feat: initial commit

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"""Blender Python script: scene setup for turntable animation (Flamenco).
Performs all scene preparation — STL import, materials, camera, pivot animation,
compositor — then SAVES the resulting .blend file to <scene_path>.
The saved .blend is then rendered by a separate Flamenco task:
blender --background <scene_path> --python turntable_gpu_setup.py -a
Using Blender's native -a (--render-anim) keeps the GPU scene (BVH, textures)
loaded for ALL frames in one process, avoiding per-frame GPU re-upload overhead.
Usage (from Blender):
blender --background --python turntable_setup.py -- \\
<stl_path> <frames_dir> <frame_count> <degrees> <width> <height> \\
<engine> <samples> <part_colors_json> \\
[template_path] [target_collection] [material_library_path] \\
[material_map_json] [part_names_ordered_json] [lighting_only] \\
[cycles_device] [shadow_catcher] [rotation_x] [rotation_y] [rotation_z] \\
[turntable_axis] [bg_color] [transparent_bg] [scene_path] [camera_orbit]
"""
import bpy
import sys
import os
import json
import math
from mathutils import Vector, Matrix
# ── Colour palette ────────────────────────────────────────────────────────────
PALETTE_HEX = [
"#4C9BE8", "#E85B4C", "#4CBE72", "#E8A84C", "#A04CE8",
"#4CD4E8", "#E84CA8", "#7EC850", "#E86B30", "#5088C8",
]
def _srgb_to_linear(c: int) -> float:
v = c / 255.0
return v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
def _hex_to_linear(hex_color: str) -> tuple:
h = hex_color.lstrip('#')
return (
_srgb_to_linear(int(h[0:2], 16)),
_srgb_to_linear(int(h[2:4], 16)),
_srgb_to_linear(int(h[4:6], 16)),
1.0,
)
PALETTE_LINEAR = [_hex_to_linear(h) for h in PALETTE_HEX]
SMOOTH_ANGLE = 30
# ── Helpers (kept in sync with turntable_render.py) ──────────────────────────
def _ensure_collection(name: str):
if name in bpy.data.collections:
return bpy.data.collections[name]
col = bpy.data.collections.new(name)
bpy.context.scene.collection.children.link(col)
return col
def _assign_palette_material(part_obj, index):
color = PALETTE_LINEAR[index % len(PALETTE_LINEAR)]
mat = bpy.data.materials.new(name=f"Part_{index}")
mat.use_nodes = True
bsdf = mat.node_tree.nodes.get("Principled BSDF")
if bsdf:
bsdf.inputs["Base Color"].default_value = color
bsdf.inputs["Metallic"].default_value = 0.35
bsdf.inputs["Roughness"].default_value = 0.40
try:
bsdf.inputs["Specular IOR Level"].default_value = 0.5
except KeyError:
pass
part_obj.data.materials.clear()
part_obj.data.materials.append(mat)
def _apply_smooth(part_obj, angle_deg):
bpy.context.view_layer.objects.active = part_obj
part_obj.select_set(True)
if angle_deg > 0:
try:
bpy.ops.object.shade_smooth_by_angle(angle=math.radians(angle_deg))
except AttributeError:
bpy.ops.object.shade_smooth()
part_obj.data.use_auto_smooth = True
part_obj.data.auto_smooth_angle = math.radians(angle_deg)
else:
bpy.ops.object.shade_flat()
import re as _re
def _apply_rotation(parts, rx, ry, rz):
if not parts or (rx == 0.0 and ry == 0.0 and rz == 0.0):
return
from mathutils import Euler
rot_mat = Euler((math.radians(rx), math.radians(ry), math.radians(rz)), 'XYZ').to_matrix().to_4x4()
for p in parts:
p.matrix_world = rot_mat @ p.matrix_world
bpy.ops.object.select_all(action='DESELECT')
for p in parts:
p.select_set(True)
bpy.context.view_layer.objects.active = parts[0]
bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
print(f"[turntable_setup] applied rotation ({rx}°, {ry}°, {rz}°) to {len(parts)} parts")
def _axis_rotation(axis: str, degrees: float) -> tuple:
rad = math.radians(degrees)
if axis == "world_x":
return (rad, 0.0, 0.0)
elif axis == "world_y":
return (0.0, rad, 0.0)
else:
return (0.0, 0.0, rad)
def _set_fcurves_linear(action):
try:
for layer in action.layers:
for strip in layer.strips:
for channelbag in strip.channelbags:
for fc in channelbag.fcurves:
for kp in fc.keyframe_points:
kp.interpolation = 'LINEAR'
except AttributeError:
for fc in action.fcurves:
for kp in fc.keyframe_points:
kp.interpolation = 'LINEAR'
def _scale_mm_to_m(parts):
if not parts:
return
bpy.ops.object.select_all(action='DESELECT')
for p in parts:
p.scale = (0.001, 0.001, 0.001)
p.location *= 0.001
p.select_set(True)
bpy.context.view_layer.objects.active = parts[0]
bpy.ops.object.transform_apply(scale=True, location=False, rotation=False)
print(f"[turntable_setup] scaled {len(parts)} parts mm→m (×0.001)")
def _import_stl(stl_file):
stl_dir = os.path.dirname(stl_file)
stl_stem = os.path.splitext(os.path.basename(stl_file))[0]
parts_dir = os.path.join(stl_dir, stl_stem + "_parts")
manifest_path = os.path.join(parts_dir, "manifest.json")
parts = []
if os.path.isfile(manifest_path):
try:
with open(manifest_path, "r") as f:
manifest = json.loads(f.read())
part_entries = manifest.get("parts", [])
except Exception as e:
print(f"[turntable_setup] WARNING: failed to read manifest: {e}")
part_entries = []
if part_entries:
for entry in part_entries:
part_file = os.path.join(parts_dir, entry["file"])
part_name = entry["name"]
if not os.path.isfile(part_file):
print(f"[turntable_setup] WARNING: part STL missing: {part_file}")
continue
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.wm.stl_import(filepath=part_file)
imported = bpy.context.selected_objects
if imported:
obj = imported[0]
obj.name = part_name
if obj.data:
obj.data.name = part_name
parts.append(obj)
if parts:
print(f"[turntable_setup] imported {len(parts)} named parts from per-part STLs")
if not parts:
bpy.ops.wm.stl_import(filepath=stl_file)
obj = bpy.context.selected_objects[0] if bpy.context.selected_objects else None
if obj is None:
print(f"ERROR: No objects imported from {stl_file}")
sys.exit(1)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')
obj.location = (0.0, 0.0, 0.0)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.separate(type='LOOSE')
bpy.ops.object.mode_set(mode='OBJECT')
parts = list(bpy.context.selected_objects)
print(f"[turntable_setup] fallback: separated into {len(parts)} part(s)")
return parts
all_corners = []
for p in parts:
all_corners.extend(p.matrix_world @ Vector(c) for c in p.bound_box)
if all_corners:
mins = Vector((min(v.x for v in all_corners),
min(v.y for v in all_corners),
min(v.z for v in all_corners)))
maxs = Vector((max(v.x for v in all_corners),
max(v.y for v in all_corners),
max(v.z for v in all_corners)))
center = (mins + maxs) * 0.5
for p in parts:
p.location -= center
return parts
def _resolve_part_name(index, part_obj, part_names_ordered):
base_name = _re.sub(r'\.\d{3}$', '', part_obj.name)
if part_names_ordered and index < len(part_names_ordered):
return part_names_ordered[index]
return base_name
def _apply_material_library(parts, mat_lib_path, mat_map, part_names_ordered=None):
if not mat_lib_path or not os.path.isfile(mat_lib_path):
print(f"[turntable_setup] material library not found: {mat_lib_path}")
return
needed = set(mat_map.values())
if not needed:
return
appended = {}
for mat_name in needed:
inner_path = f"{mat_lib_path}/Material/{mat_name}"
try:
bpy.ops.wm.append(
filepath=inner_path,
directory=f"{mat_lib_path}/Material/",
filename=mat_name,
link=False,
)
if mat_name in bpy.data.materials:
appended[mat_name] = bpy.data.materials[mat_name]
print(f"[turntable_setup] appended material: {mat_name}")
else:
print(f"[turntable_setup] WARNING: material '{mat_name}' not found after append")
except Exception as exc:
print(f"[turntable_setup] WARNING: failed to append material '{mat_name}': {exc}")
if not appended:
return
assigned_count = 0
for i, part in enumerate(parts):
base_name = _re.sub(r'\.\d{3}$', '', part.name)
part_key = base_name.lower().strip()
mat_name = mat_map.get(part_key)
if not mat_name and part_names_ordered and i < len(part_names_ordered):
step_name = part_names_ordered[i]
part_key = step_name.lower().strip()
mat_name = mat_map.get(part_key)
if mat_name and mat_name in appended:
part.data.materials.clear()
part.data.materials.append(appended[mat_name])
assigned_count += 1
print(f"[turntable_setup] assigned '{mat_name}' to part '{part.name}'")
print(f"[turntable_setup] material assignment: {assigned_count}/{len(parts)} parts matched")
def main():
argv = sys.argv
args = argv[argv.index("--") + 1:]
stl_path = args[0]
frames_dir = args[1]
frame_count = int(args[2])
degrees = int(args[3])
width = int(args[4])
height = int(args[5])
engine = args[6]
samples = int(args[7])
part_colors_json = args[8] if len(args) > 8 else "{}"
template_path = args[9] if len(args) > 9 and args[9] else ""
target_collection = args[10] if len(args) > 10 else "Product"
material_library_path = args[11] if len(args) > 11 and args[11] else ""
material_map_raw = args[12] if len(args) > 12 else "{}"
part_names_ordered_raw = args[13] if len(args) > 13 else "[]"
lighting_only = args[14] == "1" if len(args) > 14 else False
cycles_device = args[15].lower() if len(args) > 15 else "auto"
shadow_catcher = args[16] == "1" if len(args) > 16 else False
rotation_x = float(args[17]) if len(args) > 17 else 0.0
rotation_y = float(args[18]) if len(args) > 18 else 0.0
rotation_z = float(args[19]) if len(args) > 19 else 0.0
turntable_axis = args[20] if len(args) > 20 else "world_z"
bg_color = args[21] if len(args) > 21 else ""
transparent_bg = args[22] == "1" if len(args) > 22 else False
scene_path = args[23] if len(args) > 23 else os.path.join(os.path.dirname(frames_dir), "scene.blend")
camera_orbit = args[24] != "0" if len(args) > 24 else True
noise_threshold_arg = args[25] if len(args) > 25 else ""
denoiser_arg = args[26] if len(args) > 26 else ""
denoising_input_passes_arg = args[27] if len(args) > 27 else ""
denoising_prefilter_arg = args[28] if len(args) > 28 else ""
denoising_quality_arg = args[29] if len(args) > 29 else ""
denoising_use_gpu_arg = args[30] if len(args) > 30 else ""
os.makedirs(frames_dir, exist_ok=True)
os.makedirs(os.path.dirname(scene_path), exist_ok=True)
try:
part_colors = json.loads(part_colors_json)
except json.JSONDecodeError:
part_colors = {}
try:
material_map = json.loads(material_map_raw) if material_map_raw else {}
except json.JSONDecodeError:
material_map = {}
try:
part_names_ordered = json.loads(part_names_ordered_raw) if part_names_ordered_raw else []
except json.JSONDecodeError:
part_names_ordered = []
if template_path and not os.path.isfile(template_path):
print(f"[turntable_setup] ERROR: template_path not found: {template_path}")
sys.exit(1)
use_template = bool(template_path)
print(f"[turntable_setup] engine={engine}, samples={samples}, size={width}x{height}, "
f"frames={frame_count}, degrees={degrees}")
print(f"[turntable_setup] part_names_ordered: {len(part_names_ordered)} entries")
if use_template:
print(f"[turntable_setup] template={template_path}, collection={target_collection}, lighting_only={lighting_only}")
else:
print("[turntable_setup] no template — using factory settings (Mode A)")
if material_library_path:
print(f"[turntable_setup] material_library={material_library_path}, material_map keys={list(material_map.keys())}")
# ── SCENE SETUP ──────────────────────────────────────────────────────────
if use_template:
print(f"[turntable_setup] Opening template: {template_path}")
bpy.ops.wm.open_mainfile(filepath=template_path)
target_col = _ensure_collection(target_collection)
parts = _import_stl(stl_path)
_scale_mm_to_m(parts)
_apply_rotation(parts, rotation_x, rotation_y, rotation_z)
for part in parts:
for col in list(part.users_collection):
col.objects.unlink(part)
target_col.objects.link(part)
for part in parts:
_apply_smooth(part, SMOOTH_ANGLE)
if material_library_path and material_map:
mat_map_lower = {k.lower(): v for k, v in material_map.items()}
_apply_material_library(parts, material_library_path, mat_map_lower, part_names_ordered)
for i, part in enumerate(parts):
if not part.data.materials or len(part.data.materials) == 0:
_assign_palette_material(part, i)
else:
for i, part in enumerate(parts):
step_name = _resolve_part_name(i, part, part_names_ordered)
color_hex = part_colors.get(step_name)
if not color_hex:
_assign_palette_material(part, i)
if shadow_catcher:
sc_col_name = "Shadowcatcher"
sc_obj_name = "Shadowcatcher"
for vl in bpy.context.scene.view_layers:
def _enable_col_recursive(layer_col):
if layer_col.collection.name == sc_col_name:
layer_col.exclude = False
layer_col.collection.hide_render = False
layer_col.collection.hide_viewport = False
return True
for child in layer_col.children:
if _enable_col_recursive(child):
return True
return False
_enable_col_recursive(vl.layer_collection)
sc_obj = bpy.data.objects.get(sc_obj_name)
if sc_obj:
all_world_z = []
for part in parts:
for corner in part.bound_box:
all_world_z.append((part.matrix_world @ Vector(corner)).z)
if all_world_z:
sc_obj.location.z = min(all_world_z)
print(f"[turntable_setup] shadow catcher enabled, plane Z={sc_obj.location.z:.4f}")
else:
print(f"[turntable_setup] WARNING: shadow catcher object '{sc_obj_name}' not found")
needs_auto_camera = (lighting_only and not shadow_catcher) or not bpy.context.scene.camera
if not needs_auto_camera and bpy.context.scene.camera:
bpy.context.scene.camera.data.clip_start = 0.001
print(f"[turntable_setup] template mode: {len(parts)} parts imported into '{target_collection}'")
else:
needs_auto_camera = True
bpy.ops.wm.read_factory_settings(use_empty=True)
parts = _import_stl(stl_path)
_scale_mm_to_m(parts)
_apply_rotation(parts, rotation_x, rotation_y, rotation_z)
for i, part in enumerate(parts):
_apply_smooth(part, SMOOTH_ANGLE)
if material_library_path and material_map:
mat_map_lower = {k.lower(): v for k, v in material_map.items()}
_apply_material_library(parts, material_library_path, mat_map_lower, part_names_ordered)
for i, part in enumerate(parts):
if not part.data.materials or len(part.data.materials) == 0:
_assign_palette_material(part, i)
else:
for i, part in enumerate(parts):
step_name = _resolve_part_name(i, part, part_names_ordered)
color_hex = part_colors.get(step_name)
if color_hex:
mat = bpy.data.materials.new(name=f"mat_{part.name}")
mat.use_nodes = True
bsdf = mat.node_tree.nodes.get("Principled BSDF")
if bsdf:
color = _hex_to_linear(color_hex)
bsdf.inputs["Base Color"].default_value = color
bsdf.inputs["Metallic"].default_value = 0.35
bsdf.inputs["Roughness"].default_value = 0.40
try:
bsdf.inputs["Specular IOR Level"].default_value = 0.5
except KeyError:
pass
part.data.materials.clear()
part.data.materials.append(mat)
else:
_assign_palette_material(part, i)
if needs_auto_camera:
all_corners = []
for part in parts:
all_corners.extend(part.matrix_world @ Vector(c) for c in part.bound_box)
bbox_min = Vector((min(v.x for v in all_corners), min(v.y for v in all_corners), min(v.z for v in all_corners)))
bbox_max = Vector((max(v.x for v in all_corners), max(v.y for v in all_corners), max(v.z for v in all_corners)))
bbox_center = (bbox_min + bbox_max) * 0.5
bbox_dims = bbox_max - bbox_min
bsphere_radius = max(bbox_dims.length * 0.5, 0.001)
print(f"[turntable_setup] bbox_dims={tuple(round(d, 4) for d in bbox_dims)}, bsphere_radius={bsphere_radius:.4f}")
if not use_template:
light_dist = bsphere_radius * 6.0
bpy.ops.object.light_add(type='SUN', location=(
bbox_center.x + light_dist * 0.5,
bbox_center.y - light_dist * 0.35,
bbox_center.z + light_dist,
))
sun = bpy.context.active_object
sun.data.energy = 4.0
sun.rotation_euler = (math.radians(45), 0, math.radians(30))
bpy.ops.object.light_add(type='AREA', location=(
bbox_center.x - light_dist * 0.4,
bbox_center.y + light_dist * 0.4,
bbox_center.z + light_dist * 0.7,
))
fill = bpy.context.active_object
fill.data.energy = max(800.0, bsphere_radius ** 2 * 2000.0)
fill.data.size = max(4.0, bsphere_radius * 4.0)
cam_dist = bsphere_radius * 2.5
cam_location = Vector((bbox_center.x + cam_dist, bbox_center.y, bbox_center.z + bsphere_radius * 0.5))
bpy.ops.object.camera_add(location=cam_location)
camera = bpy.context.active_object
bpy.context.scene.camera = camera
camera.data.clip_start = max(cam_dist * 0.001, 0.0001)
camera.data.clip_end = cam_dist * 10.0
empty = bpy.data.objects.new("target", None)
bpy.context.collection.objects.link(empty)
empty.location = bbox_center
track = camera.constraints.new(type='TRACK_TO')
track.target = empty
track.track_axis = 'TRACK_NEGATIVE_Z'
track.up_axis = 'UP_Y'
if not use_template:
world = bpy.data.worlds.new("World")
bpy.context.scene.world = world
world.use_nodes = True
bg = world.node_tree.nodes["Background"]
bg.inputs["Color"].default_value = (0.96, 0.96, 0.97, 1.0)
bg.inputs["Strength"].default_value = 0.15
pivot = bpy.data.objects.new("pivot", None)
bpy.context.collection.objects.link(pivot)
pivot.location = bbox_center
camera.parent = pivot
camera.location = (cam_dist, 0, bsphere_radius * 0.5)
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = frame_count
pivot.rotation_euler = (0, 0, 0)
pivot.keyframe_insert(data_path="rotation_euler", frame=1)
pivot.rotation_euler = _axis_rotation(turntable_axis, degrees)
pivot.keyframe_insert(data_path="rotation_euler", frame=frame_count + 1)
_set_fcurves_linear(pivot.animation_data.action)
else:
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = frame_count
all_corners = []
for part in parts:
all_corners.extend(part.matrix_world @ Vector(c) for c in part.bound_box)
bbox_center = Vector((
(min(v.x for v in all_corners) + max(v.x for v in all_corners)) * 0.5,
(min(v.y for v in all_corners) + max(v.y for v in all_corners)) * 0.5,
(min(v.z for v in all_corners) + max(v.z for v in all_corners)) * 0.5,
))
if camera_orbit and bpy.context.scene.camera:
# Camera-orbit mode: rotate camera around static product.
# Parts stay stationary → Cycles BVH cached across all frames → ~40% speedup.
camera = bpy.context.scene.camera
cam_world = camera.matrix_world.copy()
cam_pivot = bpy.data.objects.new("cam_pivot", None)
bpy.context.collection.objects.link(cam_pivot)
cam_pivot.location = bbox_center
camera.parent = cam_pivot
# Restore world-space transform after parenting (Blender recomputes local matrix)
camera.matrix_world = cam_world
cam_pivot.rotation_euler = (0, 0, 0)
cam_pivot.keyframe_insert(data_path="rotation_euler", frame=1)
cam_pivot.rotation_euler = _axis_rotation(turntable_axis, degrees)
cam_pivot.keyframe_insert(data_path="rotation_euler", frame=frame_count + 1)
_set_fcurves_linear(cam_pivot.animation_data.action)
print(f"[turntable_setup] camera-orbit mode: cam_pivot at {tuple(round(c, 4) for c in bbox_center)}")
else:
# Product-rotation mode: parts parent to pivot (default fallback when no camera)
pivot = bpy.data.objects.new("turntable_pivot", None)
bpy.context.collection.objects.link(pivot)
pivot.location = bbox_center
for part in parts:
part.parent = pivot
pivot.rotation_euler = (0, 0, 0)
pivot.keyframe_insert(data_path="rotation_euler", frame=1)
pivot.rotation_euler = _axis_rotation(turntable_axis, degrees)
pivot.keyframe_insert(data_path="rotation_euler", frame=frame_count + 1)
_set_fcurves_linear(pivot.animation_data.action)
print(f"[turntable_setup] product-rotation mode: {len(parts)} parts parented to turntable_pivot")
# ── Colour management ────────────────────────────────────────────────────
scene = bpy.context.scene
if not use_template:
scene.view_settings.view_transform = 'Standard'
scene.view_settings.exposure = 0.0
scene.view_settings.gamma = 1.0
try:
scene.view_settings.look = 'None'
except Exception:
pass
# ── Render engine ────────────────────────────────────────────────────────
if engine == "eevee":
eevee_ok = False
for eevee_id in ('BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'):
try:
scene.render.engine = eevee_id
eevee_ok = True
print(f"[turntable_setup] EEVEE engine id: {eevee_id}")
break
except TypeError:
continue
if eevee_ok:
for attr in ('taa_render_samples', 'samples'):
try:
setattr(scene.eevee, attr, samples)
break
except AttributeError:
continue
else:
print("[turntable_setup] WARNING: EEVEE not available, falling back to Cycles")
engine = "cycles"
if engine != "eevee":
scene.render.engine = 'CYCLES'
scene.cycles.samples = samples
scene.cycles.use_denoising = True
scene.cycles.denoiser = denoiser_arg if denoiser_arg else 'OPENIMAGEDENOISE'
if denoising_input_passes_arg:
try: scene.cycles.denoising_input_passes = denoising_input_passes_arg
except Exception: pass
if denoising_prefilter_arg:
try: scene.cycles.denoising_prefilter = denoising_prefilter_arg
except Exception: pass
if denoising_quality_arg:
try: scene.cycles.denoising_quality = denoising_quality_arg
except Exception: pass
if denoising_use_gpu_arg:
try: scene.cycles.denoising_use_gpu = (denoising_use_gpu_arg == "1")
except AttributeError: pass
if noise_threshold_arg:
scene.cycles.use_adaptive_sampling = True
scene.cycles.adaptive_threshold = float(noise_threshold_arg)
if denoiser_arg:
scene["_denoiser_override"] = denoiser_arg
# scene.cycles.device is set by turntable_gpu_setup.py at render time
# (GPU preferences are user-level and not stored in .blend)
# We set the intended device here so gpu_setup can read it.
scene["_cycles_device"] = cycles_device
# Keep BVH, textures, and scene data resident on GPU between frames.
# Critical for -a mode: prevents Cycles from re-uploading data each frame.
scene.render.use_persistent_data = True
# No motion blur needed for static mechanical parts — eliminates per-frame
# CPU deformation calculations.
scene.render.use_motion_blur = False
print(f"[turntable_setup] cycles_device preference saved: {cycles_device}")
print("[turntable_setup] use_persistent_data=True, use_motion_blur=False")
# ── Render output settings ───────────────────────────────────────────────
scene.render.resolution_x = width
scene.render.resolution_y = height
scene.render.resolution_percentage = 100
scene.render.image_settings.file_format = 'PNG'
# Blender -a appends 4-digit frame number: "frame_" → "frame_0001.png"
scene.render.filepath = os.path.join(frames_dir, "frame_")
# ── Transparent background ────────────────────────────────────────────────
# bg_color compositing is done by FFmpeg in the compose-video task.
# Blender renders transparent PNG frames (film_transparent=True) when
# bg_color is set; FFmpeg then overlays them over a solid colour background.
if bg_color or transparent_bg:
scene.render.film_transparent = True
if bg_color:
print(f"[turntable_setup] film_transparent=True for FFmpeg bg_color compositing ({bg_color})")
else:
print("[turntable_setup] transparent_bg enabled (alpha PNG frames)")
# ── Save scene ───────────────────────────────────────────────────────────
# save_as_mainfile saves to an explicit new path (like File > Save As).
# save_mainfile would save back to the originally-opened template path.
print(f"[turntable_setup] Saving scene to {scene_path}")
result = bpy.ops.wm.save_as_mainfile(filepath=scene_path)
if 'FINISHED' not in result:
print(f"[turntable_setup] ERROR: save_as_mainfile returned {result} — aborting")
sys.exit(1)
if not os.path.isfile(scene_path):
print(f"[turntable_setup] ERROR: scene file not found after save: {scene_path}")
sys.exit(1)
size_mb = os.path.getsize(scene_path) / 1024 / 1024
print(f"[turntable_setup] Scene saved → {scene_path} ({size_mb:.1f} MB)")
print(f"[turntable_setup] Ready for: blender --background {scene_path} --python turntable_gpu_setup.py -a")
if __name__ == "__main__":
try:
main()
except SystemExit:
raise
except Exception as _exc:
import traceback
traceback.print_exc()
print(f"[turntable_setup] FATAL: unhandled exception — {_exc}")
sys.exit(1)