Eye tracking fixes
This commit is contained in:
@@ -177,7 +177,19 @@ class AvatarToolkitSceneProperties(PropertyGroup):
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('vrc.v_th', 'TH', 'Th as in "think"')
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],
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update=lambda s, c: VisemePreview.update_preview(c)
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)
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eye_tracking_type: EnumProperty(
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name=t("EyeTracking.type"),
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description=t("EyeTracking.type_desc"),
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items=[
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('AV3', t("EyeTracking.type.av3"), t("EyeTracking.type.av3_desc")),
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('SDK2', t("EyeTracking.type.sdk2"), t("EyeTracking.type.sdk2_desc"))
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],
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default='AV3'
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)
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eye_mode: EnumProperty(
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name=t("EyeTracking.mode"),
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items=[
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+180
-102
@@ -29,6 +29,177 @@ VALID_EYE_NAMES = {
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'right': ['RightEye', 'Eye_R', 'eye_R', 'eye.R', 'EyeRight', 'right_eye', 'r_eye']
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}
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class CreateEyesAV3Button(bpy.types.Operator):
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"""Create eye tracking setup for VRChat Avatar 3.0"""
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bl_idname = 'avatar_toolkit.create_eye_tracking_av3'
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bl_label = t('EyeTracking.create.av3.label')
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bl_description = t('EyeTracking.create.av3.desc')
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bl_options = {'REGISTER', 'UNDO'}
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mesh = None
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@classmethod
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def poll(cls, context):
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toolkit = context.scene.avatar_toolkit
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if not toolkit.head or not toolkit.eye_left or not toolkit.eye_right:
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return False
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return True
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def execute(self, context):
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toolkit = context.scene.avatar_toolkit
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armature = get_active_armature(context)
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with ProgressTracker(context, 100, "Creating AV3 Eye Tracking") as progress:
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try:
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context.view_layer.objects.active = armature
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bpy.ops.object.mode_set(mode='EDIT')
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progress.step("Setting up bones")
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# Set up bones
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head = armature.data.edit_bones.get(toolkit.head)
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old_eye_left = armature.data.edit_bones.get(toolkit.eye_left)
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old_eye_right = armature.data.edit_bones.get(toolkit.eye_right)
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# Store original names and transformations
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left_name = old_eye_left.name
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right_name = old_eye_right.name
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left_matrix = old_eye_left.matrix.copy()
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right_matrix = old_eye_right.matrix.copy()
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left_length = old_eye_left.length
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right_length = old_eye_right.length
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# Unparent and remove original bones
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old_eye_left.parent = None
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old_eye_right.parent = None
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armature.data.edit_bones.remove(old_eye_left)
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armature.data.edit_bones.remove(old_eye_right)
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# Create new eye bones with original names
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new_left_eye = armature.data.edit_bones.new(left_name)
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new_right_eye = armature.data.edit_bones.new(right_name)
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# Parent them
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new_left_eye.parent = head
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new_right_eye.parent = head
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# Calculate straight up orientation matrix
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straight_up_matrix = mathutils.Matrix.Rotation(math.pi/2, 3, 'X')
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# Apply rotation while preserving position
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for eye_data in [(new_left_eye, left_matrix, left_length),
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(new_right_eye, right_matrix, right_length)]:
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new_eye, orig_matrix, length = eye_data
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new_matrix = straight_up_matrix.to_4x4()
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new_matrix.translation = orig_matrix.translation
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new_eye.matrix = new_matrix
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new_eye.length = length
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# Disable mirroring to prevent unwanted behavior
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armature.data.use_mirror_x = False
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progress.step("Finalizing setup")
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bpy.ops.object.mode_set(mode='OBJECT')
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self.report({'INFO'}, t('EyeTracking.success'))
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return {'FINISHED'}
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except Exception as e:
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logger.error(f"Eye tracking setup failed: {str(e)}")
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return {'CANCELLED'}
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class CreateEyesSDK2Button(bpy.types.Operator):
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"""Create eye tracking setup for VRChat SDK2"""
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bl_idname = 'avatar_toolkit.create_eye_tracking_sdk2'
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bl_label = t('EyeTracking.create.sdk2.label')
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bl_description = t('EyeTracking.create.sdk2.desc')
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bl_options = {'REGISTER', 'UNDO'}
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mesh = None
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@classmethod
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def poll(cls, context):
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if not get_all_meshes(context):
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return False
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toolkit = context.scene.avatar_toolkit
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if not toolkit.head or not toolkit.eye_left or not toolkit.eye_right:
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return False
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if toolkit.disable_eye_blinking and toolkit.disable_eye_movement:
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return False
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return True
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def execute(self, context):
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toolkit = context.scene.avatar_toolkit
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armature = get_active_armature(context)
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with ProgressTracker(context, 100, "Creating SDK2 Eye Tracking") as progress:
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# Validate setup
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validator = EyeTrackingValidator()
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is_valid, message = validator.validate_setup(context, toolkit.mesh_name_eye)
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if not is_valid:
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self.report({'ERROR'}, message)
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return {'CANCELLED'}
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try:
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context.view_layer.objects.active = armature
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bpy.ops.object.mode_set(mode='EDIT')
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progress.step("Setting up bones")
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self.mesh = bpy.data.objects.get(toolkit.mesh_name_eye)
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# Set up bones
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head = armature.data.edit_bones.get(toolkit.head)
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old_eye_left = armature.data.edit_bones.get(toolkit.eye_left)
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old_eye_right = armature.data.edit_bones.get(toolkit.eye_right)
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# Create new eye bones
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new_left_eye = armature.data.edit_bones.new('LeftEye')
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new_right_eye = armature.data.edit_bones.new('RightEye')
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# Parent them
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new_left_eye.parent = head
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new_right_eye.parent = head
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# Calculate positions for SDK2 style
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fix_eye_position(context, old_eye_left, new_left_eye, head, False)
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fix_eye_position(context, old_eye_right, new_right_eye, head, True)
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progress.step("Processing vertex groups")
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if not toolkit.disable_eye_movement:
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# Switch to object mode for vertex group operations
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.select_all(action='DESELECT')
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self.mesh.select_set(True)
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context.view_layer.objects.active = self.mesh
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copy_vertex_group(self, old_eye_left.name, 'LeftEye')
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copy_vertex_group(self, old_eye_right.name, 'RightEye')
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# Return to armature edit mode
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context.view_layer.objects.active = armature
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bpy.ops.object.mode_set(mode='EDIT')
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progress.step("Processing shape keys")
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if not toolkit.disable_eye_blinking:
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shapes = [toolkit.wink_left, toolkit.wink_right,
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toolkit.lowerlid_left, toolkit.lowerlid_right]
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new_shapes = ['vrc.blink_left', 'vrc.blink_right',
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'vrc.lowerlid_left', 'vrc.lowerlid_right']
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progress.step("Finalizing setup")
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bpy.ops.object.mode_set(mode='OBJECT')
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toolkit.eye_mode = 'TESTING'
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self.report({'INFO'}, t('EyeTracking.success'))
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return {'FINISHED'}
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except Exception as e:
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logger.error(f"Eye tracking setup failed: {str(e)}")
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return {'CANCELLED'}
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class EyeTrackingBackup:
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def __init__(self):
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self.backup_path = os.path.join(bpy.app.tempdir, "eye_tracking_backup.json")
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@@ -126,108 +297,6 @@ class EyeTrackingValidator:
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return False, t('EyeTracking.validation.missingBones', bones=', '.join(missing_bones))
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return True, t('EyeTracking.validation.success')
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class CreateEyesButton(bpy.types.Operator):
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bl_idname = 'avatar_toolkit.create_eye_tracking'
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bl_label = t('EyeTracking.create.label')
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bl_description = t('EyeTracking.create.desc')
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bl_options = {'REGISTER', 'UNDO'}
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mesh = None
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@classmethod
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def poll(cls, context):
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if not get_all_meshes(context):
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return False
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toolkit = context.scene.avatar_toolkit
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if not toolkit.head or not toolkit.eye_left or not toolkit.eye_right:
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return False
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if toolkit.disable_eye_blinking and toolkit.disable_eye_movement:
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return False
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return True
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def execute(self, context):
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toolkit = context.scene.avatar_toolkit
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armature = get_active_armature(context)
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with ProgressTracker(context, 100, "Creating Eye Tracking") as progress:
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# Validate setup
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validator = EyeTrackingValidator()
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is_valid, message = validator.validate_setup(context, toolkit.mesh_name_eye)
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if not is_valid:
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self.report({'ERROR'}, message)
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return {'CANCELLED'}
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# Create backup
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backup = EyeTrackingBackup()
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if not backup.store_bone_positions(armature):
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logger.warning("Failed to create backup")
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try:
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# Set active object and mode
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context.view_layer.objects.active = armature
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bpy.ops.object.mode_set(mode='EDIT')
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progress.step("Setting up bones")
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self.mesh = bpy.data.objects.get(toolkit.mesh_name_eye)
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# Set up bones
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head = armature.data.edit_bones.get(toolkit.head)
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old_eye_left = armature.data.edit_bones.get(toolkit.eye_left)
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old_eye_right = armature.data.edit_bones.get(toolkit.eye_right)
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if not toolkit.disable_eye_blinking:
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if not all([toolkit.wink_left, toolkit.wink_right,
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toolkit.lowerlid_left, toolkit.lowerlid_right]):
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self.report({'ERROR'}, t('EyeTracking.error.noShapeSelected'))
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return {'CANCELLED'}
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progress.step("Processing vertex groups")
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# Create new eye bones
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new_left_eye = armature.data.edit_bones.new('LeftEye')
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new_right_eye = armature.data.edit_bones.new('RightEye')
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# Parent them
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new_left_eye.parent = head
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new_right_eye.parent = head
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# Calculate positions
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fix_eye_position(context, old_eye_left, new_left_eye, head, False)
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fix_eye_position(context, old_eye_right, new_right_eye, head, True)
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progress.step("Processing shape keys")
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# Process shape keys
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if not toolkit.disable_eye_movement:
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self.copy_vertex_group(old_eye_left.name, 'LeftEye')
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self.copy_vertex_group(old_eye_right.name, 'RightEye')
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# Handle shape keys
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shapes = [toolkit.wink_left, toolkit.wink_right,
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toolkit.lowerlid_left, toolkit.lowerlid_right]
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new_shapes = ['vrc.blink_left', 'vrc.blink_right',
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'vrc.lowerlid_left', 'vrc.lowerlid_right']
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progress.step("Finalizing setup")
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# Reset modes and cleanup
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bpy.ops.object.mode_set(mode='OBJECT')
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# Update scene properties
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toolkit.eye_mode = 'TESTING'
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self.report({'INFO'}, t('EyeTracking.success'))
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return {'FINISHED'}
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except Exception as e:
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logger.error(f"Eye tracking setup failed: {str(e)}")
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if backup.restore_bone_positions(get_active_armature(context)):
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logger.info("Restored from backup")
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return {'CANCELLED'}
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class StartTestingButton(bpy.types.Operator):
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bl_idname = 'avatar_toolkit.start_eye_testing'
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@@ -318,6 +387,8 @@ class StopTestingButton(bpy.types.Operator):
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eye_left_rot = []
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eye_right_rot = []
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bpy.ops.object.mode_set(mode='OBJECT')
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return {'FINISHED'}
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def set_rotation(self, context):
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@@ -695,6 +766,12 @@ def vertex_group_exists(mesh_obj, group_name):
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def copy_vertex_group(self, vertex_group, rename_to):
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"""Copy vertex group with new name"""
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vertex_group_index = 0
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# Select and make mesh active
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.select_all(action='DESELECT')
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self.mesh.select_set(True)
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bpy.context.view_layer.objects.active = self.mesh
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for group in self.mesh.vertex_groups:
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if group.name == vertex_group:
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self.mesh.vertex_groups.active_index = vertex_group_index
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@@ -703,6 +780,7 @@ def copy_vertex_group(self, vertex_group, rename_to):
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break
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vertex_group_index += 1
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def copy_shape_key(self, context, from_shape, new_names, new_index):
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"""Copy shape key with new name"""
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blinking = not context.scene.avatar_toolkit.disable_eye_blinking
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@@ -303,6 +303,17 @@
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"EyeTracking.head_bone_desc": "Select head bone",
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"EyeTracking.eye_left_desc": "Select left eye bone",
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"EyeTracking.eye_right_desc": "Select right eye bone",
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"EyeTracking.type": "Eye Tracking Type",
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"EyeTracking.type_desc": "Select the type of eye tracking setup to create",
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"EyeTracking.create.av3.label": "Create AV3 Eye Tracking",
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"EyeTracking.create.av3.desc": "Set up eye tracking for VRChat Avatar 3.0",
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"EyeTracking.create.sdk2.label": "Create SDK2 Eye Tracking",
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"EyeTracking.create.sdk2.desc": "Set up eye tracking for VRChat SDK2",
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"EyeTracking.sdk_version": "SDK Version",
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"EyeTracking.type.av3": "Avatar 3.0",
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"EyeTracking.type.av3_desc": "VRChat Avatar 3.0 eye tracking setup",
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"EyeTracking.type.sdk2": "SDK2 (Legacy)",
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"EyeTracking.type.sdk2_desc": "VRChat SDK2 eye tracking setup",
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"Settings.label": "Settings",
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"Settings.language": "Language",
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+138
-94
@@ -5,7 +5,8 @@ from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
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from ..core.translations import t
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from ..core.common import get_active_armature, get_all_meshes
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from ..functions.eye_tracking import (
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CreateEyesButton,
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CreateEyesAV3Button,
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CreateEyesSDK2Button,
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StartTestingButton,
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StopTestingButton,
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ResetRotationButton,
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@@ -33,110 +34,153 @@ class AvatarToolKit_PT_EyeTrackingPanel(Panel):
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layout = self.layout
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toolkit = context.scene.avatar_toolkit
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# Mode Selection Box
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mode_box = layout.box()
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col = mode_box.column(align=True)
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col.label(text=t("EyeTracking.mode_select"), icon='TOOL_SETTINGS')
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# SDK Version Selection Box
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sdk_box = layout.box()
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col = sdk_box.column(align=True)
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col.label(text=t("EyeTracking.sdk_version"), icon='PRESET')
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col.separator(factor=0.5)
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col.prop(toolkit, "eye_mode", expand=True)
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row = col.row(align=True)
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row.prop(toolkit, "eye_tracking_type", expand=True)
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if toolkit.eye_mode == 'CREATION':
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# Mesh Setup Box
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mesh_box = layout.box()
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col = mesh_box.column(align=True)
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col.label(text=t("EyeTracking.mesh_setup"), icon='MESH_DATA')
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if toolkit.eye_tracking_type == 'SDK2':
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# Mode Selection Box
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mode_box = layout.box()
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col = mode_box.column(align=True)
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col.label(text=t("EyeTracking.setup"), icon='TOOL_SETTINGS')
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col.separator(factor=0.5)
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col.prop(toolkit, "mesh_name_eye", text="")
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col.prop(toolkit, "eye_mode", expand=True)
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# Bone Setup Box
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bone_box = layout.box()
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col = bone_box.column(align=True)
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col.label(text=t("EyeTracking.bone_setup"), icon='BONE_DATA')
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col.separator(factor=0.5)
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armature = get_active_armature(context)
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if armature:
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col.prop_search(toolkit, "head", armature.data, "bones", text=t("EyeTracking.head_bone"))
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col.prop_search(toolkit, "eye_left", armature.data, "bones", text=t("EyeTracking.eye_left"))
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col.prop_search(toolkit, "eye_right", armature.data, "bones", text=t("EyeTracking.eye_right"))
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if toolkit.eye_mode == 'CREATION':
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self.draw_creation_mode(context, layout)
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else:
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col.label(text=t("EyeTracking.no_armature"), icon='ERROR')
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self.draw_testing_mode(context, layout)
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else:
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# AV3 bone setup only
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self.draw_av3_setup(context, layout)
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# Shapekey Setup Box
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shape_box = layout.box()
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col = shape_box.column(align=True)
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col.label(text=t("EyeTracking.shapekey_setup"), icon='SHAPEKEY_DATA')
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def draw_av3_setup(self, context: Context, layout: UILayout) -> None:
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toolkit = context.scene.avatar_toolkit
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# Bone Setup Box
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bone_box = layout.box()
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col = bone_box.column(align=True)
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col.label(text=t("EyeTracking.bone_setup"), icon='BONE_DATA')
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col.separator(factor=0.5)
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armature = get_active_armature(context)
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if armature:
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col.prop_search(toolkit, "head", armature.data, "bones", text=t("EyeTracking.head_bone"))
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||||
col.prop_search(toolkit, "eye_left", armature.data, "bones", text=t("EyeTracking.eye_left"))
|
||||
col.prop_search(toolkit, "eye_right", armature.data, "bones", text=t("EyeTracking.eye_right"))
|
||||
else:
|
||||
col.label(text=t("EyeTracking.no_armature"), icon='ERROR')
|
||||
|
||||
# Create Button
|
||||
row = layout.row(align=True)
|
||||
row.scale_y = 1.5
|
||||
row.operator(CreateEyesAV3Button.bl_idname, icon='PLAY')
|
||||
|
||||
def draw_creation_mode(self, context: Context, layout: UILayout) -> None:
|
||||
toolkit = context.scene.avatar_toolkit
|
||||
|
||||
# Bone Setup Box
|
||||
bone_box = layout.box()
|
||||
col = bone_box.column(align=True)
|
||||
col.label(text=t("EyeTracking.bone_setup"), icon='BONE_DATA')
|
||||
col.separator(factor=0.5)
|
||||
|
||||
armature = get_active_armature(context)
|
||||
if armature:
|
||||
col.prop_search(toolkit, "head", armature.data, "bones", text=t("EyeTracking.head_bone"))
|
||||
col.prop_search(toolkit, "eye_left", armature.data, "bones", text=t("EyeTracking.eye_left"))
|
||||
col.prop_search(toolkit, "eye_right", armature.data, "bones", text=t("EyeTracking.eye_right"))
|
||||
else:
|
||||
col.label(text=t("EyeTracking.no_armature"), icon='ERROR')
|
||||
|
||||
# Mesh Setup Box
|
||||
mesh_box = layout.box()
|
||||
col = mesh_box.column(align=True)
|
||||
col.label(text=t("EyeTracking.mesh_setup"), icon='MESH_DATA')
|
||||
col.separator(factor=0.5)
|
||||
col.prop_search(toolkit, "mesh_name_eye", bpy.data, "objects", text="")
|
||||
|
||||
# Shape Key Setup Box
|
||||
shape_box = layout.box()
|
||||
col = shape_box.column(align=True)
|
||||
col.label(text=t("EyeTracking.shapekey_setup"), icon='SHAPEKEY_DATA')
|
||||
col.separator(factor=0.5)
|
||||
|
||||
mesh = bpy.data.objects.get(toolkit.mesh_name_eye)
|
||||
if mesh and mesh.data.shape_keys:
|
||||
col.prop_search(toolkit, "wink_left", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.wink_left"))
|
||||
col.prop_search(toolkit, "wink_right", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.wink_right"))
|
||||
col.prop_search(toolkit, "lowerlid_left", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.lowerlid_left"))
|
||||
col.prop_search(toolkit, "lowerlid_right", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.lowerlid_right"))
|
||||
else:
|
||||
col.label(text=t("EyeTracking.no_shapekeys"), icon='ERROR')
|
||||
|
||||
# Options Box
|
||||
options_box = layout.box()
|
||||
col = options_box.column(align=True)
|
||||
col.label(text=t("EyeTracking.options"), icon='SETTINGS')
|
||||
col.separator(factor=0.5)
|
||||
col.prop(toolkit, "disable_eye_blinking")
|
||||
col.prop(toolkit, "disable_eye_movement")
|
||||
if not toolkit.disable_eye_movement:
|
||||
col.prop(toolkit, "eye_distance")
|
||||
|
||||
# Create Button
|
||||
row = layout.row(align=True)
|
||||
row.scale_y = 1.5
|
||||
row.operator(CreateEyesSDK2Button.bl_idname, icon='PLAY')
|
||||
|
||||
def draw_testing_mode(self, context: Context, layout: UILayout) -> None:
|
||||
toolkit = context.scene.avatar_toolkit
|
||||
|
||||
if context.mode != 'POSE':
|
||||
# Testing Start Box
|
||||
test_box = layout.box()
|
||||
col = test_box.column(align=True)
|
||||
col.label(text=t("EyeTracking.testing"), icon='PLAY')
|
||||
col.separator(factor=0.5)
|
||||
|
||||
mesh = bpy.data.objects.get(toolkit.mesh_name_eye)
|
||||
if mesh and mesh.data.shape_keys:
|
||||
col.prop_search(toolkit, "wink_left", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.wink_left"))
|
||||
col.prop_search(toolkit, "wink_right", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.wink_right"))
|
||||
col.prop_search(toolkit, "lowerlid_left", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.lowerlid_left"))
|
||||
col.prop_search(toolkit, "lowerlid_right", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.lowerlid_right"))
|
||||
else:
|
||||
col.label(text=t("EyeTracking.no_shapekeys"), icon='ERROR')
|
||||
|
||||
# Options Box
|
||||
options_box = layout.box()
|
||||
col = options_box.column(align=True)
|
||||
col.label(text=t("EyeTracking.options"), icon='SETTINGS')
|
||||
row = col.row(align=True)
|
||||
row.scale_y = 1.5
|
||||
row.operator(StartTestingButton.bl_idname, icon='PLAY')
|
||||
else:
|
||||
# Eye Rotation Box
|
||||
rotation_box = layout.box()
|
||||
col = rotation_box.column(align=True)
|
||||
col.label(text=t("EyeTracking.rotation_controls"), icon='DRIVER_ROTATIONAL_DIFFERENCE')
|
||||
col.separator(factor=0.5)
|
||||
col.prop(toolkit, "disable_eye_blinking")
|
||||
col.prop(toolkit, "disable_eye_movement")
|
||||
if not toolkit.disable_eye_movement:
|
||||
col.prop(toolkit, "eye_distance")
|
||||
col.prop(toolkit, "eye_rotation_x", text=t("EyeTracking.rotation.x"))
|
||||
col.prop(toolkit, "eye_rotation_y", text=t("EyeTracking.rotation.y"))
|
||||
col.operator(ResetRotationButton.bl_idname, icon='LOOP_BACK')
|
||||
|
||||
# Create Button
|
||||
# Eye Adjustment Box
|
||||
adjust_box = layout.box()
|
||||
col = adjust_box.column(align=True)
|
||||
col.label(text=t("EyeTracking.adjustments"), icon='MODIFIER')
|
||||
col.separator(factor=0.5)
|
||||
col.prop(toolkit, "eye_distance")
|
||||
col.operator(AdjustEyesButton.bl_idname, icon='CON_TRACKTO')
|
||||
|
||||
# Blinking Test Box
|
||||
blink_box = layout.box()
|
||||
col = blink_box.column(align=True)
|
||||
col.label(text=t("EyeTracking.blink_testing"), icon='HIDE_OFF')
|
||||
col.separator(factor=0.5)
|
||||
row = col.row(align=True)
|
||||
row.prop(toolkit, "eye_blink_shape")
|
||||
row.operator(TestBlinking.bl_idname, icon='RESTRICT_VIEW_OFF')
|
||||
row = col.row(align=True)
|
||||
row.prop(toolkit, "eye_lowerlid_shape")
|
||||
row.operator(TestLowerlid.bl_idname, icon='RESTRICT_VIEW_OFF')
|
||||
col.operator(ResetBlinkTest.bl_idname, icon='LOOP_BACK')
|
||||
|
||||
# Stop Testing Button
|
||||
row = layout.row(align=True)
|
||||
row.scale_y = 1.5
|
||||
row.operator(CreateEyesButton.bl_idname, icon='PLAY')
|
||||
|
||||
else:
|
||||
if context.mode != 'POSE':
|
||||
# Testing Start Box
|
||||
test_box = layout.box()
|
||||
col = test_box.column(align=True)
|
||||
col.label(text=t("EyeTracking.testing"), icon='PLAY')
|
||||
col.separator(factor=0.5)
|
||||
row = col.row(align=True)
|
||||
row.scale_y = 1.5
|
||||
row.operator(StartTestingButton.bl_idname, icon='PLAY')
|
||||
else:
|
||||
# Eye Rotation Box
|
||||
rotation_box = layout.box()
|
||||
col = rotation_box.column(align=True)
|
||||
col.label(text=t("EyeTracking.rotation_controls"), icon='DRIVER_ROTATIONAL_DIFFERENCE')
|
||||
col.separator(factor=0.5)
|
||||
col.prop(toolkit, "eye_rotation_x", text=t("EyeTracking.rotation.x"))
|
||||
col.prop(toolkit, "eye_rotation_y", text=t("EyeTracking.rotation.y"))
|
||||
col.operator(ResetRotationButton.bl_idname, icon='LOOP_BACK')
|
||||
|
||||
# Eye Adjustment Box
|
||||
adjust_box = layout.box()
|
||||
col = adjust_box.column(align=True)
|
||||
col.label(text=t("EyeTracking.adjustments"), icon='MODIFIER')
|
||||
col.separator(factor=0.5)
|
||||
col.prop(toolkit, "eye_distance")
|
||||
col.operator(AdjustEyesButton.bl_idname, icon='CON_TRACKTO')
|
||||
|
||||
# Blinking Test Box
|
||||
blink_box = layout.box()
|
||||
col = blink_box.column(align=True)
|
||||
col.label(text=t("EyeTracking.blink_testing"), icon='HIDE_OFF')
|
||||
col.separator(factor=0.5)
|
||||
row = col.row(align=True)
|
||||
row.prop(toolkit, "eye_blink_shape")
|
||||
row.operator(TestBlinking.bl_idname, icon='RESTRICT_VIEW_OFF')
|
||||
row = col.row(align=True)
|
||||
row.prop(toolkit, "eye_lowerlid_shape")
|
||||
row.operator(TestLowerlid.bl_idname, icon='RESTRICT_VIEW_OFF')
|
||||
col.operator(ResetBlinkTest.bl_idname, icon='LOOP_BACK')
|
||||
|
||||
# Stop Testing Button
|
||||
row = layout.row(align=True)
|
||||
row.scale_y = 1.5
|
||||
row.operator(StopTestingButton.bl_idname, icon='PAUSE')
|
||||
row.operator(StopTestingButton.bl_idname, icon='PAUSE')
|
||||
|
||||
# Reset Button
|
||||
row = layout.row(align=True)
|
||||
|
||||
Reference in New Issue
Block a user