diff --git a/core/common.py b/core/common.py index 297b37d..f5dde6d 100644 --- a/core/common.py +++ b/core/common.py @@ -42,10 +42,10 @@ def has_shapekeys(mesh_obj: Object) -> bool: def _get_shape_key_co(shape_key: ShapeKey) -> np.ndarray: return np.array([v.co for v in shape_key.data]) -def simplify_bonename(n): +def simplify_bonename(n: str) -> str: return n.lower().translate(dict.fromkeys(map(ord, u" _."))) -def get_armature(context, armature_name=None) -> Optional[Object]: +def get_armature(context: Context, armature_name: Optional[str] = None) -> Optional[Object]: if armature_name: obj = bpy.data.objects[armature_name] if obj.type == "ARMATURE": @@ -58,14 +58,16 @@ def get_armature(context, armature_name=None) -> Optional[Object]: return obj return next((obj for obj in context.view_layer.objects if obj.type == 'ARMATURE'), None) -def has_shapekeys(mesh_obj): +def has_shapekeys(mesh_obj: Object) -> bool: return mesh_obj.data.shape_keys is not None -def has_shapekeys(mesh_obj): +def has_shapekeys(mesh_obj: Object) -> bool: return mesh_obj.data.shape_keys is not None -def sort_shape_keys(mesh): +def sort_shape_keys(mesh: Object) -> None: + print("Starting shape key sorting...") if not has_shapekeys(mesh): + print("No shape keys found. Exiting sort function.") return order = [ @@ -92,23 +94,38 @@ def sort_shape_keys(mesh): ] shape_keys = mesh.data.shape_keys.key_blocks - for i, name in enumerate(order): - if name in shape_keys: - index = shape_keys.find(name) - if index != i: - bpy.context.object.active_shape_key_index = index - for _ in range(abs(index - i)): - bpy.ops.object.shape_key_move(type='UP' if index > i else 'DOWN') + print(f"Total shape keys: {len(shape_keys)}") - # Move any remaining shape keys to the end - for key in shape_keys: - if key.name not in order: - index = shape_keys.find(key.name) + # Create a list of shape key names in their current order + current_order = [key.name for key in shape_keys] + + # Create a new order list + new_order = [] + + # First, add all the keys that are in the predefined order + for name in order: + if name in current_order: + new_order.append(name) + current_order.remove(name) + + # Then add any remaining keys that weren't in the predefined order + new_order.extend(current_order) + + print("New order:", new_order) + + # Now, rearrange the shape keys based on the new order + for i, name in enumerate(new_order): + index = shape_keys.find(name) + if index != i: + print(f"Moving {name} from index {index} to {i}") bpy.context.object.active_shape_key_index = index - for _ in range(len(shape_keys) - index - 1): - bpy.ops.object.shape_key_move(type='DOWN') + while bpy.context.object.active_shape_key_index > i: + bpy.ops.object.shape_key_move(type='UP') -def get_shapekeys(mesh, prefix=''): + print("Shape key sorting completed.") + + +def get_shapekeys(mesh: Object, prefix: str = '') -> List[tuple]: if not has_shapekeys(mesh): return [] 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)] diff --git a/core/properties.py b/core/properties.py index 33b7f6e..6e72fb2 100644 --- a/core/properties.py +++ b/core/properties.py @@ -2,7 +2,7 @@ import bpy from ..functions.translations import t, get_languages_list, update_language from ..core.addon_preferences import get_preference -def register(): +def register() -> None: default_language = get_preference("language", 0) bpy.types.Scene.avatar_toolkit_language = bpy.props.EnumProperty( @@ -13,16 +13,29 @@ def register(): update=update_language ) - bpy.types.Scene.mouth_a = bpy.props.StringProperty(name=t("Scene.mouth_a.label"), description=t("Scene.mouth_a.desc")) - bpy.types.Scene.mouth_o = bpy.props.StringProperty(name=t("Scene.mouth_o.label"), description=t("Scene.mouth_o.desc")) - bpy.types.Scene.mouth_ch = bpy.props.StringProperty(name=t("Scene.mouth_ch.label"), description=t("Scene.mouth_ch.desc")) - 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) - -def unregister(): - if hasattr(bpy.types.Scene, "avatar_toolkit_language"): - del bpy.types.Scene.avatar_toolkit_language + bpy.types.Scene.mouth_a = bpy.props.StringProperty( + name=t("Scene.mouth_a.label"), + description=t("Scene.mouth_a.desc") + ) + bpy.types.Scene.mouth_o = bpy.props.StringProperty( + name=t("Scene.mouth_o.label"), + description=t("Scene.mouth_o.desc") + ) + bpy.types.Scene.mouth_ch = bpy.props.StringProperty( + name=t("Scene.mouth_ch.label"), + description=t("Scene.mouth_ch.desc") + ) + 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 + ) +def unregister() -> None: + del bpy.types.Scene.avatar_toolkit_language del bpy.types.Scene.mouth_a del bpy.types.Scene.mouth_o del bpy.types.Scene.mouth_ch - del bpy.types.Scene.shape_intensity \ No newline at end of file + del bpy.types.Scene.shape_intensity diff --git a/functions/viseme.py b/functions/viseme.py index e3fce99..7d60f00 100644 --- a/functions/viseme.py +++ b/functions/viseme.py @@ -2,6 +2,7 @@ import bpy from ..core import common from ..core.register import register_wrap from ..functions.translations import t +from typing import List, Tuple @register_wrap class AutoVisemeButton(bpy.types.Operator): @@ -11,10 +12,11 @@ class AutoVisemeButton(bpy.types.Operator): bl_options = {'REGISTER', 'UNDO'} @classmethod - def poll(cls, context): + def poll(cls, context: bpy.types.Context) -> bool: return context.active_object and context.active_object.type == 'MESH' - def execute(self, context): + def execute(self, context: bpy.types.Context) -> set: + print("Starting viseme creation...") mesh = context.active_object if not mesh or not common.has_shapekeys(mesh): self.report({'ERROR'}, t('AutoVisemeButton.error.noShapekeys')) @@ -24,12 +26,14 @@ class AutoVisemeButton(bpy.types.Operator): shape_o = context.scene.mouth_o shape_ch = context.scene.mouth_ch + print(f"Selected shapes: A={shape_a}, O={shape_o}, CH={shape_ch}") + if shape_a == "Basis" or shape_o == "Basis" or shape_ch == "Basis": self.report({'ERROR'}, t('AutoVisemeButton.error.selectShapekeys')) return {'CANCELLED'} # Create visemes - visemes = [ + visemes: List[Tuple[str, List[Tuple[str, float]]]] = [ ('vrc.v_aa', [(shape_a, 0.9998)]), ('vrc.v_ch', [(shape_ch, 0.9996)]), ('vrc.v_dd', [(shape_a, 0.3), (shape_ch, 0.7)]), @@ -48,18 +52,24 @@ class AutoVisemeButton(bpy.types.Operator): ] for viseme_name, shape_mix in visemes: + print(f"Creating viseme: {viseme_name}") self.create_viseme(mesh, viseme_name, shape_mix, context.scene.shape_intensity) - # Sort shape keys + print("Sorting shape keys...") common.sort_shape_keys(mesh) + print("Viseme creation completed.") self.report({'INFO'}, t('AutoVisemeButton.success')) return {'FINISHED'} - def create_viseme(self, mesh, viseme_name, shape_mix, intensity): + def create_viseme(self, mesh: bpy.types.Object, viseme_name: str, shape_mix: List[Tuple[str, float]], intensity: float) -> None: + print(f" Creating viseme: {viseme_name}") + shape_keys = mesh.data.shape_keys.key_blocks + # Remove existing viseme if it exists - if viseme_name in mesh.data.shape_keys.key_blocks: - mesh.shape_key_remove(mesh.data.shape_keys.key_blocks[viseme_name]) + if viseme_name in shape_keys: + print(f" Removing existing viseme: {viseme_name}") + mesh.shape_key_remove(shape_keys[viseme_name]) # Create new viseme new_key = mesh.shape_key_add(name=viseme_name, from_mix=False) @@ -67,15 +77,12 @@ class AutoVisemeButton(bpy.types.Operator): # Mix shapes for shape_name, value in shape_mix: - if shape_name in mesh.data.shape_keys.key_blocks: - shape = mesh.data.shape_keys.key_blocks[shape_name] - shape.value = value * intensity + if shape_name in shape_keys: + source_shape = shape_keys[shape_name] + print(f" Mixing shape: {shape_name} with value: {value * intensity}") + for i, vert in enumerate(new_key.data): + vert.co += (source_shape.data[i].co - shape_keys['Basis'].data[i].co) * value * intensity - # Apply mix - mesh.shape_key_add(name=viseme_name, from_mix=True) + print(f" Viseme {viseme_name} created successfully.") - # Reset shape key values - for shape in mesh.data.shape_keys.key_blocks: - shape.value = 0.0 - new_key.value = 1.0 \ No newline at end of file diff --git a/resources/translations/en_US.json b/resources/translations/en_US.json index c9f60cc..742b705 100644 --- a/resources/translations/en_US.json +++ b/resources/translations/en_US.json @@ -31,7 +31,11 @@ "Tools.convert_to_resonite.desc": "Converts bone names on a model to names compatable with Resonite", "Settings.label": "Settings", "Settings.language.label": "Language", - "Settings.language.desc": "Select the language for the addon's UI" + "Settings.language.desc": "Select the language for the addon's UI", + "Viseme.label": "Visemes", + "Viseme.error.noMesh": "No mesh selected", + "Viseme.error.noShapekeys": "Selected mesh has no shape keys", + "Viseme.info.selectMesh": "Select a mesh to create visemes" } } \ No newline at end of file diff --git a/resources/translations/ja_JP.json b/resources/translations/ja_JP.json index 0fb43c5..ed79468 100644 --- a/resources/translations/ja_JP.json +++ b/resources/translations/ja_JP.json @@ -31,6 +31,10 @@ "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", "Settings.label": "設定", "Settings.language.label": "言語", - "Settings.language.desc": "アドオンのUI言語を選択してください" + "Settings.language.desc": "アドオンのUI言語を選択してください", + "Viseme.label": "ビセーム", + "Viseme.error.noMesh": "メッシュが選択されていません", + "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", + "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" } } diff --git a/ui/viseme.py b/ui/viseme.py index 5250fb3..cede8c5 100644 --- a/ui/viseme.py +++ b/ui/viseme.py @@ -11,22 +11,27 @@ class AvatarToolkitVisemePanel(bpy.types.Panel): bl_category = "Avatar Toolkit" bl_parent_id = "OBJECT_PT_avatar_toolkit" - def draw(self, context): + def draw(self, context: bpy.types.Context) -> None: layout = self.layout - mesh = context.active_object + + # Check if there's an active object and it's a mesh + if context.active_object and context.active_object.type == 'MESH': + mesh = context.active_object + + # Check if the mesh has shape keys + if mesh.data.shape_keys: + layout.prop_search(context.scene, "mouth_a", mesh.data.shape_keys, "key_blocks", text=t('Scene.mouth_a.label')) + layout.prop_search(context.scene, "mouth_o", mesh.data.shape_keys, "key_blocks", text=t('Scene.mouth_o.label')) + layout.prop_search(context.scene, "mouth_ch", mesh.data.shape_keys, "key_blocks", text=t('Scene.mouth_ch.label')) - if not mesh or mesh.type != 'MESH': + layout.prop(context.scene, 'shape_intensity') + + layout.operator("avatar_toolkit.create_visemes", icon='TRIA_RIGHT') + else: + layout.label(text=t('VisemePanel.error.noShapekeys'), icon='ERROR') + else: layout.label(text=t('VisemePanel.error.noMesh'), icon='ERROR') - return - if not mesh.data.shape_keys: - layout.label(text=t('VisemePanel.error.noShapekeys'), icon='ERROR') - return - - layout.prop_search(context.scene, "mouth_a", mesh.data.shape_keys, "key_blocks", text=t('Scene.mouth_a.label')) - layout.prop_search(context.scene, "mouth_o", mesh.data.shape_keys, "key_blocks", text=t('Scene.mouth_o.label')) - layout.prop_search(context.scene, "mouth_ch", mesh.data.shape_keys, "key_blocks", text=t('Scene.mouth_ch.label')) - - layout.prop(context.scene, 'shape_intensity') - - layout.operator("avatar_toolkit.create_visemes", icon='TRIA_RIGHT') + # Always show some information or options + layout.separator() + layout.label(text=t('VisemePanel.info.selectMesh'))