auto-detected from atlas if omitted)")
    parser.add_argument("--output", default="preview.html", help="Output HTML file")
    parser.add_argument("--animation", default=None, help="Default animation to play")
    parser.add_argument("--skin", default=None, help="Default skin")
    parser.add_argument("--background", default="#1a1a2eff", help="Background color (hex RGBA)")
    parser.add_argument("--title", default="Spine Animation Preview", help="Page title")
    parser.add_argument("--no-controls", action="store_true", help="Hide player controls")
    args = parser.parse_args()

    # Verify files exist
    for path, name in [(args.skeleton, "Skeleton"), (args.atlas, "Atlas")]:
        if not os.path.exists(path):
            print(f"ERROR: {name} file not found: {path}")
            sys.exit(1)

    # Find atlas images
    atlas_images = []
    if args.atlas_image:
        img_name = os.path.basename(args.atlas_image)
        atlas_images.append((img_name, args.atlas_image))
    else:
        atlas_images = find_atlas_images(args.atlas)

    if not atlas_images:
        print("ERROR: No atlas images found. Specify --atlas-image or ensure atlas references valid PNGs.")
        sys.exit(1)

    print(f"Skeleton: {args.skeleton}")
    print(f"Atlas: {args.atlas}")
    for img_name, img_path in atlas_images:
        print(f"Atlas image: {img_name} ({os.path.getsize(img_path) / 1024:.1f} KB)")

    # Generate HTML
    print("Generating HTML with embedded Spine Web Player...")
    html = generate_html(
        skeleton_path=args.skeleton,
        atlas_path=args.atlas,
        atlas_images=atlas_images,
        animation=args.animation,
        skin=args.skin,
        bg_color=args.background,
        show_controls=not args.no_controls,
        title=args.title,
    )

    with open(args.output, "w") as f:
        f.write(html)

    size_kb = os.path.getsize(args.output) / 1024
    print(f"\nPreview saved: {args.output} ({size_kb:.1f} KB)")
    print("Open in a browser to see your animation (requires internet for the Spine Player CDN).")


if __name__ == "__main__":
    main()

スクリプトを書き込んだ後、次を確認してください:

ls /home/claude/spine-scripts/
# Should show: split_character.py  position_parts.py  build_spine_json.py  make_atlas.py  generate_spine_player.py

ユーザーから必要なもの

最低限、次のアセットセットのいずれかが必要です。

アセットセット想定される内容
分割済みの身体パーツ PNG頭、胴体、腕、脚などの個別の透過 PNG
分割済み PNG + 参照画像パーツと組み立て済みのキャラクター画像 → 自動配置が可能
テクスチャアトラス + アトラス PNG.atlas ファイルとスプライトシート .png(標準的な Spine のエクスポート)
キャラクター全体の画像1 枚の画像 — Claude がパーツ領域の定義を支援します
既存の Spine JSONアニメーションを追加・変更する既存の .json

ユーザーは、希望するアニメーション(待機、歩行、走行、攻撃、手を振る、ジャンプなど)も伝える必要があります。

パイプライン全体

User Assets → Analyze Parts → [Auto-Position if reference] → Build Skeleton → Animate → Preview
ステップ 0.5:キャラクター全体の画像からパーツを生成する(任意)

ユーザーがキャラクター全体の画像 1 枚のみ(身体パーツに分割されていないもの)を持っている場合は、 split_character.py を使用して Google Gemini 経由で分解済みスプライトアトラスを生成し、 その後、自動的に個々のパーツ PNG に分割します。

必要なもの: GEMINI_API_KEY 環境変数(無料のキーは https://aistudio.google.com/app/apikey で取得できます)。

GEMINI_API_KEY=your_key python /home/claude/spine-scripts/split_character.py character.png \
  --output-dir parts/

キャラクター画像を Gemini に送信すると、身体パーツがすべて分離されたフラットなスプライトシートアトラスが生成されます。その後、OpenCV の連結成分解析により各パーツが切り出され、それぞれ独立した透過 PNG になります。生成された parts/ ディレクトリは、ステップ 1(position_parts.py)にそのまま渡すことができます。

ステップ 1:アセットを分析する

アップロードされたファイルを確認します。

  1. 分割済み PNG の場合:Claude の画像認識を使って各パーツ(頭、胴体、左腕など)を特定し、寸法を記録します。パーツ名と視覚的な配置から骨格の階層を判断します。

  2. アトラス + スプライトシートの場合:.atlas ファイルを解析して、領域名、位置、サイズを抽出します。

  3. 全体画像のみの場合:Claude の画像認識を使って身体パーツを特定し、個別の PNG に切り出します。

  4. 既存の Spine JSON の場合:解析して骨格を把握し、新しいアニメーションを追加します。

  5. 分割済み PNG + 組み立て済みの参照画像の場合:自動レイアウト用に position_parts.py を実行します。

ステップ 1.5:パーツの自動配置(参照画像がある場合)

ユーザーから、分離された身体パーツの PNG と組み立て済みの参照画像の両方が提供された場合:

python3 /home/claude/spine-scripts/position_parts.py \
  --reference assembled_character.png \
  --parts parts_folder/ \
  --output layout.json \
  --debug debug/ \
  --min-matches 4 \
  --ratio 0.80

アルゴリズム — SIFT + RANSAC による相似変換:

  1. 各パーツ(アルファマスク適用済み)と参照画像から SIFT キーポイントを抽出します
  2. Lowe の比率テスト(デフォルトは 0.80)を使用して FLANN でマッチングします
  3. cv2.estimateAffinePartial2D を使用して、4 自由度(平行移動 + スケール + 回転)の相似変換を推定します。ゲームアートでは、完全なホモグラフィーより堅牢です
  4. スタイライズされたアート向けに SIFT を調整します:contrastThreshold=0.02, edgeThreshold=20
  5. 小さいパーツや特徴のないパーツには、SIFT で得られた中央値のスケールを使用してテンプレートマッチングにフォールバックします
  6. ペアワイズのオクルージョン投票で Z 順を決定します

実行後、debug/comparison.png を確認して配置の精度を検証します。 パーツごとの SIFT マッチングの可視化画像:debug/sift_<partname>.jpg。

**制限事項:**強く隠れているパーツ(ベルトの後ろにある太ももなど)は、手動での修正が必要な場合があります。 Claude のビジョン機能で合成画像と参照画像を比較し、レイアウト JSON のオフセットを調整します。

ステップ 2:ボーン階層の構築

標準的なヒューマノイドのスケルトン:

root
└── hip
    ├── torso
    │   ├── neck → head → hat/hair
    │   ├── left-shoulder → left-upper-arm → left-lower-arm → left-hand
    │   └── right-shoulder → right-upper-arm → right-lower-arm → right-hand
    ├── left-upper-leg → left-lower-leg → left-foot
    └── right-upper-leg → right-lower-leg → right-foot

**座標系:**スパインは Y 軸を上向きとし、原点はキャラクターの足元の中心です。

  • spine_x = pixel_x - center_x
  • spine_y = bottom_y - pixel_y

ボーンの位置は親ボーンを基準とします:

  • relative_pos = child_world_pos - parent_world_pos

アタッチメントのオフセットは各ボーンを基準とします:

  • att_offset = image_center_world_pos - bone_world_pos
ステップ 3:Spine JSON の構築

Spine JSON v4.2 の構造:

{
  "skeleton": { "hash": "...", "spine": "4.2", "width": 500, "height": 950 },
  "bones": [
    { "name": "root", "x": 0, "y": 0, "length": 0 },
    { "name": "hip", "parent": "root", "x": 0, "y": 410, "length": 30 }
  ],
  "slots": [
    { "name": "back-arm", "bone": "left-arm-bone", "attachment": "back-arm" }
  ],
  "skins": [{
    "name": "default",
    "attachments": {
      "slot-name": {
        "attachment-name": { "x": 5, "y": -10, "width": 100, "height": 200 }
      }
    }
  }],
  "animations": {
    "idle": {
      "bones": {
        "hip": {
          "translate": [
            { "time": 0, "x": 0, "y": 0, "curve": [0.25, 0, 0.75, 1] },
            { "time": 1.0, "x": 0, "y": 3 },
            { "time": 2.0, "x": 0, "y": 0 }
          ]
        }
      }
    }
  }
}

スロットは描画順を定義します。最初のスロットが最初に(背面に)描画され、最後のスロットが前面に描画されます。

ステップ 4:アニメーションの作成

キーフレーム形式:

{ "time": 0.0, "value": 0, "curve": [0.25, 0, 0.75, 1] }

curve は 3 次ベジェ [cx1, cy1, cx2, cy2] です。イーズイン・イーズアウトには [0.25, 0, 0.75, 1] を使用します。

アニメーションのプリセット:

プリセット再生時間主なテクニック
idle2.0s ループ腰を ±3px 平行移動、胴体を ±1° 回転、頭を ±1.5° 逆方向に揺らす
walk0.8s ループ腕と脚を逆方向に振る、腰を ±5px 上下に動かす、胴体を ±3° 傾ける
run0.5s ループ大きくした歩行動作 + 前方に 5° 傾ける + ±8px 弾ませる
wave1.2s肩を -45°、前腕を ±15° 振動させる
jump1.0sしゃがむ → 踏み切る → 空中 → 着地(4 段階)
attack0.6s構える → 攻撃する → 振り抜く(3 段階)

主な原則:

  • 関連するボーン間でタイミングをずらします(胴体の 0.1s 後に頭がピークに達することで、振り抜きの動きを表現します)
  • 大きなボーンほど動きを大きくします(腰 > 胴体 > 頭)
  • すべてのループで開始時の値に戻るようにします
ステップ 5:アトラスの構築
python3 /home/claude/spine-scripts/make_atlas.py \
  --parts parts_folder/ \
  --output . \
  --name character_name

出力:character_name.png(スプライトシート)+ character_name.atlas(メタデータ)。

ステップ 6:プレビューの生成

自己完結型の HTML Canvas プレビュー(推奨)を作成する場合: 画像を base64 で埋め込み、ボーンシステム、ベジェ補間、アニメーションループを含む HTML を Python で直接構築します。外部依存関係は不要です。

Spine 公式 Web Player のプレビューを作成する場合:

python3 /home/claude/spine-scripts/generate_spine_player.py \
  --skeleton character.json \
  --atlas character.atlas \
  --atlas-image character.png \
  --output preview.html
ステップ 7:インタラクティブエディター(任意)

ユーザーがパーツの位置を微調整できる HTML エディターを構築します:

  • クリックしてパーツを選択(紫色の破線の枠 + グロー)
  • ドラッグしてリアルタイムで位置を変更
  • 矢印キーで 1px ずつ移動(Shift キーで 10px)
  • 数値で X/Y/回転を入力できるサイドパネル
  • ドラッグ可能な Z 順リスト
  • レイアウトの修正内容を JSON で出力するエクスポートボタン:
{
  "adjustments": {
    "part-name": {
      "original_offset": { "x": 0, "y": 0 },
      "user_offset": { "dx": 5.2, "dy": -3.1, "drot": 0 },
      "final_offset": { "x": 5.2, "y": -3.1 }
    }
  },
  "draw_order": ["back-part", "...", "front-part"]
}

この JSON を Claude に渡すと、スケルトンに修正を適用できます。

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