Basic Viseme Creation Support
Does not work yet, but it's the start
This commit is contained in:
@@ -57,3 +57,58 @@ def get_armature(context, armature_name=None) -> Optional[Object]:
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if obj.type == "ARMATURE":
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return obj
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return next((obj for obj in context.view_layer.objects if obj.type == 'ARMATURE'), None)
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def has_shapekeys(mesh_obj):
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return mesh_obj.data.shape_keys is not None
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def has_shapekeys(mesh_obj):
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return mesh_obj.data.shape_keys is not None
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def sort_shape_keys(mesh):
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if not has_shapekeys(mesh):
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return
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order = [
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'Basis',
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'vrc.blink_left',
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'vrc.blink_right',
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'vrc.lowerlid_left',
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'vrc.lowerlid_right',
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'vrc.v_aa',
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'vrc.v_ch',
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'vrc.v_dd',
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'vrc.v_e',
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'vrc.v_ff',
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'vrc.v_ih',
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'vrc.v_kk',
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'vrc.v_nn',
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'vrc.v_oh',
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'vrc.v_ou',
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'vrc.v_pp',
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'vrc.v_rr',
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'vrc.v_sil',
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'vrc.v_ss',
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'vrc.v_th',
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]
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shape_keys = mesh.data.shape_keys.key_blocks
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for i, name in enumerate(order):
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if name in shape_keys:
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index = shape_keys.find(name)
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if index != i:
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bpy.context.object.active_shape_key_index = index
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for _ in range(abs(index - i)):
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bpy.ops.object.shape_key_move(type='UP' if index > i else 'DOWN')
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# Move any remaining shape keys to the end
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for key in shape_keys:
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if key.name not in order:
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index = shape_keys.find(key.name)
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bpy.context.object.active_shape_key_index = index
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for _ in range(len(shape_keys) - index - 1):
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bpy.ops.object.shape_key_move(type='DOWN')
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def get_shapekeys(mesh, prefix=''):
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if not has_shapekeys(mesh):
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return []
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return [(key.name, key.name, key.name) for key in mesh.data.shape_keys.key_blocks if key.name != 'Basis' and key.name.startswith(prefix)]
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+11
-1
@@ -13,6 +13,16 @@ def register():
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update=update_language
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)
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bpy.types.Scene.mouth_a = bpy.props.StringProperty(name=t("Scene.mouth_a.label"), description=t("Scene.mouth_a.desc"))
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bpy.types.Scene.mouth_o = bpy.props.StringProperty(name=t("Scene.mouth_o.label"), description=t("Scene.mouth_o.desc"))
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bpy.types.Scene.mouth_ch = bpy.props.StringProperty(name=t("Scene.mouth_ch.label"), description=t("Scene.mouth_ch.desc"))
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bpy.types.Scene.shape_intensity = bpy.props.FloatProperty(name=t("Scene.shape_intensity.label"), description=t("Scene.shape_intensity.desc"), default=1.0, min=0.0, max=2.0)
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def unregister():
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if hasattr(bpy.types.Scene, "avatar_toolkit_language"):
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del bpy.types.Scene.avatar_toolkit_language
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del bpy.types.Scene.avatar_toolkit_language
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del bpy.types.Scene.mouth_a
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del bpy.types.Scene.mouth_o
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del bpy.types.Scene.mouth_ch
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del bpy.types.Scene.shape_intensity
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@@ -1,4 +1,5 @@
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import bpy
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import typing
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from typing import List, Type
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# List to store the classes to register
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@@ -0,0 +1,81 @@
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import bpy
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from ..core import common
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from ..core.register import register_wrap
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from ..functions.translations import t
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@register_wrap
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class AutoVisemeButton(bpy.types.Operator):
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bl_idname = 'avatar_toolkit.create_visemes'
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bl_label = t('AutoVisemeButton.label')
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bl_description = t('AutoVisemeButton.desc')
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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return context.active_object and context.active_object.type == 'MESH'
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def execute(self, context):
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mesh = context.active_object
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if not mesh or not common.has_shapekeys(mesh):
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self.report({'ERROR'}, t('AutoVisemeButton.error.noShapekeys'))
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return {'CANCELLED'}
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shape_a = context.scene.mouth_a
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shape_o = context.scene.mouth_o
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shape_ch = context.scene.mouth_ch
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if shape_a == "Basis" or shape_o == "Basis" or shape_ch == "Basis":
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self.report({'ERROR'}, t('AutoVisemeButton.error.selectShapekeys'))
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return {'CANCELLED'}
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# Create visemes
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visemes = [
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('vrc.v_aa', [(shape_a, 0.9998)]),
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('vrc.v_ch', [(shape_ch, 0.9996)]),
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('vrc.v_dd', [(shape_a, 0.3), (shape_ch, 0.7)]),
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('vrc.v_e', [(shape_a, 0.5), (shape_ch, 0.2)]),
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('vrc.v_ff', [(shape_a, 0.2), (shape_ch, 0.4)]),
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('vrc.v_ih', [(shape_ch, 0.7), (shape_o, 0.3)]),
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('vrc.v_kk', [(shape_a, 0.7), (shape_ch, 0.4)]),
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('vrc.v_nn', [(shape_a, 0.2), (shape_ch, 0.7)]),
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('vrc.v_oh', [(shape_a, 0.2), (shape_o, 0.8)]),
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('vrc.v_ou', [(shape_o, 0.9994)]),
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('vrc.v_pp', [(shape_a, 0.0004), (shape_o, 0.0004)]),
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('vrc.v_rr', [(shape_ch, 0.5), (shape_o, 0.3)]),
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('vrc.v_sil', [(shape_a, 0.0002), (shape_ch, 0.0002)]),
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('vrc.v_ss', [(shape_ch, 0.8)]),
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('vrc.v_th', [(shape_a, 0.4), (shape_o, 0.15)])
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]
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for viseme_name, shape_mix in visemes:
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self.create_viseme(mesh, viseme_name, shape_mix, context.scene.shape_intensity)
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# Sort shape keys
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common.sort_shape_keys(mesh)
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self.report({'INFO'}, t('AutoVisemeButton.success'))
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return {'FINISHED'}
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def create_viseme(self, mesh, viseme_name, shape_mix, intensity):
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# Remove existing viseme if it exists
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if viseme_name in mesh.data.shape_keys.key_blocks:
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mesh.shape_key_remove(mesh.data.shape_keys.key_blocks[viseme_name])
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# Create new viseme
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new_key = mesh.shape_key_add(name=viseme_name, from_mix=False)
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new_key.value = 1.0
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# Mix shapes
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for shape_name, value in shape_mix:
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if shape_name in mesh.data.shape_keys.key_blocks:
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shape = mesh.data.shape_keys.key_blocks[shape_name]
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shape.value = value * intensity
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# Apply mix
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mesh.shape_key_add(name=viseme_name, from_mix=True)
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# Reset shape key values
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for shape in mesh.data.shape_keys.key_blocks:
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shape.value = 0.0
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new_key.value = 1.0
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@@ -0,0 +1,32 @@
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import bpy
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from ..core.register import register_wrap
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from ..functions.translations import t
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@register_wrap
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class AvatarToolkitVisemePanel(bpy.types.Panel):
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bl_label = t("Viseme.label")
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bl_idname = "OBJECT_PT_avatar_toolkit_viseme"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "Avatar Toolkit"
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bl_parent_id = "OBJECT_PT_avatar_toolkit"
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def draw(self, context):
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layout = self.layout
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mesh = context.active_object
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if not mesh or mesh.type != 'MESH':
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layout.label(text=t('VisemePanel.error.noMesh'), icon='ERROR')
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return
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if not mesh.data.shape_keys:
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layout.label(text=t('VisemePanel.error.noShapekeys'), icon='ERROR')
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return
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layout.prop_search(context.scene, "mouth_a", mesh.data.shape_keys, "key_blocks", text=t('Scene.mouth_a.label'))
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layout.prop_search(context.scene, "mouth_o", mesh.data.shape_keys, "key_blocks", text=t('Scene.mouth_o.label'))
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layout.prop_search(context.scene, "mouth_ch", mesh.data.shape_keys, "key_blocks", text=t('Scene.mouth_ch.label'))
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layout.prop(context.scene, 'shape_intensity')
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layout.operator("avatar_toolkit.create_visemes", icon='TRIA_RIGHT')
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