# Loads each GLB listed in a text file the way a Godot game does after the editor imported it (res:// paths in a project # that ran `--headless --import`; lib/godot.mjs builds that project) and prints one JSON line per file: {"file", "ok", # "meshes", "bones", "animations", "seconds", "moved_metres", "error"}. An animated file must also play: its first # animation is sought to nine points and some bone or node must move more than a centimetre from the first frame. # The runtime importer (GLTFDocument.append_from_file) crashed Godot 4.7.2 with signal 11 on the skinned clips, 2026-11-05. # Usage: Godot_v4.7.2-stable_win64_console.exe --headless --path --script godot_check.gd -- extends SceneTree func count_nodes(root: Node, type_name: String) -> Array: var found := [] if root.is_class(type_name): found.append(root) for child in root.get_children(): found.append_array(count_nodes(child, type_name)) return found # Bones and every Node3D: a clip on plain nodes (Perseverance's wheels and arm) moves the parts below the node it turns. func moving_positions(skeletons: Array, nodes: Array) -> Array: var positions := [] for skeleton in skeletons: skeleton.force_update_all_bone_transforms() for bone in skeleton.get_bone_count(): positions.append(skeleton.get_bone_global_pose(bone).origin) for node in nodes: positions.append(node.global_position) return positions func check_file(file_path: String) -> Dictionary: var record := {"file": file_path, "ok": false} var packed: PackedScene = load(file_path) if packed == null: record["error"] = "the editor import gave no scene" return record var scene: Node = packed.instantiate() root.add_child(scene) var meshes := count_nodes(scene, "MeshInstance3D") var skeletons := count_nodes(scene, "Skeleton3D") var players := count_nodes(scene, "AnimationPlayer") var spatial_nodes := count_nodes(scene, "Node3D") var bones := 0 for skeleton in skeletons: bones += skeleton.get_bone_count() record["meshes"] = meshes.size() record["bones"] = bones record["animations"] = 0 var played := true if players.size() > 0: var player: AnimationPlayer = players[0] var names := player.get_animation_list() record["animations"] = names.size() if names.size() > 0: var length := player.get_animation(names[0]).length record["seconds"] = length # Manual processing: the script runs before the tree's first frame, so the player is stepped by hand. player.callback_mode_process = AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL player.play(names[0]) player.seek(0.0, true) player.advance(0.0) var first_frame := moving_positions(skeletons, spatial_nodes) # Nine points through the clip: an idle clip barely moves at any single one (Rushed_ID, 9 mm at 37 %). var moved := 0.0 for step in range(1, 10): player.seek(length * step / 10.0, true) player.advance(0.0) var posed := moving_positions(skeletons, spatial_nodes) for index in posed.size(): moved = max(moved, posed[index].distance_to(first_frame[index])) record["moved_metres"] = moved played = moved > 0.01 record["ok"] = (meshes.size() > 0 or bones > 0) and played if not record["ok"]: record["error"] = "no mesh or skeleton" if played else "the first animation does not move anything" scene.queue_free() return record var pending_files := [] func _initialize() -> void: var list_file := FileAccess.open(OS.get_cmdline_user_args()[0], FileAccess.READ) while not list_file.eof_reached(): var line := list_file.get_line().strip_edges() if not line.is_empty(): pending_files.append(line) # One file per frame: an AnimationPlayer only updates its skeleton inside the running tree, which _initialize is not. func _process(_delta: float) -> bool: if pending_files.is_empty(): return true print(JSON.stringify(check_file(pending_files.pop_front()))) return pending_files.is_empty()