Bug fixes

- First attempt to get Chinese Characters to work, kinda working, but also not.
- Small bug fixes.
This commit is contained in:
Yusarina
2024-11-26 01:07:51 +00:00
parent c1fa65ebdd
commit 56706c859f
3 changed files with 59 additions and 10 deletions
+41 -4
View File
@@ -119,12 +119,49 @@ def get_armatures_that_are_not_selected(self, context: Context) -> List[Tuple[st
return [(obj.name, obj.name, "") for obj in bpy.data.objects if ((obj.type == 'ARMATURE') and (obj.name != context.scene.selected_armature))]
def get_selected_armature(context: Context) -> Optional[Object]:
if context.scene.selected_armature:
armature = bpy.data.objects.get(context.scene.selected_armature)
if is_valid_armature(armature):
return armature
try:
if hasattr(context.scene, 'selected_armature'):
armature_name = context.scene.selected_armature
if isinstance(armature_name, bytes):
try:
armature_name = armature_name.decode('utf-8')
except UnicodeDecodeError:
try:
armature_name = armature_name.decode('gbk') # For Chinese characters
except UnicodeDecodeError:
try:
armature_name = armature_name.decode('shift-jis')
except UnicodeDecodeError:
armature_name = armature_name.decode('latin1')
if armature_name:
armature = bpy.data.objects.get(str(armature_name))
if is_valid_armature(armature):
return armature
except Exception:
pass
return None
def get_merge_armature_source(context: Context) -> Optional[Object]:
try:
if hasattr(context.scene, 'merge_armature_source'):
source_name = context.scene.merge_armature_source
if isinstance(source_name, bytes):
try:
source_name = source_name.decode('utf-8')
except UnicodeDecodeError:
try:
source_name = source_name.decode('shift-jis')
except UnicodeDecodeError:
source_name = source_name.decode('latin1', errors='ignore')
if source_name:
return bpy.data.objects.get(str(source_name))
except Exception:
pass
return None
def set_selected_armature(context: Context, armature: Optional[Object]) -> None:
context.scene.selected_armature = armature.name if armature else ""
+16 -4
View File
@@ -521,6 +521,19 @@ def setup_physics(obj: bpy.types.Object, armature_obj: bpy.types.Object, rigid_b
constraint.limit_ang_z_upper = joint.angular_limit_max[2]
def create_armature(model_name: str, bones: list[PMXBone]) -> bpy.types.Object:
# Handle CJK characters in model name
if isinstance(model_name, bytes):
try:
model_name = model_name.decode('gbk') # Try Chinese encoding first
except UnicodeDecodeError:
try:
model_name = model_name.decode('utf-8')
except UnicodeDecodeError:
try:
model_name = model_name.decode('shift-jis')
except UnicodeDecodeError:
model_name = model_name.decode('latin1')
armature = bpy.data.armatures.new(f"{model_name}_Armature")
armature_obj = bpy.data.objects.new(f"{model_name}_Armature", armature)
bpy.context.collection.objects.link(armature_obj)
@@ -602,7 +615,6 @@ def create_armature(model_name: str, bones: list[PMXBone]) -> bpy.types.Object:
edit_bones.append(edit_bone)
# Second pass: Set up hierarchy and orientations
for i, bone_data in enumerate(bones):
edit_bone = edit_bones[i]
@@ -625,14 +637,14 @@ def create_armature(model_name: str, bones: list[PMXBone]) -> bpy.types.Object:
y_axis = z_axis.cross(x_axis)
# Create and apply orientation matrix
matrix = Matrix((x_axis, y_axis, z_axis)).to_3x3()
edit_bone.matrix = matrix
matrix_3x3 = Matrix((x_axis, y_axis, z_axis)).to_3x3()
matrix_4x4 = matrix_3x3.to_4x4()
edit_bone.matrix = matrix_4x4
bpy.ops.object.mode_set(mode='OBJECT')
return armature_obj
def assign_vertex_weights(obj: bpy.types.Object, vertices: list[PMXVertex], bones: list[PMXBone]):
# Pre-create vertex groups
vertex_groups = {}