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.
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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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