Cleanup some stuff
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@@ -95,13 +95,14 @@ class ConvertToResonite(Operator):
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.object.mode_set(mode='OBJECT')
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bone.name = re.compile(re.escape("<noik>"), re.IGNORECASE).sub("",bone.name) #remove "NOIK" from bones before translating again, in case an update was done that fixes a translation.
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for bone in armature.data.bones:
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if simplify_bonename(bone.name) in reverse_bone_lookup and reverse_bone_lookup[simplify_bonename(bone.name)] in resonite_translations:
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bone.name = resonite_translations[reverse_bone_lookup[simplify_bonename(bone.name)]]
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else:
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untranslated_bones.add(bone.name)
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bone.name = re.compile(re.escape("<noik>"), re.IGNORECASE).sub("",bone.name)+"<noik>"
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bone.name = bone.name+"<noik>"
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translate_bone_fails += 1
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bpy.ops.object.mode_set(mode='OBJECT')
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+4
-4
@@ -36,9 +36,9 @@ class AutoVisemeButton(bpy.types.Operator):
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update_progress(self, context, t("VisemePanel.removing_existing_visemes"))
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self.remove_existing_vrc_shapekeys(mesh)
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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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shape_a = context.scene.avatar_toolkit_mouth_a
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shape_o = context.scene.avatar_toolkit_mouth_o
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shape_ch = context.scene.avatar_toolkit_mouth_ch
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if shape_a == "Basis" or shape_o == "Basis" or shape_ch == "Basis":
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raise ValueError(t('AutoVisemeButton.error.selectShapekeys'))
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@@ -63,7 +63,7 @@ class AutoVisemeButton(bpy.types.Operator):
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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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self.create_viseme(mesh, viseme_name, shape_mix, context.scene.avatar_toolkit_shape_intensity)
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update_progress(self, context, t("VisemePanel.sorting_shapekeys"))
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common.sort_shape_keys(mesh)
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