Organise Code and fixes.
- Organised some of the code better. - Fixed sort order loop. - Added typing in some places there wasn't. This is a very basic start to Viesme creation, I still need to add translations for some stuff and improve it. This is very much inspired from the Cats Version.
This commit is contained in:
+36
-19
@@ -42,10 +42,10 @@ def has_shapekeys(mesh_obj: Object) -> bool:
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def _get_shape_key_co(shape_key: ShapeKey) -> np.ndarray:
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return np.array([v.co for v in shape_key.data])
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def simplify_bonename(n):
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def simplify_bonename(n: str) -> str:
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return n.lower().translate(dict.fromkeys(map(ord, u" _.")))
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def get_armature(context, armature_name=None) -> Optional[Object]:
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def get_armature(context: Context, armature_name: Optional[str] = None) -> Optional[Object]:
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if armature_name:
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obj = bpy.data.objects[armature_name]
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if obj.type == "ARMATURE":
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@@ -58,14 +58,16 @@ def get_armature(context, armature_name=None) -> Optional[Object]:
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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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def has_shapekeys(mesh_obj: Object) -> bool:
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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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def has_shapekeys(mesh_obj: Object) -> bool:
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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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def sort_shape_keys(mesh: Object) -> None:
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print("Starting shape key sorting...")
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if not has_shapekeys(mesh):
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print("No shape keys found. Exiting sort function.")
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return
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order = [
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@@ -92,23 +94,38 @@ def sort_shape_keys(mesh):
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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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print(f"Total shape keys: {len(shape_keys)}")
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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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# Create a list of shape key names in their current order
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current_order = [key.name for key in shape_keys]
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# Create a new order list
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new_order = []
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# First, add all the keys that are in the predefined order
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for name in order:
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if name in current_order:
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new_order.append(name)
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current_order.remove(name)
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# Then add any remaining keys that weren't in the predefined order
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new_order.extend(current_order)
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print("New order:", new_order)
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# Now, rearrange the shape keys based on the new order
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for i, name in enumerate(new_order):
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index = shape_keys.find(name)
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if index != i:
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print(f"Moving {name} from index {index} to {i}")
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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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while bpy.context.object.active_shape_key_index > i:
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bpy.ops.object.shape_key_move(type='UP')
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def get_shapekeys(mesh, prefix=''):
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print("Shape key sorting completed.")
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def get_shapekeys(mesh: Object, prefix: str = '') -> List[tuple]:
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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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+23
-10
@@ -2,7 +2,7 @@ import bpy
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from ..functions.translations import t, get_languages_list, update_language
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from ..core.addon_preferences import get_preference
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def register():
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def register() -> None:
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default_language = get_preference("language", 0)
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bpy.types.Scene.avatar_toolkit_language = bpy.props.EnumProperty(
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@@ -13,16 +13,29 @@ 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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bpy.types.Scene.mouth_a = bpy.props.StringProperty(
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name=t("Scene.mouth_a.label"),
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description=t("Scene.mouth_a.desc")
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)
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bpy.types.Scene.mouth_o = bpy.props.StringProperty(
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name=t("Scene.mouth_o.label"),
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description=t("Scene.mouth_o.desc")
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)
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bpy.types.Scene.mouth_ch = bpy.props.StringProperty(
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name=t("Scene.mouth_ch.label"),
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description=t("Scene.mouth_ch.desc")
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)
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bpy.types.Scene.shape_intensity = bpy.props.FloatProperty(
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name=t("Scene.shape_intensity.label"),
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description=t("Scene.shape_intensity.desc"),
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default=1.0,
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min=0.0,
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max=2.0
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)
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def unregister() -> None:
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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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del bpy.types.Scene.shape_intensity
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+23
-16
@@ -2,6 +2,7 @@ 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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from typing import List, Tuple
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@register_wrap
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class AutoVisemeButton(bpy.types.Operator):
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@@ -11,10 +12,11 @@ class AutoVisemeButton(bpy.types.Operator):
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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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def poll(cls, context: bpy.types.Context) -> bool:
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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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def execute(self, context: bpy.types.Context) -> set:
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print("Starting viseme creation...")
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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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@@ -24,12 +26,14 @@ class AutoVisemeButton(bpy.types.Operator):
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shape_o = context.scene.mouth_o
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shape_ch = context.scene.mouth_ch
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print(f"Selected shapes: A={shape_a}, O={shape_o}, CH={shape_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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visemes: List[Tuple[str, List[Tuple[str, float]]]] = [
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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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@@ -48,18 +52,24 @@ class AutoVisemeButton(bpy.types.Operator):
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]
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for viseme_name, shape_mix in visemes:
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print(f"Creating viseme: {viseme_name}")
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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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print("Sorting shape keys...")
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common.sort_shape_keys(mesh)
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print("Viseme creation completed.")
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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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def create_viseme(self, mesh: bpy.types.Object, viseme_name: str, shape_mix: List[Tuple[str, float]], intensity: float) -> None:
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print(f" Creating viseme: {viseme_name}")
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shape_keys = mesh.data.shape_keys.key_blocks
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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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if viseme_name in shape_keys:
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print(f" Removing existing viseme: {viseme_name}")
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mesh.shape_key_remove(shape_keys[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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@@ -67,15 +77,12 @@ class AutoVisemeButton(bpy.types.Operator):
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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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if shape_name in shape_keys:
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source_shape = shape_keys[shape_name]
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print(f" Mixing shape: {shape_name} with value: {value * intensity}")
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for i, vert in enumerate(new_key.data):
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vert.co += (source_shape.data[i].co - shape_keys['Basis'].data[i].co) * 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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print(f" Viseme {viseme_name} created successfully.")
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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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@@ -31,7 +31,11 @@
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"Tools.convert_to_resonite.desc": "Converts bone names on a model to names compatable with Resonite",
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"Settings.label": "Settings",
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"Settings.language.label": "Language",
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"Settings.language.desc": "Select the language for the addon's UI"
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"Settings.language.desc": "Select the language for the addon's UI",
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"Viseme.label": "Visemes",
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"Viseme.error.noMesh": "No mesh selected",
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"Viseme.error.noShapekeys": "Selected mesh has no shape keys",
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"Viseme.info.selectMesh": "Select a mesh to create visemes"
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}
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}
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@@ -31,6 +31,10 @@
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"Tools.convert_to_resonite.desc": "モデルのボーン名をResoniteと互換性のある名前に変換します",
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"Settings.label": "設定",
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"Settings.language.label": "言語",
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"Settings.language.desc": "アドオンのUI言語を選択してください"
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"Settings.language.desc": "アドオンのUI言語を選択してください",
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"Viseme.label": "ビセーム",
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"Viseme.error.noMesh": "メッシュが選択されていません",
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"Viseme.error.noShapekeys": "選択されたメッシュにシェイプキーがありません",
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"Viseme.info.selectMesh": "ビセームを作成するメッシュを選択してください"
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}
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}
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+20
-15
@@ -11,22 +11,27 @@ class AvatarToolkitVisemePanel(bpy.types.Panel):
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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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def draw(self, context: bpy.types.Context) -> None:
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layout = self.layout
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mesh = context.active_object
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# Check if there's an active object and it's a mesh
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if context.active_object and context.active_object.type == 'MESH':
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mesh = context.active_object
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# Check if the mesh has shape keys
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if mesh.data.shape_keys:
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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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if not mesh or mesh.type != 'MESH':
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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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else:
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layout.label(text=t('VisemePanel.error.noShapekeys'), icon='ERROR')
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else:
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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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# Always show some information or options
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layout.separator()
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layout.label(text=t('VisemePanel.info.selectMesh'))
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