Merge pull request #218 from Yusarina/atk-next
Bring ATK Next up to date with Current
This commit is contained in:
+60
-6
@@ -142,6 +142,41 @@ def set_active_armature(context: Context, armature: Object) -> None:
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else:
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context.scene.avatar_toolkit.active_armature = 'NONE'
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def get_mesh_from_identifier(mesh_id: str) -> Optional[Object]:
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"""Get mesh object from safe identifier
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Args:
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mesh_id: Safe identifier in format "MESH_{pointer}" or direct object name
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Returns:
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Mesh object or None if not found
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"""
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if not mesh_id or mesh_id == 'NONE':
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return None
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# Handle new-style identifiers (MESH_{pointer})
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if mesh_id.startswith('MESH_'):
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try:
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pointer_str = mesh_id[5:] # Remove "MESH_" prefix
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target_pointer = int(pointer_str)
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# Search for object with matching pointer
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for obj in bpy.data.objects:
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if obj.type == 'MESH' and obj.as_pointer() == target_pointer:
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return obj
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except (ValueError, AttributeError):
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pass
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# Fallback for old-style identifiers (direct name)
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return bpy.data.objects.get(mesh_id)
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def clear_enum_caches() -> None:
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"""Clear all enum property caches to force refresh of dropdown lists"""
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if hasattr(get_armature_list, '_cache_key'):
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delattr(get_armature_list, '_cache_key')
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if hasattr(get_armature_list, '_cached_items'):
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delattr(get_armature_list, '_cached_items')
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def get_armature_list(self: Optional[Any] = None, context: Optional[Context] = None) -> List[Tuple[str, str, str]]:
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"""Get list of all armature objects in the scene
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@@ -149,21 +184,40 @@ def get_armature_list(self: Optional[Any] = None, context: Optional[Context] = N
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- identifier: ASCII-safe unique ID (uses object's memory address)
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- display_name: The actual object name (can contain Japanese characters)
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- description: Empty string
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Uses caching to prevent encoding issues with Blender's EnumProperty system
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"""
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if context is None:
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context = bpy.context
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# Use object's as_pointer() value as a safe ASCII identifier
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# Create a cache key based on armature objects in scene
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armature_objects = [obj for obj in context.scene.objects if obj.type == 'ARMATURE']
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cache_key = tuple((obj.name, obj.as_pointer()) for obj in armature_objects)
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# Check if we have a cached result
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if hasattr(get_armature_list, '_cache_key') and get_armature_list._cache_key == cache_key:
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if hasattr(get_armature_list, '_cached_items'):
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return get_armature_list._cached_items
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# Build the list
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armatures = []
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for obj in context.scene.objects:
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if obj.type == 'ARMATURE':
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for obj in armature_objects:
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# Create a safe ASCII identifier using the object pointer
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safe_id = f"ARM_{obj.as_pointer()}"
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armatures.append((safe_id, obj.name, ""))
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# Use the name directly - Blender should handle Unicode in display names
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display_name = obj.name
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armatures.append((safe_id, display_name, ""))
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if not armatures:
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return [('NONE', t("Armature.validation.no_armature"), '')]
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return armatures
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result = [('NONE', t("Armature.validation.no_armature"), '')]
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else:
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result = armatures
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# Cache the result
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get_armature_list._cache_key = cache_key
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get_armature_list._cached_items = result
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return result
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def auto_select_single_armature(context: Context) -> None:
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"""Automatically select armature if only one exists in scene"""
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@@ -174,6 +174,130 @@ physics_names: Dict[str, List[str]] = {
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"breast_tip": ["胸先", "むねさき", "ブレストティップ", "breasttip"],
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}
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# MMD bone name patterns (for detection)
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mmd_bone_patterns: List[str] = [
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# Japanese bone names
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'全ての親', 'センター', '上半身', '下半身', '首', '頭',
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'右腕', '左腕', '右ひじ', '左ひじ', '右手首', '左手首',
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'右足', '左足', '右ひざ', '左ひざ', '右足首', '左足首',
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'両目', '左目', '右目', '右肩', '左肩',
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# English bone names (common in MMD exports)
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'center', 'groove', 'waist', 'upperbody', 'upperbody2', 'lowerbody',
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'neck', 'head',
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'shoulder_r', 'shoulder_l', 'arm_r', 'arm_l',
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'elbow_r', 'elbow_l', 'wrist_r', 'wrist_l',
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'leg_r', 'leg_l', 'knee_r', 'knee_l',
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'ankle_r', 'ankle_l', 'toe_r', 'toe_l',
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# Mixed/Romanized patterns
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'센터', 'グルーブ', 'ウエスト',
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# Common MMD suffixes
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'_r', '_l', '.r', '.l'
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]
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# MMD to Unity bone mapping
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# Maps MMD bone names (after English translation) to Unity humanoid bone names
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mmd_to_unity_bone_map: Dict[str, Optional[str]] = {
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# Root and core
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"ParentNode": None, # Remove this
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"Center": "Hips",
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"センター": "Hips",
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"Groove": None, # Remove this
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"グルーブ": None,
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"Waist": None, # Will be merged into Hips
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# Spine chain
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"LowerBody": "Hips",
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"下半身": "Hips",
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"UpperBody": "Spine",
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"上半身": "Spine",
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"UpperBody2": "Chest",
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"上半身2": "Chest",
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"Neck": "Neck",
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"首": "Neck",
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"Head": "Head",
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"頭": "Head",
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# Right leg
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"RightLeg": "Right leg",
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"右足": "Right leg",
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"RightLegD": None, # Remove D variant
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"RightKnee": "Right knee",
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"右ひざ": "Right knee",
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"RightAnkle": "Right ankle",
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"右足首": "Right ankle",
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"RightToe": "Right toe",
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"右つま先": "Right toe",
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# Left leg
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"LeftLeg": "Left leg",
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"左足": "Left leg",
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"LeftLegD": None, # Remove D variant
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"LeftKnee": "Left knee",
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"左ひざ": "Left knee",
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"LeftAnkle": "Left ankle",
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"左足首": "Left ankle",
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"LeftToe": "Left toe",
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"左つま先": "Left toe",
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# Right arm
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"RightShoulder": "Right shoulder",
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"右肩": "Right shoulder",
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"RightArm": "Right arm",
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"右腕": "Right arm",
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"RightElbow": "Right elbow",
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"右ひじ": "Right elbow",
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"RightWrist": "Right wrist",
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"右手首": "Right wrist",
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# Left arm
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"LeftShoulder": "Left shoulder",
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"左肩": "Left shoulder",
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"LeftArm": "Left arm",
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"左腕": "Left arm",
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"LeftElbow": "Left elbow",
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"左ひじ": "Left elbow",
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"LeftWrist": "Left wrist",
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"左手首": "Left wrist",
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# Cancel/Helper bones (remove these)
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"WaistCancelRight": None,
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"WaistCancelLeft": None,
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"LegIKParentRight": None,
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"LegIKParentLeft": None,
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}
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# Unity humanoid bone hierarchy
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# Defines parent-child relationships for Unity standard
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unity_bone_hierarchy: Dict[str, Optional[str]] = {
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"Hips": None, # Root bone
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"Spine": "Hips",
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"Chest": "Spine",
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"Neck": "Chest",
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"Head": "Neck",
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# Arms
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"Left shoulder": "Chest",
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"Left arm": "Left shoulder",
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"Left elbow": "Left arm",
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"Left wrist": "Left elbow",
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"Right shoulder": "Chest",
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"Right arm": "Right shoulder",
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"Right elbow": "Right arm",
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"Right wrist": "Right elbow",
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# Legs
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"Left leg": "Hips",
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"Left knee": "Left leg",
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"Left ankle": "Left knee",
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"Left toe": "Left ankle",
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"Right leg": "Hips",
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"Right knee": "Right leg",
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"Right ankle": "Right knee",
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"Right toe": "Right ankle",
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}
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# Create reverse lookup dictionaries
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reverse_shapekey_lookup: Dict[str, str] = {}
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reverse_material_lookup: Dict[str, str] = {}
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+96
-3
@@ -67,10 +67,42 @@ def highlight_problem_bones(self: PropertyGroup, context: Context) -> None:
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save_preference("highlight_problem_bones", self.highlight_problem_bones)
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def get_mesh_objects(self, context):
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meshes = [(obj.name, obj.name, "") for obj in bpy.data.objects if obj.type == 'MESH']
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"""Get list of all mesh objects with ASCII-safe identifiers
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Returns tuples of (identifier, display_name, description) where:
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- identifier: ASCII-safe unique ID (uses object's memory address)
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- display_name: The actual object name (can contain Japanese/non-ASCII characters)
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- description: Empty string
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Uses caching to prevent encoding issues with Blender's EnumProperty system
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"""
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# Create a cache key based on mesh objects
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mesh_objects = [obj for obj in bpy.data.objects if obj.type == 'MESH']
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cache_key = tuple((obj.name, obj.as_pointer()) for obj in mesh_objects)
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# Check if we have a cached result
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if hasattr(get_mesh_objects, '_cache_key') and get_mesh_objects._cache_key == cache_key:
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if hasattr(get_mesh_objects, '_cached_items'):
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return get_mesh_objects._cached_items
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# Build the list
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meshes = []
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for obj in mesh_objects:
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safe_id = f"MESH_{obj.as_pointer()}"
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# Use the name directly - Blender should handle Unicode in display names
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display_name = obj.name
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meshes.append((safe_id, display_name, ""))
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if not meshes:
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return [('NONE', t("Visemes.no_meshes"), '')]
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return meshes
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result = [('NONE', t("Visemes.no_meshes"), '')]
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else:
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result = meshes
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# Cache the result
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get_mesh_objects._cache_key = cache_key
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get_mesh_objects._cached_items = result
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return result
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def auto_populate_merge_armatures(context: Context) -> None:
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"""Auto-populate merge armature fields when there are 2+ armatures"""
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@@ -703,6 +735,67 @@ class AvatarToolkitSceneProperties(PropertyGroup):
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default=True
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)
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# MMD Conversion Properties
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mmd_make_parent: BoolProperty(
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name=t("MMD.make_armature_parent"),
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description="Remove parent Empty object and make armature the main parent",
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default=True
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)
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mmd_rename_armature: BoolProperty(
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name=t("MMD.rename_to_armature"),
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description="Rename the armature object to 'Armature'",
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default=True
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)
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mmd_translate_names: BoolProperty(
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name=t("MMD.translate_names"),
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description="Translate Japanese names to English using MMD dictionary and translation services",
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default=True
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)
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mmd_translate_bones: BoolProperty(
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name=t("MMD.translate_bones"),
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description="Translate bone names",
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default=True
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)
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mmd_translate_materials: BoolProperty(
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name=t("MMD.translate_materials"),
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description="Translate material names",
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default=True
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)
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mmd_translate_shapekeys: BoolProperty(
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name=t("MMD.translate_shapekeys"),
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description="Translate shape key names",
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default=True
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)
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mmd_translate_objects: BoolProperty(
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name=t("MMD.translate_objects"),
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description="Translate object names",
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default=True
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)
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mmd_restructure_bones: BoolProperty(
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name=t("MMD.restructure_bones"),
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description="Restructure bone hierarchy to Unity humanoid format (Hips, Spine, Chest, etc.)",
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default=True
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)
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mmd_remove_twist_bones: BoolProperty(
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name=t("MMD.remove_twist_bones"),
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description="Remove twist bones",
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default=True
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)
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mmd_remove_zero_weight_bones: BoolProperty(
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name=t("MMD.remove_zero_weight_bones"),
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description="Remove bones with zero or near-zero vertex weights",
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default=False
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)
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# Translation System Properties
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translation_service: EnumProperty(
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name=t("Translation.service"),
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@@ -92,7 +92,7 @@ class AvatarToolkit_OT_StopPoseMode(Operator):
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self.report({'ERROR'}, t("PoseMode.error.stop", error=traceback.format_exc()))
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return {'CANCELLED'}
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class AvatarToolkit_OT_ApplyPoseAsRest(Operator, BatchPoseOperationMixin):
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class AvatarToolkit_OT_ApplyPoseAsShapekey(Operator, BatchPoseOperationMixin):
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bl_idname = 'avatar_toolkit.apply_pose_as_shapekey'
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bl_label = t("QuickAccess.apply_pose_as_shapekey.label")
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bl_description = t("QuickAccess.apply_pose_as_shapekey.desc")
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@@ -136,7 +136,7 @@ class AvatarToolkit_OT_ApplyPoseAsRest(Operator, BatchPoseOperationMixin):
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self.report({'ERROR'}, t("PoseMode.error.shapekey", error=traceback.format_exc()))
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return {'CANCELLED'}
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class AvatarToolkit_OT_ApplyPoseAsShapekey(Operator, BatchPoseOperationMixin):
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class AvatarToolkit_OT_ApplyPoseAsRest(Operator, BatchPoseOperationMixin):
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bl_idname = 'avatar_toolkit.apply_pose_as_rest'
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bl_label = t("QuickAccess.apply_pose_as_rest.label")
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bl_description = t("QuickAccess.apply_pose_as_rest.desc")
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@@ -137,15 +137,17 @@ class AvatarToolkit_OT_PreviewVisemes(Operator):
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return False
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# Get mesh from UI selection
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from ..core.common import get_mesh_from_identifier
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props = context.scene.avatar_toolkit
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mesh_obj = bpy.data.objects.get(props.viseme_mesh)
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mesh_obj = get_mesh_from_identifier(props.viseme_mesh)
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# Validate mesh
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return mesh_obj and mesh_obj.type == 'MESH'
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def execute(self, context: Context) -> Set[str]:
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from ..core.common import get_mesh_from_identifier
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props = context.scene.avatar_toolkit
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mesh = bpy.data.objects.get(props.viseme_mesh)
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mesh = get_mesh_from_identifier(props.viseme_mesh)
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if props.viseme_preview_mode:
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VisemePreview.end_preview(mesh)
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@@ -191,15 +193,17 @@ class AvatarToolkit_OT_CreateVisemes(Operator):
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return False
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# Get mesh from UI selection
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from ..core.common import get_mesh_from_identifier
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props = context.scene.avatar_toolkit
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mesh_obj = bpy.data.objects.get(props.viseme_mesh)
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mesh_obj = get_mesh_from_identifier(props.viseme_mesh)
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# Validate mesh
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return mesh_obj and mesh_obj.type == 'MESH'
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def execute(self, context: Context) -> Set[str]:
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from ..core.common import get_mesh_from_identifier
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props = context.scene.avatar_toolkit
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mesh = bpy.data.objects.get(props.viseme_mesh) # Changed from context.active_object
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mesh = get_mesh_from_identifier(props.viseme_mesh)
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if not mesh or not mesh.data.shape_keys:
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self.report({'ERROR'}, t("Visemes.error.no_shapekeys"))
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@@ -601,6 +601,79 @@
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"VRM.remove_root": "Remove Root Bone",
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"VRM.remove_root_desc": "Remove unnecessary VRM root bone and make Hips the root bone",
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"MMD.panel.label": "MMD Converter",
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"MMD.converter.title": "MMD Armature Converter",
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"MMD.no_armature_selected": "No armature selected",
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"MMD.select_armature_to_convert": "Select an armature to convert",
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"MMD.armature_name": "Armature: {name}",
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"MMD.armature_detected": "MMD armature detected",
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"MMD.no_mmd_bones_detected": "No MMD bones detected",
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"MMD.not_mmd_armature": "Selected armature does not appear to be MMD format",
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"MMD.make_armature_parent": "Make Armature Main Parent",
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"MMD.rename_to_armature": "Rename to 'Armature'",
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"MMD.translate_names": "Translate Names to English",
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"MMD.translate_bones": "Bones",
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"MMD.translate_materials": "Materials",
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"MMD.translate_shapekeys": "Shape Keys",
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"MMD.translate_objects": "Objects",
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"MMD.restructure_bones": "Restructure to Unity Format",
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"MMD.bone_cleanup": "Bone Cleanup Options:",
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"MMD.remove_ik_bones": "Remove IK Bones",
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"MMD.remove_twist_bones": "Remove Twist Bones",
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"MMD.remove_zero_weight_bones": "Remove Zero Weight Bones",
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"MMD.translation_options": "Translation Options:",
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"MMD.convert_armature_button": "Convert MMD Armature",
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"MMD.convert_armature.label": "Convert MMD Armature",
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"MMD.convert_armature.desc": "Convert MMD armature to standard Blender format",
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"MMD.conversion_info.title": "Conversion Info:",
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"MMD.conversion_info.removes_parent": "• Removes parent Empty object",
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"MMD.conversion_info.renames_armature": "• Renames armature to 'Armature'",
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"MMD.conversion_info.restructures_bones": "• Converts to Unity bone structure (Hips/Spine/Chest)",
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"MMD.conversion_info.removes_ik_bones": "• Removes IK (Inverse Kinematics) bones",
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"MMD.conversion_info.removes_twist_bones": "• Removes twist bones",
|
||||
"MMD.conversion_info.removes_zero_weight_bones": "• Removes bones with zero vertex weights",
|
||||
"MMD.conversion_info.maintains_hierarchy": "• Maintains object hierarchy",
|
||||
"MMD.conversion_info.translates_names": "• Translates Japanese names to English",
|
||||
"MMD.detection_failed.title": "MMD Detection Failed:",
|
||||
"MMD.detection_failed.not_mmd_format": "• Selected armature is not MMD format",
|
||||
"MMD.detection_failed.need_mmd_bones": "• Need at least 5 MMD bones detected",
|
||||
"MMD.detection_failed.check_bone_names": "• Check armature bone names",
|
||||
"MMD.error.invalid_armature": "Invalid armature object",
|
||||
"MMD.error.not_mmd_armature": "Armature does not appear to be MMD format",
|
||||
"MMD.error.rename_failed": "Failed to rename armature: {error}",
|
||||
"MMD.armature_already_root": "Armature already has no parent",
|
||||
"MMD.armature_already_named": "Armature is already named 'Armature'",
|
||||
"MMD.parent_removed_and_reparented": "Removed parent '{parent_name}' and reparented {count} objects to armature",
|
||||
"MMD.parent_unlinked_and_reparented": "Unlinked from parent '{parent_name}' and reparented {count} objects",
|
||||
"MMD.parent_unlinked": "Unlinked armature from parent '{parent_name}'",
|
||||
"MMD.armature_renamed": "Renamed armature from '{old_name}' to '{new_name}'",
|
||||
"MMD.armature_renamed_with_suffix": "Renamed armature from '{old_name}' to '{new_name}' (name collision)",
|
||||
"MMD.conversion_complete": "MMD armature conversion completed successfully",
|
||||
"MMD.translation_starting": "Starting name translation...",
|
||||
"MMD.bones_translated": "Translated {count} bones",
|
||||
"MMD.bones_failed": "Failed to translate {count} bones",
|
||||
"MMD.materials_translated": "Translated {count} materials",
|
||||
"MMD.materials_failed": "Failed to translate {count} materials",
|
||||
"MMD.shapekeys_translated": "Translated {count} shape keys",
|
||||
"MMD.shapekeys_failed": "Failed to translate {count} shape keys",
|
||||
"MMD.objects_translated": "Translated {count} objects",
|
||||
"MMD.objects_failed": "Failed to translate {count} objects",
|
||||
"MMD.translation_complete": "Translation complete: {total} items translated",
|
||||
"MMD.restructure_starting": "Restructuring bones to Unity format...",
|
||||
"MMD.bones_restructured": "Restructured {count} bones to Unity format",
|
||||
"MMD.bones_removed": "Removed {count} unnecessary bones",
|
||||
"MMD.bones_reparented": "Reparented {count} bones",
|
||||
"MMD.restructure_failed": "Bone restructuring failed: {error}",
|
||||
"MMD.ik_bones_removed": "Removed {count} IK bones",
|
||||
"MMD.no_ik_bones_found": "No IK bones found to remove",
|
||||
"MMD.ik_removal_failed": "IK bone removal failed: {error}",
|
||||
"MMD.twist_bones_removed": "Removed {count} twist bones",
|
||||
"MMD.no_twist_bones_found": "No twist bones found to remove",
|
||||
"MMD.twist_removal_failed": "Twist bone removal failed: {error}",
|
||||
"MMD.zero_weight_bones_removed": "Removed {count} zero weight bones",
|
||||
"MMD.no_zero_weight_bones_found": "No zero weight bones found to remove",
|
||||
"MMD.zero_weight_removal_failed": "Zero weight bone removal failed: {error}",
|
||||
|
||||
"Translation.label": "Translation",
|
||||
"Translation.service": "Translation Service",
|
||||
"Translation.service_desc": "Choose the translation service to use",
|
||||
|
||||
+4
-1
@@ -14,7 +14,8 @@ VISEMES_ORDER = 6
|
||||
EYE_TRACKING_ORDER = 7
|
||||
TEXTURE_ATLAS_ORDER = 8
|
||||
VRM_UNITY_ORDER = 9
|
||||
SETTINGS_ORDER = 10
|
||||
MMD_ORDER = 10
|
||||
SETTINGS_ORDER = 11
|
||||
|
||||
# Panel open/closed by default
|
||||
PANELS_OPEN_BY_DEFAULT = {
|
||||
@@ -27,6 +28,7 @@ PANELS_OPEN_BY_DEFAULT = {
|
||||
'EYE_TRACKING': True,
|
||||
'TEXTURE_ATLAS': True,
|
||||
'VRM_UNITY': True,
|
||||
'MMD': True,
|
||||
'SETTINGS': True,
|
||||
'TRANSLATION': True,
|
||||
}
|
||||
@@ -44,6 +46,7 @@ def get_panel_order(panel_name: str) -> int:
|
||||
'eye_tracking': EYE_TRACKING_ORDER,
|
||||
'texture_atlas': TEXTURE_ATLAS_ORDER,
|
||||
'vrm_unity': VRM_UNITY_ORDER,
|
||||
'mmd': MMD_ORDER,
|
||||
'settings': SETTINGS_ORDER,
|
||||
}
|
||||
return order_map.get(panel_name.lower(), 99)
|
||||
|
||||
+3
-2
@@ -34,8 +34,9 @@ class AvatarToolKit_PT_VisemesPanel(Panel):
|
||||
else:
|
||||
col.label(text=t("Visemes.no_armature"), icon='ERROR')
|
||||
|
||||
# Get selected mesh
|
||||
mesh_obj = bpy.data.objects.get(props.viseme_mesh)
|
||||
# Get selected mesh using safe identifier
|
||||
from ..core.common import get_mesh_from_identifier
|
||||
mesh_obj = get_mesh_from_identifier(props.viseme_mesh)
|
||||
if not mesh_obj or not mesh_obj.data or not mesh_obj.data.shape_keys:
|
||||
layout.label(text=t("Visemes.no_shapekeys"))
|
||||
return
|
||||
|
||||
Reference in New Issue
Block a user