Fixes
- Optimise Armature no longer errors out and bones don't change position now. - Improvements to remove zero bones.
This commit is contained in:
+20
-10
@@ -467,23 +467,33 @@ def finish_progress(context):
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context.area.header_text_set(None)
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context.area.header_text_set(None)
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def transfer_vertex_weights(context: Context, obj: bpy.types.Object, source_group: str, target_group: str, delete_source_group: bool = True) -> bool:
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def transfer_vertex_weights(context: Context, obj: bpy.types.Object, source_group: str, target_group: str, delete_source_group: bool = True) -> bool:
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# Create and configure the Vertex Weight Mix modifier
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modifier: bpy.types.VertexWeightMixModifier = obj.modifiers.new(name="merge_weights",type="VERTEX_WEIGHT_MIX")
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modifier = obj.modifiers.new(name="merge_weights", type="VERTEX_WEIGHT_MIX")
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modifier.show_viewport = True
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modifier.mix_set = 'B'
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modifier.show_render = True
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modifier.mix_set = 'B' # Replace weights in A with weights from B
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modifier.vertex_group_a = target_group
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modifier.vertex_group_a = target_group
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modifier.vertex_group_b = source_group
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modifier.vertex_group_b = source_group
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modifier.mask_constant = 1.0
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modifier.mask_constant = 1.0
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# Ensure we're in Object Mode
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.mode_set(mode='OBJECT')
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prev_obj: bpy.types.Object = context.view_layer.objects.active
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# Deselect all objects and select only our target object
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bpy.ops.object.select_all(action='DESELECT')
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obj.select_set(True)
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context.view_layer.objects.active = obj
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context.view_layer.objects.active = obj
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# Move modifier to the top of the stack if necessary
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if len(obj.modifiers) > 1:
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obj.modifiers.move(obj.modifiers.find(modifier.name), 0)
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# Apply modifier
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bpy.ops.object.modifier_apply(modifier=modifier.name)
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bpy.ops.object.modifier_apply(modifier=modifier.name)
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if delete_source_group:
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obj.vertex_groups.remove(obj.vertex_groups.get(source_group))
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# Clean up
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bpy.ops.object.mode_set(mode='EDIT')
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if delete_source_group and source_group in obj.vertex_groups:
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bpy.ops.object.mode_set(mode='OBJECT')
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obj.vertex_groups.remove(obj.vertex_groups[source_group])
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context.view_layer.objects.active = prev_obj
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return True
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return True
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+104
-33
@@ -117,7 +117,6 @@ class AvatarToolkit_OT_ApplyPoseAsRest(Operator):
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return {'CANCELLED'}
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return {'CANCELLED'}
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return {'FINISHED'}
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return {'FINISHED'}
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@register_wrap
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@register_wrap
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class AvatarToolkit_OT_RemoveZeroWeightBones(Operator):
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class AvatarToolkit_OT_RemoveZeroWeightBones(Operator):
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bl_idname = "avatar_toolkit.remove_zero_weight_bones"
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bl_idname = "avatar_toolkit.remove_zero_weight_bones"
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@@ -144,10 +143,22 @@ class AvatarToolkit_OT_RemoveZeroWeightBones(Operator):
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weighted_bones: list[str] = []
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weighted_bones: list[str] = []
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.select_all(action='DESELECT')
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bpy.ops.object.select_all(action='DESELECT')
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# Store initial transforms
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initial_transforms = {}
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bpy.ops.object.mode_set(mode='EDIT')
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for bone in armature.data.edit_bones:
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initial_transforms[bone.name] = {
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'head': bone.head.copy(),
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'tail': bone.tail.copy(),
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'roll': bone.roll,
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'matrix': bone.matrix.copy(),
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'parent': bone.parent.name if bone.parent else None
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}
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# Get weighted bones
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armature.select_set(True)
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armature.select_set(True)
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context.view_layer.objects.active = armature
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context.view_layer.objects.active = armature
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@@ -157,26 +168,56 @@ class AvatarToolkit_OT_RemoveZeroWeightBones(Operator):
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for vertex in mesh_data.vertices:
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for vertex in mesh_data.vertices:
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for group in vertex.groups:
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for group in vertex.groups:
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if group.weight > self.threshold:
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if group.weight > self.threshold:
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weighted_bones.append(mesh.vertex_groups[group.group].name) #add bone name to list of bones that are greater than the weight threshold
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weighted_bones.append(mesh.vertex_groups[group.group].name)
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.object.mode_set(mode='EDIT')
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amature_data: Armature = armature.data
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amature_data: Armature = armature.data
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unweighted_bones: list[str] = []
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unweighted_bones: list[str] = []
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#doing 2 loops to prevent modification of array during iteration
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# Identify unweighted bones
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for bone in amature_data.edit_bones:
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for bone in amature_data.edit_bones:
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if bone.name not in weighted_bones:
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if bone.name not in weighted_bones:
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unweighted_bones.append(bone.name) #add bones that arent in the list of bones that have weight into the list of bones that don't
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unweighted_bones.append(bone.name)
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# Process bone removal while preserving positions
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for bone_name in unweighted_bones:
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for bone_name in unweighted_bones:
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for edit_bone in amature_data.edit_bones[bone_name].children:
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bone = amature_data.edit_bones[bone_name]
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edit_bone.use_connect = False #to fix randomly moving bones
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edit_bone.parent = amature_data.edit_bones[bone_name].parent #to fix unparented bones.
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# Store children data
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amature_data.edit_bones.remove(amature_data.edit_bones[bone_name]) #delete list of unweighted bones from the armature
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children = bone.children
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children_data = {}
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for child in children:
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children_data[child.name] = initial_transforms[child.name]
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# Reparent children
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for child in children:
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child.use_connect = False
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if bone.parent:
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child.parent = bone.parent
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# Remove bone
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amature_data.edit_bones.remove(bone)
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# Restore children positions
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for child_name, data in children_data.items():
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if child_name in amature_data.edit_bones:
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child = amature_data.edit_bones[child_name]
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child.head = data['head']
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child.tail = data['tail']
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child.roll = data['roll']
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child.matrix = data['matrix']
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# Final position verification
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for bone_name, transform in initial_transforms.items():
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if bone_name in amature_data.edit_bones:
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bone = amature_data.edit_bones[bone_name]
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bone.matrix = transform['matrix']
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bpy.ops.object.mode_set(mode='OBJECT')
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self.report({'INFO'}, t("Tools.remove_zero_weight_bones.success"))
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self.report({'INFO'}, t("Tools.remove_zero_weight_bones.success"))
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return {'FINISHED'}
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return {'FINISHED'}
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@register_wrap
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@register_wrap
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class AvatarToolkit_OT_MergeBonesToActive(Operator):
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class AvatarToolkit_OT_MergeBonesToActive(Operator):
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bl_idname = "avatar_toolkit.merge_bones_to_active"
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bl_idname = "avatar_toolkit.merge_bones_to_active"
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@@ -233,44 +274,74 @@ class AvatarToolkit_OT_MergeBonesToParents(Operator):
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bl_description = t("Tools.merge_bones_to_parents.desc")
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bl_description = t("Tools.merge_bones_to_parents.desc")
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bl_options = {'REGISTER', 'UNDO'}
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bl_options = {'REGISTER', 'UNDO'}
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delete_old: bpy.props.BoolProperty(name=t("Tools.merge_bones_to_parents.delete_old.label"), description=t("Tools.merge_bones_to_parents.delete_old.desc"), default=False)
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delete_old: bpy.props.BoolProperty(
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name=t("Tools.merge_bones_to_parents.delete_old.label"),
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description=t("Tools.merge_bones_to_parents.delete_old.desc"),
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default=False
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)
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@classmethod
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@classmethod
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def poll(cls, context: Context) -> bool:
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def poll(cls, context: Context) -> bool:
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if common.get_selected_armature(context) is not None:
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armature = common.get_selected_armature(context)
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if common.get_selected_armature(context) == context.view_layer.objects.active:
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if armature and armature == context.view_layer.objects.active:
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if context.mode == "POSE":
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if context.mode == "POSE":
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return len(context.selected_pose_bones) > 0
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return len(context.selected_pose_bones) > 0
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elif context.mode == "EDIT_ARMATURE":
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elif context.mode == "EDIT_ARMATURE":
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return len(context.selected_bones) > 0
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return len(context.selected_editable_bones) > 0
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return False
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return False
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def execute(cls, context: Context) -> set[str]:
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def execute(self, context: Context) -> set[str]:
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prev_mode = context.mode
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prev_mode: str = "EDIT"
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# Map 'EDIT_ARMATURE' to 'EDIT' for bpy.ops.object.mode_set
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if context.mode == "POSE":
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if prev_mode == 'EDIT_ARMATURE':
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prev_mode = "POSE"
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prev_mode = 'EDIT'
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#get active bone and a list of all other selected bones
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# Switch to Edit Mode
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.object.mode_set(mode='EDIT')
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armature_data: Armature = context.view_layer.objects.active.data
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armature_data: Armature = context.view_layer.objects.active.data
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# Get selected bones in Edit Mode
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selected_bones = context.selected_editable_bones
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selected_bone_names = [bone.name for bone in selected_bones]
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if not selected_bone_names:
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self.report({'ERROR'}, t("No bones selected"))
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return {'CANCELLED'}
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for obj in common.get_all_meshes(context):
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for obj in common.get_all_meshes(context):
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for bone in [i.name for i in context.selected_bones]:
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for bone_name in selected_bone_names:
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if armature_data.edit_bones[bone].parent != None:
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bone = armature_data.edit_bones.get(bone_name)
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bone_name: str = armature_data.edit_bones[bone].name
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if bone and bone.parent:
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common.transfer_vertex_weights(context=context,obj=obj,source_group=bone_name,target_group=armature_data.edit_bones[bone].parent.name)
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# Transfer weights from bone to its parent
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common.transfer_vertex_weights(
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context=context,
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obj=obj,
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source_group=bone_name,
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target_group=bone.parent.name
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)
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# Ensure we're in Edit Mode after transfer
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.object.mode_set(mode='EDIT')
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else:
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for bone in [i.name for i in context.selected_bones]:
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self.report({'WARNING'}, f"Bone '{bone_name}' has no parent or not found; skipping")
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if cls.delete_old:
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for bone_child in armature_data.edit_bones[bone].children:
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# Optionally delete old bones
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bone_child.parent = armature_data.edit_bones[bone].parent
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if self.delete_old:
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armature_data.edit_bones.remove(armature_data.edit_bones[bone])
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for bone_name in selected_bone_names:
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bone = armature_data.edit_bones.get(bone_name)
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if bone:
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# Reassign children to the parent of the bone being deleted
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for child in bone.children:
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child.parent = bone.parent
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# Remove the bone
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armature_data.edit_bones.remove(bone)
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else:
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self.report({'WARNING'}, f"Bone '{bone_name}' not found in armature; cannot delete")
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# Return to previous mode
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bpy.ops.object.mode_set(mode=prev_mode)
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bpy.ops.object.mode_set(mode=prev_mode)
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return {'FINISHED'}
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return {'FINISHED'}
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@register_wrap
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@register_wrap
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class AvatarToolkit_OT_MergeArmatures(Operator):
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class AvatarToolkit_OT_MergeArmatures(Operator):
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bl_idname = "avatar_toolkit.merge_armatures"
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bl_idname = "avatar_toolkit.merge_armatures"
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+19
-11
@@ -123,19 +123,17 @@ class AvatarToolKit_OT_OptimizeArmature(Operator):
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init_progress(context, 9)
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init_progress(context, 9)
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update_progress(self, context, t("MMDOptions.fixing_bone_rolls"))
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# Store initial bone transforms
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.object.mode_set(mode='EDIT')
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initial_transforms = {}
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for bone in armature.data.edit_bones:
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for bone in armature.data.edit_bones:
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bone.roll = 0
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initial_transforms[bone.name] = {
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'head': bone.head.copy(),
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update_progress(self, context, t("MMDOptions.aligning_bones"))
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'tail': bone.tail.copy(),
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for bone in armature.data.edit_bones:
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'roll': bone.roll,
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if bone.parent:
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'matrix': bone.matrix.copy(),
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bone.head = bone.parent.tail
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'parent': bone.parent.name if bone.parent else None
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}
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update_progress(self, context, t("MMDOptions.connecting_bones"))
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.avatar_toolkit.connect_bones('EXEC_DEFAULT')
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update_progress(self, context, t("MMDOptions.deleting_bone_constraints"))
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update_progress(self, context, t("MMDOptions.deleting_bone_constraints"))
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bpy.ops.avatar_toolkit.delete_bone_constraints('EXEC_DEFAULT')
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bpy.ops.avatar_toolkit.delete_bone_constraints('EXEC_DEFAULT')
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@@ -160,6 +158,16 @@ class AvatarToolKit_OT_OptimizeArmature(Operator):
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update_progress(self, context, t("MMDOptions.renaming_bones"))
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update_progress(self, context, t("MMDOptions.renaming_bones"))
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self.rename_bones(armature)
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self.rename_bones(armature)
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# Restore original bone transforms
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bpy.ops.object.mode_set(mode='EDIT')
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for bone_name, transform in initial_transforms.items():
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if bone_name in armature.data.edit_bones:
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bone = armature.data.edit_bones[bone_name]
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bone.head = transform['head']
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bone.tail = transform['tail']
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bone.roll = transform['roll']
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bone.matrix = transform['matrix']
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update_progress(self, context, t("MMDOptions.armature_optimization_complete"))
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update_progress(self, context, t("MMDOptions.armature_optimization_complete"))
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finish_progress(context)
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finish_progress(context)
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return {'FINISHED'}
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return {'FINISHED'}
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Reference in New Issue
Block a user