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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