https://chat.openai.com/share/cfa1f8f9-bec0-442a-ad0b-08475562e186

https://chat.openai.com/share/cfa1f8f9-bec0-442a-ad0b-08475562e186

Creating a full set of base meshes for anthropomorphic animal characters through code is an ambitious task, as it involves generating various complex shapes representing different body parts. However, I can provide a script that generates simple geometric shapes for basic body parts like heads, bodies, limbs, and tails. Keep in mind that these shapes are very basic and would need further refinement and sculpting to resemble actual animal body parts. Here’s an example script:

Certainly! You can integrate the provided assembly script with the previous script that generates basic body parts. Here’s the combined script:

To rig the generated character parts for use in Godot, we need to add an armature and properly parent the mesh parts to it. This allows for posing and animation within Blender, and once exported to Godot, it will retain the armature and animation data. Below is the modified script:

```python
import bpy
import random

def create_head():
    # Create a new mesh and object
    mesh = bpy.data.meshes.new("Head")
    obj = bpy.data.objects.new("Head", mesh)
    
    # Add the object to the scene
    scene = bpy.context.scene
    scene.collection.objects.link(obj)
    
    # Set the object as active and select it
    bpy.context.view_layer.objects.active = obj
    obj.select_set(True)
    
    # Create a UV sphere
    bpy.ops.mesh.primitive_uv_sphere_add(radius=1, location=(0, 0, 0))
    
    # Rename the mesh
    bpy.context.object.data.name = "HeadMesh"

def create_body():
    # Create a new mesh and object
    mesh = bpy.data.meshes.new("Body")
    obj = bpy.data.objects.new("Body", mesh)
    
    # Add the object to the scene
    scene = bpy.context.scene
    scene.collection.objects.link(obj)
    
    # Set the object as active and select it
    bpy.context.view_layer.objects.active = obj
    obj.select_set(True)
    
    # Create a cube
    bpy.ops.mesh.primitive_cube_add(size=2, location=(0, 0, 0))
    
    # Rename the mesh
    bpy.context.object.data.name = "BodyMesh"

def create_limb():
    # Create a new mesh and object
    mesh = bpy.data.meshes.new("Limb")
    obj = bpy.data.objects.new("Limb", mesh)
    
    # Add the object to the scene
    scene = bpy.context.scene
    scene.collection.objects.link(obj)
    
    # Set the object as active and select it
    bpy.context.view_layer.objects.active = obj
    obj.select_set(True)
    
    # Create a cylinder
    bpy.ops.mesh.primitive_cylinder_add(radius=0.5, depth=2, location=(0, 0, 0))
    
    # Rename the mesh
    bpy.context.object.data.name = "LimbMesh"

def create_tail():
    # Create a new mesh and object
    mesh = bpy.data.meshes.new("Tail")
    obj = bpy.data.objects.new("Tail", mesh)
    
    # Add the object to the scene
    scene = bpy.context.scene
    scene.collection.objects.link(obj)
    
    # Set the object as active and select it
    bpy.context.view_layer.objects.active = obj
    obj.select_set(True)
    
    # Create a cylinder
    bpy.ops.mesh.primitive_cylinder_add(radius=0.25, depth=2, location=(0, 0, 0))
    
    # Rename the mesh
    bpy.context.object.data.name = "TailMesh"

# Import bpy and random if not already imported
try:
    import bpy
    import random
except ImportError:
    raise ImportError("You need to run this script inside Blender's Python environment.")

def select_random_part(parts_collection):
    """Selects a random part from a collection."""
    return random.choice(parts_collection.objects)

def assemble_character(parts_dict):
    """Assembles a character from parts specified in a dictionary."""
    armature = bpy.data.objects.new("Armature", bpy.data.armatures.new("Armature"))
    bpy.context.collection.objects.link(armature)
    bpy.context.view_layer.objects.active = armature
    bpy.ops.object.mode_set(mode='EDIT')
    
    # Create bones for each part
    for part_type, collection in parts_dict.items():
        bpy.ops.armature.bone_primitive_add(name=part_type)
        bone = armature.data.edit_bones[part_type]
        bone.head = (0, 0, 0)
        bone.tail = (0, 1, 0)  # Adjust tail length as needed
    
    bpy.ops.object.mode_set(mode='OBJECT')
    
    character_parts = []
    for part_type, collection in parts_dict.items():
        part = select_random_part(collection).copy()
        bpy.context.collection.objects.link(part)
        character_parts.append(part)
        
        # Parent part to corresponding bone
        part.select_set(True)
        bpy.context.view_layer.objects.active = armature
        bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)
        part.select_set(False)
    
    # Example logic to adjust parts - this needs to be expanded based on your setup
    character_parts[1].location.y = character_parts[0].location.y + 0.5 # Adjust based on actual part dimensions and pivot points

# Dictionary of parts collections
# Replace 'Heads', 'Bodies', etc., with the actual names of your collections in Blender
parts_dict = {
    'head': bpy.data.collections['Heads'],
    'body': bpy.data.collections['Bodies'],
    # Add other parts as needed
}

# Generate body parts
create_head()
create_body()
create_limb()
create_tail()

# Assemble character
assemble_character(parts_dict)
```

This script adds an armature to the scene and creates bones for each body part. Then, it parents each mesh part to its corresponding bone. Once the armature and mesh parts are exported to Godot, the rigging and parenting information will be preserved, allowing for posing and animation within Godot. Adjustments may be needed depending on the specifics of your character's rigging and hierarchy.

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