PMX Import now works

This commit is contained in:
Yusarina
2025-04-10 23:40:51 +01:00
parent 3414ad8917
commit 69cc03098f
42 changed files with 12920 additions and 824 deletions
+34
View File
@@ -0,0 +1,34 @@
# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import bpy
def patch_library_overridable(property: "bpy.props._PropertyDeferred") -> "bpy.props._PropertyDeferred":
"""Apply recursively for each mmd_tools property class annotations.
Args:
property: The property to be patched.
Returns:
The patched property.
"""
property.keywords.setdefault("override", set()).add("LIBRARY_OVERRIDABLE")
if property.function.__name__ not in {"PointerProperty", "CollectionProperty"}:
return property
property_type = property.keywords["type"]
# The __annotations__ cannot be inherited. Manually search for base classes.
for inherited_type in (property_type, *property_type.__bases__):
if not inherited_type.__module__.startswith("mmd_tools.properties"):
continue
for annotation in inherited_type.__annotations__.values():
if not isinstance(annotation, bpy.props._PropertyDeferred):
continue
patch_library_overridable(annotation)
return property
+287
View File
@@ -0,0 +1,287 @@
# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import bpy
from .. import utils
from ..core import material
from ..core.material import FnMaterial
from ..core.model import FnModel
from . import patch_library_overridable
def _mmd_material_update_ambient_color(prop: "MMDMaterial", _context):
FnMaterial(prop.id_data).update_ambient_color()
def _mmd_material_update_diffuse_color(prop: "MMDMaterial", _context):
FnMaterial(prop.id_data).update_diffuse_color()
def _mmd_material_update_alpha(prop: "MMDMaterial", _context):
FnMaterial(prop.id_data).update_alpha()
def _mmd_material_update_specular_color(prop: "MMDMaterial", _context):
FnMaterial(prop.id_data).update_specular_color()
def _mmd_material_update_shininess(prop: "MMDMaterial", _context):
FnMaterial(prop.id_data).update_shininess()
def _mmd_material_update_is_double_sided(prop: "MMDMaterial", _context):
FnMaterial(prop.id_data).update_is_double_sided()
def _mmd_material_update_sphere_texture_type(prop: "MMDMaterial", context):
FnMaterial(prop.id_data).update_sphere_texture_type(context.active_object)
def _mmd_material_update_toon_texture(prop: "MMDMaterial", _context):
FnMaterial(prop.id_data).update_toon_texture()
def _mmd_material_update_enabled_drop_shadow(prop: "MMDMaterial", _context):
FnMaterial(prop.id_data).update_drop_shadow()
def _mmd_material_update_enabled_self_shadow_map(prop: "MMDMaterial", _context):
FnMaterial(prop.id_data).update_self_shadow_map()
def _mmd_material_update_enabled_self_shadow(prop: "MMDMaterial", _context):
FnMaterial(prop.id_data).update_self_shadow()
def _mmd_material_update_enabled_toon_edge(prop: "MMDMaterial", _context):
FnMaterial(prop.id_data).update_enabled_toon_edge()
def _mmd_material_update_edge_color(prop: "MMDMaterial", _context):
FnMaterial(prop.id_data).update_edge_color()
def _mmd_material_update_edge_weight(prop: "MMDMaterial", _context):
FnMaterial(prop.id_data).update_edge_weight()
def _mmd_material_get_name_j(prop: "MMDMaterial"):
return prop.get("name_j", "")
def _mmd_material_set_name_j(prop: "MMDMaterial", value: str):
prop_value = value
if prop_value and prop_value != prop.get("name_j"):
root = FnModel.find_root_object(bpy.context.active_object)
if root is None:
prop_value = utils.unique_name(value, {mat.mmd_material.name_j for mat in bpy.data.materials})
else:
prop_value = utils.unique_name(value, {mat.mmd_material.name_j for mat in FnModel.iterate_materials(root)})
prop["name_j"] = prop_value
# ===========================================
# Property classes
# ===========================================
class MMDMaterial(bpy.types.PropertyGroup):
"""マテリアル"""
name_j: bpy.props.StringProperty(
name="Name",
description="Japanese Name",
default="",
set=_mmd_material_set_name_j,
get=_mmd_material_get_name_j,
)
name_e: bpy.props.StringProperty(
name="Name(Eng)",
description="English Name",
default="",
)
material_id: bpy.props.IntProperty(
name="Material ID",
description="Unique ID for the reference of material morph",
default=-1,
min=-1,
)
ambient_color: bpy.props.FloatVectorProperty(
name="Ambient Color",
description="Ambient color",
subtype="COLOR",
size=3,
min=0,
max=1,
precision=3,
step=0.1,
default=[0.4, 0.4, 0.4],
update=_mmd_material_update_ambient_color,
)
diffuse_color: bpy.props.FloatVectorProperty(
name="Diffuse Color",
description="Diffuse color",
subtype="COLOR",
size=3,
min=0,
max=1,
precision=3,
step=0.1,
default=[0.8, 0.8, 0.8],
update=_mmd_material_update_diffuse_color,
)
alpha: bpy.props.FloatProperty(
name="Alpha",
description="Alpha transparency",
min=0,
max=1,
precision=3,
step=0.1,
default=1.0,
update=_mmd_material_update_alpha,
)
specular_color: bpy.props.FloatVectorProperty(
name="Specular Color",
description="Specular color",
subtype="COLOR",
size=3,
min=0,
max=1,
precision=3,
step=0.1,
default=[0.625, 0.625, 0.625],
update=_mmd_material_update_specular_color,
)
shininess: bpy.props.FloatProperty(
name="Reflect",
description="Sharpness of reflected highlights",
min=0,
soft_max=512,
step=100.0,
default=50.0,
update=_mmd_material_update_shininess,
)
is_double_sided: bpy.props.BoolProperty(
name="Double Sided",
description="Both sides of mesh should be rendered",
default=False,
update=_mmd_material_update_is_double_sided,
)
enabled_drop_shadow: bpy.props.BoolProperty(
name="Ground Shadow",
description="Display ground shadow",
default=True,
update=_mmd_material_update_enabled_drop_shadow,
)
enabled_self_shadow_map: bpy.props.BoolProperty(
name="Self Shadow Map",
description="Object can become shadowed by other objects",
default=True,
update=_mmd_material_update_enabled_self_shadow_map,
)
enabled_self_shadow: bpy.props.BoolProperty(
name="Self Shadow",
description="Object can cast shadows",
default=True,
update=_mmd_material_update_enabled_self_shadow,
)
enabled_toon_edge: bpy.props.BoolProperty(
name="Toon Edge",
description="Use toon edge",
default=False,
update=_mmd_material_update_enabled_toon_edge,
)
edge_color: bpy.props.FloatVectorProperty(
name="Edge Color",
description="Toon edge color",
subtype="COLOR",
size=4,
min=0,
max=1,
precision=3,
step=0.1,
default=[0, 0, 0, 1],
update=_mmd_material_update_edge_color,
)
edge_weight: bpy.props.FloatProperty(
name="Edge Weight",
description="Toon edge size",
min=0,
max=100,
soft_max=2,
step=1.0,
default=1.0,
update=_mmd_material_update_edge_weight,
)
sphere_texture_type: bpy.props.EnumProperty(
name="Sphere Map Type",
description="Choose sphere texture blend type",
items=[
(str(material.SPHERE_MODE_OFF), "Off", "", 1),
(str(material.SPHERE_MODE_MULT), "Multiply", "", 2),
(str(material.SPHERE_MODE_ADD), "Add", "", 3),
(str(material.SPHERE_MODE_SUBTEX), "SubTexture", "", 4),
],
update=_mmd_material_update_sphere_texture_type,
)
is_shared_toon_texture: bpy.props.BoolProperty(
name="Use Shared Toon Texture",
description="Use shared toon texture or custom toon texture",
default=False,
update=_mmd_material_update_toon_texture,
)
toon_texture: bpy.props.StringProperty(
name="Toon Texture",
subtype="FILE_PATH",
description="The file path of custom toon texture",
default="",
update=_mmd_material_update_toon_texture,
)
shared_toon_texture: bpy.props.IntProperty(
name="Shared Toon Texture",
description="Shared toon texture id (toon01.bmp ~ toon10.bmp)",
default=0,
min=0,
max=9,
update=_mmd_material_update_toon_texture,
)
comment: bpy.props.StringProperty(
name="Comment",
description="Comment",
)
def is_id_unique(self):
return self.material_id < 0 or not next((m for m in bpy.data.materials if m.mmd_material != self and m.mmd_material.material_id == self.material_id), None)
@staticmethod
def register():
bpy.types.Material.mmd_material = patch_library_overridable(bpy.props.PointerProperty(type=MMDMaterial))
@staticmethod
def unregister():
del bpy.types.Material.mmd_material
+488
View File
@@ -0,0 +1,488 @@
# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import bpy
from .. import utils
from ..core.bone import FnBone
from ..core.material import FnMaterial
from ..core.model import FnModel, Model
from ..core.morph import FnMorph
def _morph_base_get_name(prop: "_MorphBase") -> str:
return prop.get("name", "")
def _morph_base_set_name(prop: "_MorphBase", value: str):
mmd_root = prop.id_data.mmd_root
# morph_type = mmd_root.active_morph_type
morph_type = "%s_morphs" % prop.bl_rna.identifier[:-5].lower()
# assert(prop.bl_rna.identifier.endswith('Morph'))
# logging.debug('_set_name: %s %s %s', prop, value, morph_type)
prop_name = prop.get("name", None)
if prop_name == value:
return
used_names = {x.name for x in getattr(mmd_root, morph_type) if x != prop}
value = utils.unique_name(value, used_names)
if prop_name is not None:
if morph_type == "vertex_morphs":
kb_list = {}
for mesh in FnModel.iterate_mesh_objects(prop.id_data):
for kb in getattr(mesh.data.shape_keys, "key_blocks", ()):
kb_list.setdefault(kb.name, []).append(kb)
if prop_name in kb_list:
value = utils.unique_name(value, used_names | kb_list.keys())
for kb in kb_list[prop_name]:
kb.name = value
elif morph_type == "uv_morphs":
vg_list = {}
for mesh in FnModel.iterate_mesh_objects(prop.id_data):
for vg, n, x in FnMorph.get_uv_morph_vertex_groups(mesh):
vg_list.setdefault(n, []).append(vg)
if prop_name in vg_list:
value = utils.unique_name(value, used_names | vg_list.keys())
for vg in vg_list[prop_name]:
vg.name = vg.name.replace(prop_name, value)
if 1: # morph_type != 'group_morphs':
for m in mmd_root.group_morphs:
for d in m.data:
if d.name == prop_name and d.morph_type == morph_type:
d.name = value
frame_facial = mmd_root.display_item_frames.get("表情")
for item in getattr(frame_facial, "data", []):
if item.name == prop_name and item.morph_type == morph_type:
item.name = value
break
obj = Model(prop.id_data).morph_slider.placeholder()
if obj and value not in obj.data.shape_keys.key_blocks:
kb = obj.data.shape_keys.key_blocks.get(prop_name, None)
if kb:
kb.name = value
prop["name"] = value
class _MorphBase:
name: bpy.props.StringProperty(
name="Name",
description="Japanese Name",
set=_morph_base_set_name,
get=_morph_base_get_name,
)
name_e: bpy.props.StringProperty(
name="Name(Eng)",
description="English Name",
default="",
)
category: bpy.props.EnumProperty(
name="Category",
description="Select category",
items=[
("SYSTEM", "Hidden", "", 0),
("EYEBROW", "Eye Brow", "", 1),
("EYE", "Eye", "", 2),
("MOUTH", "Mouth", "", 3),
("OTHER", "Other", "", 4),
],
default="OTHER",
)
def _bone_morph_data_get_bone(prop: "BoneMorphData") -> str:
bone_id = prop.get("bone_id", -1)
if bone_id < 0:
return ""
root_object = prop.id_data
armature_object = FnModel.find_armature_object(root_object)
if armature_object is None:
return ""
pose_bone = FnBone.find_pose_bone_by_bone_id(armature_object, bone_id)
if pose_bone is None:
return ""
return pose_bone.name
def _bone_morph_data_set_bone(prop: "BoneMorphData", value: str):
root = prop.id_data
arm = FnModel.find_armature_object(root)
# Load the library_override file. This function is triggered when loading, but the arm obj cannot be found.
# The arm obj is exist, but the relative relationship has not yet been established.
if arm is None:
return
if value not in arm.pose.bones.keys():
prop["bone_id"] = -1
return
pose_bone = arm.pose.bones[value]
prop["bone_id"] = FnBone.get_or_assign_bone_id(pose_bone)
def _bone_morph_data_update_location_or_rotation(prop: "BoneMorphData", _context):
if not prop.name.startswith("mmd_bind"):
return
arm = FnModel(prop.id_data).morph_slider.dummy_armature
if arm:
bone = arm.pose.bones.get(prop.name, None)
if bone:
bone.location = prop.location
bone.rotation_quaternion = prop.rotation.__class__(*prop.rotation.to_axis_angle()) # Fix for consistency
class BoneMorphData(bpy.types.PropertyGroup):
""" """
bone: bpy.props.StringProperty(
name="Bone",
description="Target bone",
set=_bone_morph_data_set_bone,
get=_bone_morph_data_get_bone,
)
bone_id: bpy.props.IntProperty(
name="Bone ID",
)
location: bpy.props.FloatVectorProperty(
name="Location",
description="Location",
subtype="TRANSLATION",
size=3,
default=[0, 0, 0],
update=_bone_morph_data_update_location_or_rotation,
)
rotation: bpy.props.FloatVectorProperty(
name="Rotation",
description="Rotation in quaternions",
subtype="QUATERNION",
size=4,
default=[1, 0, 0, 0],
update=_bone_morph_data_update_location_or_rotation,
)
class BoneMorph(_MorphBase, bpy.types.PropertyGroup):
"""Bone Morph"""
data: bpy.props.CollectionProperty(
name="Morph Data",
type=BoneMorphData,
)
active_data: bpy.props.IntProperty(
name="Active Bone Data",
min=0,
default=0,
)
def _material_morph_data_get_material(prop: "MaterialMorphData"):
mat_p = prop.get("material_data", None)
if mat_p is not None:
return mat_p.name
return ""
def _material_morph_data_set_material(prop: "MaterialMorphData", value: str):
if value not in bpy.data.materials:
prop["material_data"] = None
prop["material_id"] = -1
else:
mat = bpy.data.materials[value]
fnMat = FnMaterial(mat)
prop["material_data"] = mat
prop["material_id"] = fnMat.material_id
def _material_morph_data_set_related_mesh(prop: "MaterialMorphData", value: str):
mesh = FnModel.find_mesh_object_by_name(prop.id_data, value)
if mesh is not None:
prop["related_mesh_data"] = mesh.data
else:
prop["related_mesh_data"] = None
def _material_morph_data_get_related_mesh(prop):
mesh_p = prop.get("related_mesh_data", None)
if mesh_p is not None:
return mesh_p.name
return ""
def _material_morph_data_update_modifiable_values(prop: "MaterialMorphData", _context):
if not prop.name.startswith("mmd_bind"):
return
from ..core.shader import _MaterialMorph
mat = prop["material_data"]
if mat is not None:
_MaterialMorph.update_morph_inputs(mat, prop)
else:
for mat in FnModel(prop.id_data).materials():
_MaterialMorph.update_morph_inputs(mat, prop)
class MaterialMorphData(bpy.types.PropertyGroup):
""" """
related_mesh: bpy.props.StringProperty(
name="Related Mesh",
description="Stores a reference to the mesh where this morph data belongs to",
set=_material_morph_data_set_related_mesh,
get=_material_morph_data_get_related_mesh,
)
related_mesh_data: bpy.props.PointerProperty(
name="Related Mesh Data",
type=bpy.types.Mesh,
)
offset_type: bpy.props.EnumProperty(name="Offset Type", description="Select offset type", items=[("MULT", "Multiply", "", 0), ("ADD", "Add", "", 1)], default="ADD")
material: bpy.props.StringProperty(
name="Material",
description="Target material",
get=_material_morph_data_get_material,
set=_material_morph_data_set_material,
)
material_id: bpy.props.IntProperty(
name="Material ID",
default=-1,
)
material_data: bpy.props.PointerProperty(
name="Material Data",
type=bpy.types.Material,
)
diffuse_color: bpy.props.FloatVectorProperty(
name="Diffuse Color",
description="Diffuse color",
subtype="COLOR",
size=4,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0, 1],
update=_material_morph_data_update_modifiable_values,
)
specular_color: bpy.props.FloatVectorProperty(
name="Specular Color",
description="Specular color",
subtype="COLOR",
size=3,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0],
update=_material_morph_data_update_modifiable_values,
)
shininess: bpy.props.FloatProperty(
name="Reflect",
description="Reflect",
soft_min=0,
soft_max=500,
step=100.0,
default=0.0,
update=_material_morph_data_update_modifiable_values,
)
ambient_color: bpy.props.FloatVectorProperty(
name="Ambient Color",
description="Ambient color",
subtype="COLOR",
size=3,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0],
update=_material_morph_data_update_modifiable_values,
)
edge_color: bpy.props.FloatVectorProperty(
name="Edge Color",
description="Edge color",
subtype="COLOR",
size=4,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0, 1],
update=_material_morph_data_update_modifiable_values,
)
edge_weight: bpy.props.FloatProperty(
name="Edge Weight",
description="Edge weight",
soft_min=0,
soft_max=2,
step=0.1,
default=0,
update=_material_morph_data_update_modifiable_values,
)
texture_factor: bpy.props.FloatVectorProperty(
name="Texture factor",
description="Texture factor",
subtype="COLOR",
size=4,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0, 1],
update=_material_morph_data_update_modifiable_values,
)
sphere_texture_factor: bpy.props.FloatVectorProperty(
name="Sphere Texture factor",
description="Sphere texture factor",
subtype="COLOR",
size=4,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0, 1],
update=_material_morph_data_update_modifiable_values,
)
toon_texture_factor: bpy.props.FloatVectorProperty(
name="Toon Texture factor",
description="Toon texture factor",
subtype="COLOR",
size=4,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0, 1],
update=_material_morph_data_update_modifiable_values,
)
class MaterialMorph(_MorphBase, bpy.types.PropertyGroup):
"""Material Morph"""
data: bpy.props.CollectionProperty(
name="Morph Data",
type=MaterialMorphData,
)
active_data: bpy.props.IntProperty(
name="Active Material Data",
min=0,
default=0,
)
class UVMorphOffset(bpy.types.PropertyGroup):
"""UV Morph Offset"""
index: bpy.props.IntProperty(
name="Vertex Index",
description="Vertex index",
min=0,
default=0,
)
offset: bpy.props.FloatVectorProperty(
name="UV Offset",
description="UV offset",
size=4,
# min=-1,
# max=1,
# precision=3,
step=0.1,
default=[0, 0, 0, 0],
)
class UVMorph(_MorphBase, bpy.types.PropertyGroup):
"""UV Morph"""
uv_index: bpy.props.IntProperty(
name="UV Index",
description="UV index (UV, UV1 ~ UV4)",
min=0,
max=4,
default=0,
)
data_type: bpy.props.EnumProperty(
name="Data Type",
description="Select data type",
items=[
("DATA", "Data", "Store offset data in root object (deprecated)", 0),
("VERTEX_GROUP", "Vertex Group", "Store offset data in vertex groups", 1),
],
default="DATA",
)
data: bpy.props.CollectionProperty(
name="Morph Data",
type=UVMorphOffset,
)
active_data: bpy.props.IntProperty(
name="Active UV Data",
min=0,
default=0,
)
vertex_group_scale: bpy.props.FloatProperty(
name="Vertex Group Scale",
description='The value scale of "Vertex Group" data type',
precision=3,
step=0.1,
default=1,
)
class GroupMorphOffset(bpy.types.PropertyGroup):
"""Group Morph Offset"""
morph_type: bpy.props.EnumProperty(
name="Morph Type",
description="Select morph type",
items=[
("material_morphs", "Material", "Material Morphs", 0),
("uv_morphs", "UV", "UV Morphs", 1),
("bone_morphs", "Bone", "Bone Morphs", 2),
("vertex_morphs", "Vertex", "Vertex Morphs", 3),
("group_morphs", "Group", "Group Morphs", 4),
],
default="vertex_morphs",
)
factor: bpy.props.FloatProperty(name="Factor", description="Factor", soft_min=0, soft_max=1, precision=3, step=0.1, default=0)
class GroupMorph(_MorphBase, bpy.types.PropertyGroup):
"""Group Morph"""
data: bpy.props.CollectionProperty(
name="Morph Data",
type=GroupMorphOffset,
)
active_data: bpy.props.IntProperty(
name="Active Group Data",
min=0,
default=0,
)
class VertexMorph(_MorphBase, bpy.types.PropertyGroup):
"""Vertex Morph"""
+87 -113
View File
@@ -1,41 +1,33 @@
# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools project, However Neoneko has added it to Avatar Toolkit.
# All credit goes to the original authors.
# Please note that some code was modified to fit the needs of Avatar Toolkit and some code may of been removed.
# MMD Tools is licensed under the terms of the GPL-3.0 license which Avatar Toolkit is also licensed under.
# You can find MMD Tools at: https://github.com/MMD-Blender/blender_mmd_tools/
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
from typing import cast
import bpy
from bpy.types import PropertyGroup, Context, PoseBone
from bpy.props import (
StringProperty,
IntProperty,
BoolProperty,
FloatProperty,
FloatVectorProperty
)
from ..logging_setup import logger
from ..bone import FnBone
from ..core.bone import FnBone
from . import patch_library_overridable
def _mmd_bone_update_additional_transform(prop, context: Context):
"""Update handler for additional transform properties"""
def _mmd_bone_update_additional_transform(prop: "MMDBone", context: bpy.types.Context):
prop["is_additional_transform_dirty"] = True
p_bone = context.active_pose_bone
if p_bone and p_bone.mmd_bone.as_pointer() == prop.as_pointer():
FnBone.apply_additional_transformation(prop.id_data)
def _mmd_bone_update_additional_transform_influence(prop, context: Context):
"""Update handler for additional transform influence"""
def _mmd_bone_update_additional_transform_influence(prop: "MMDBone", context: bpy.types.Context):
pose_bone = context.active_pose_bone
if pose_bone and pose_bone.mmd_bone.as_pointer() == prop.as_pointer():
FnBone.update_additional_transform_influence(pose_bone)
else:
prop["is_additional_transform_dirty"] = True
def _mmd_bone_get_additional_transform_bone(prop):
"""Getter for additional transform bone property"""
def _mmd_bone_get_additional_transform_bone(prop: "MMDBone"):
arm = prop.id_data
bone_id = prop.get("additional_transform_bone_id", -1)
if bone_id < 0:
@@ -45,8 +37,8 @@ def _mmd_bone_get_additional_transform_bone(prop):
return ""
return pose_bone.name
def _mmd_bone_set_additional_transform_bone(prop, value: str):
"""Setter for additional transform bone property"""
def _mmd_bone_set_additional_transform_bone(prop: "MMDBone", value: str):
arm = prop.id_data
prop["is_additional_transform_dirty"] = True
if value not in arm.pose.bones.keys():
@@ -55,85 +47,70 @@ def _mmd_bone_set_additional_transform_bone(prop, value: str):
pose_bone = arm.pose.bones[value]
prop["additional_transform_bone_id"] = FnBone.get_or_assign_bone_id(pose_bone)
def _pose_bone_update_mmd_ik_toggle(prop: PoseBone, _context):
"""Update handler for IK toggle property"""
v = prop.mmd_ik_toggle
armature_object = prop.id_data
for b in armature_object.pose.bones:
for c in b.constraints:
if c.type == "IK" and c.subtarget == prop.name:
logger.debug('Updating IK constraint %s on bone %s', c.name, b.name)
c.influence = v
b_chain = b if c.use_tail else b.parent
for chain_bone in ([b_chain] + b_chain.parent_recursive)[:c.chain_count]:
limit_c = next((c for c in chain_bone.constraints if c.type == "LIMIT_ROTATION" and not c.mute), None)
if limit_c:
limit_c.influence = v
class MMDBone(PropertyGroup):
"""Property group for MMD bone properties"""
name_j: StringProperty(
class MMDBone(bpy.types.PropertyGroup):
name_j: bpy.props.StringProperty(
name="Name",
description="Japanese Name",
default="",
)
name_e: StringProperty(
name_e: bpy.props.StringProperty(
name="Name(Eng)",
description="English Name",
default="",
)
bone_id: IntProperty(
bone_id: bpy.props.IntProperty(
name="Bone ID",
description="Unique ID for the reference of bone morph and rotate+/move+",
default=-1,
min=-1,
)
transform_order: IntProperty(
transform_order: bpy.props.IntProperty(
name="Transform Order",
description="Deformation tier",
min=0,
max=100,
soft_max=7,
)
is_controllable: BoolProperty(
is_controllable: bpy.props.BoolProperty(
name="Controllable",
description="Is controllable",
default=True,
)
transform_after_dynamics: BoolProperty(
transform_after_dynamics: bpy.props.BoolProperty(
name="After Dynamics",
description="After physics",
default=False,
)
enabled_fixed_axis: BoolProperty(
enabled_fixed_axis: bpy.props.BoolProperty(
name="Fixed Axis",
description="Use fixed axis",
default=False,
)
fixed_axis: FloatVectorProperty(
fixed_axis: bpy.props.FloatVectorProperty(
name="Fixed Axis",
description="Fixed axis",
subtype="XYZ",
size=3,
precision=3,
step=0.1,
step=0.1, # 0.1 / 100
default=[0, 0, 0],
)
enabled_local_axes: BoolProperty(
enabled_local_axes: bpy.props.BoolProperty(
name="Local Axes",
description="Use local axes",
default=False,
)
local_axis_x: FloatVectorProperty(
local_axis_x: bpy.props.FloatVectorProperty(
name="Local X-Axis",
description="Local x-axis",
subtype="XYZ",
@@ -142,8 +119,8 @@ class MMDBone(PropertyGroup):
step=0.1,
default=[1, 0, 0],
)
local_axis_z: FloatVectorProperty(
local_axis_z: bpy.props.FloatVectorProperty(
name="Local Z-Axis",
description="Local z-axis",
subtype="XYZ",
@@ -152,14 +129,14 @@ class MMDBone(PropertyGroup):
step=0.1,
default=[0, 0, 1],
)
is_tip: BoolProperty(
is_tip: bpy.props.BoolProperty(
name="Tip Bone",
description="Is zero length bone",
default=False,
)
ik_rotation_constraint: FloatProperty(
ik_rotation_constraint: bpy.props.FloatProperty(
name="IK Rotation Constraint",
description="The unit angle of IK",
subtype="ANGLE",
@@ -167,36 +144,36 @@ class MMDBone(PropertyGroup):
soft_max=4,
default=1,
)
has_additional_rotation: BoolProperty(
has_additional_rotation: bpy.props.BoolProperty(
name="Additional Rotation",
description="Additional rotation",
default=False,
update=_mmd_bone_update_additional_transform,
)
has_additional_location: BoolProperty(
has_additional_location: bpy.props.BoolProperty(
name="Additional Location",
description="Additional location",
default=False,
update=_mmd_bone_update_additional_transform,
)
additional_transform_bone: StringProperty(
additional_transform_bone: bpy.props.StringProperty(
name="Additional Transform Bone",
description="Additional transform bone",
set=_mmd_bone_set_additional_transform_bone,
get=_mmd_bone_get_additional_transform_bone,
update=_mmd_bone_update_additional_transform,
)
additional_transform_bone_id: IntProperty(
additional_transform_bone_id: bpy.props.IntProperty(
name="Additional Transform Bone ID",
default=-1,
update=_mmd_bone_update_additional_transform,
)
additional_transform_influence: FloatProperty(
additional_transform_influence: bpy.props.FloatProperty(
name="Additional Transform Influence",
description="Additional transform influence",
default=1,
@@ -204,47 +181,44 @@ class MMDBone(PropertyGroup):
soft_max=1,
update=_mmd_bone_update_additional_transform_influence,
)
is_additional_transform_dirty: BoolProperty(
name="",
default=True
)
is_additional_transform_dirty: bpy.props.BoolProperty(name="", default=True)
def is_id_unique(self):
"""Check if the bone ID is unique"""
return self.bone_id < 0 or not next((b for b in self.id_data.pose.bones if b.mmd_bone != self and b.mmd_bone.bone_id == self.bone_id), None)
@staticmethod
def register():
bpy.types.PoseBone.mmd_bone = patch_library_overridable(bpy.props.PointerProperty(type=MMDBone))
bpy.types.PoseBone.is_mmd_shadow_bone = patch_library_overridable(bpy.props.BoolProperty(name="is_mmd_shadow_bone", default=False))
bpy.types.PoseBone.mmd_shadow_bone_type = patch_library_overridable(bpy.props.StringProperty(name="mmd_shadow_bone_type"))
bpy.types.PoseBone.mmd_ik_toggle = patch_library_overridable(
bpy.props.BoolProperty(
name="MMD IK Toggle",
description="MMD IK toggle is used to import/export animation of IK on-off",
update=_pose_bone_update_mmd_ik_toggle,
default=True,
)
)
def register():
"""Register MMD bone properties"""
logger.info("Registering MMD bone properties")
bpy.utils.register_class(MMDBone)
# Add properties to PoseBone
bpy.types.PoseBone.mmd_bone = bpy.props.PointerProperty(type=MMDBone)
bpy.types.PoseBone.is_mmd_shadow_bone = bpy.props.BoolProperty(
name="is_mmd_shadow_bone",
default=False
)
bpy.types.PoseBone.mmd_shadow_bone_type = bpy.props.StringProperty(
name="mmd_shadow_bone_type"
)
bpy.types.PoseBone.mmd_ik_toggle = bpy.props.BoolProperty(
name="MMD IK Toggle",
description="MMD IK toggle is used to import/export animation of IK on-off",
update=_pose_bone_update_mmd_ik_toggle,
default=True,
)
@staticmethod
def unregister():
del bpy.types.PoseBone.mmd_ik_toggle
del bpy.types.PoseBone.mmd_shadow_bone_type
del bpy.types.PoseBone.is_mmd_shadow_bone
del bpy.types.PoseBone.mmd_bone
def unregister():
"""Unregister MMD bone properties"""
logger.info("Unregistering MMD bone properties")
# Remove properties from PoseBone
del bpy.types.PoseBone.mmd_ik_toggle
del bpy.types.PoseBone.mmd_shadow_bone_type
del bpy.types.PoseBone.is_mmd_shadow_bone
del bpy.types.PoseBone.mmd_bone
bpy.utils.unregister_class(MMDBone)
def _pose_bone_update_mmd_ik_toggle(prop: bpy.types.PoseBone, _context):
v = prop.mmd_ik_toggle
armature_object = cast(bpy.types.Object, prop.id_data)
for b in armature_object.pose.bones:
for c in b.constraints:
if c.type == "IK" and c.subtarget == prop.name:
# logging.debug(' %s %s', b.name, c.name)
c.influence = v
b = b if c.use_tail else b.parent
for b in ([b] + b.parent_recursive)[: c.chain_count]:
c = next((c for c in b.constraints if c.type == "LIMIT_ROTATION" and not c.mute), None)
if c:
c.influence = v
+295
View File
@@ -0,0 +1,295 @@
# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
"""Properties for rigid bodies and joints"""
import bpy
from .. import bpyutils
from ..core import rigid_body
from ..core.rigid_body import RigidBodyMaterial, FnRigidBody
from ..core.model import FnModel
from . import patch_library_overridable
def _updateCollisionGroup(prop, _context):
obj = prop.id_data
materials = obj.data.materials
if len(materials) == 0:
materials.append(RigidBodyMaterial.getMaterial(prop.collision_group_number))
else:
obj.material_slots[0].material = RigidBodyMaterial.getMaterial(prop.collision_group_number)
def _updateType(prop, _context):
obj = prop.id_data
rb = obj.rigid_body
if rb:
rb.kinematic = int(prop.type) == rigid_body.MODE_STATIC
def _updateShape(prop, _context):
obj = prop.id_data
if len(obj.data.vertices) > 0:
size = prop.size
prop.size = size # update mesh
rb = obj.rigid_body
if rb:
rb.collision_shape = prop.shape
def _get_bone(prop):
obj = prop.id_data
relation = obj.constraints.get("mmd_tools_rigid_parent", None)
if relation:
arm = relation.target
bone_name = relation.subtarget
if arm is not None and bone_name in arm.data.bones:
return bone_name
return prop.get("bone", "")
def _set_bone(prop, value):
bone_name = value
obj = prop.id_data
relation = obj.constraints.get("mmd_tools_rigid_parent", None)
if relation is None:
relation = obj.constraints.new("CHILD_OF")
relation.name = "mmd_tools_rigid_parent"
relation.mute = True
arm = relation.target
if arm is None:
root = FnModel.find_root_object(obj)
if root:
arm = relation.target = FnModel.find_armature_object(root)
if arm is not None and bone_name in arm.data.bones:
relation.subtarget = bone_name
else:
relation.subtarget = bone_name = ""
prop["bone"] = bone_name
def _get_size(prop):
if prop.id_data.mmd_type != "RIGID_BODY":
return (0, 0, 0)
return FnRigidBody.get_rigid_body_size(prop.id_data)
def _set_size(prop, value):
obj = prop.id_data
assert obj.mode == "OBJECT" # not support other mode yet
shape = prop.shape
mesh = obj.data
rb = obj.rigid_body
if len(mesh.vertices) == 0 or rb is None or rb.collision_shape != shape:
if shape == "SPHERE":
bpyutils.makeSphere(
radius=value[0],
target_object=obj,
)
elif shape == "BOX":
bpyutils.makeBox(
size=value,
target_object=obj,
)
elif shape == "CAPSULE":
bpyutils.makeCapsule(
radius=value[0],
height=value[1],
target_object=obj,
)
mesh.update()
if rb:
rb.collision_shape = shape
else:
if shape == "SPHERE":
radius = max(value[0], 1e-3)
for v in mesh.vertices:
vec = v.co.normalized()
v.co = vec * radius
elif shape == "BOX":
x = max(value[0], 1e-3)
y = max(value[1], 1e-3)
z = max(value[2], 1e-3)
for v in mesh.vertices:
x0, y0, z0 = v.co
x0 = -x if x0 < 0 else x
y0 = -y if y0 < 0 else y
z0 = -z if z0 < 0 else z
v.co = [x0, y0, z0]
elif shape == "CAPSULE":
r0, h0, xx = FnRigidBody.get_rigid_body_size(prop.id_data)
h0 *= 0.5
radius = max(value[0], 1e-3)
height = max(value[1], 1e-3) * 0.5
scale = radius / max(r0, 1e-3)
for v in mesh.vertices:
x0, y0, z0 = v.co
x0 *= scale
y0 *= scale
if z0 < 0:
z0 = (z0 + h0) * scale - height
else:
z0 = (z0 - h0) * scale + height
v.co = [x0, y0, z0]
mesh.update()
def _get_rigid_name(prop):
return prop.get("name", "")
def _set_rigid_name(prop, value):
prop["name"] = value
class MMDRigidBody(bpy.types.PropertyGroup):
name_j: bpy.props.StringProperty(
name="Name",
description="Japanese Name",
default="",
get=_get_rigid_name,
set=_set_rigid_name,
)
name_e: bpy.props.StringProperty(
name="Name(Eng)",
description="English Name",
default="",
)
collision_group_number: bpy.props.IntProperty(
name="Collision Group",
description="The collision group of the object",
min=0,
max=15,
default=1,
update=_updateCollisionGroup,
)
collision_group_mask: bpy.props.BoolVectorProperty(
name="Collision Group Mask",
description="The groups the object can not collide with",
size=16,
subtype="LAYER",
)
type: bpy.props.EnumProperty(
name="Rigid Type",
description="Select rigid type",
items=[
(str(rigid_body.MODE_STATIC), "Bone", "Rigid body's orientation completely determined by attached bone", 1),
(str(rigid_body.MODE_DYNAMIC), "Physics", "Attached bone's orientation completely determined by rigid body", 2),
(str(rigid_body.MODE_DYNAMIC_BONE), "Physics + Bone", "Bone determined by combination of parent and attached rigid body", 3),
],
update=_updateType,
)
shape: bpy.props.EnumProperty(
name="Shape",
description="Select the collision shape",
items=[
("SPHERE", "Sphere", "", 1),
("BOX", "Box", "", 2),
("CAPSULE", "Capsule", "", 3),
],
update=_updateShape,
)
bone: bpy.props.StringProperty(
name="Bone",
description="Target bone",
default="",
get=_get_bone,
set=_set_bone,
)
size: bpy.props.FloatVectorProperty(
name="Size",
description="Size of the object",
subtype="XYZ",
size=3,
min=0,
step=0.1,
get=_get_size,
set=_set_size,
)
@staticmethod
def register():
bpy.types.Object.mmd_rigid = patch_library_overridable(bpy.props.PointerProperty(type=MMDRigidBody))
@staticmethod
def unregister():
del bpy.types.Object.mmd_rigid
def _updateSpringLinear(prop, context):
obj = prop.id_data
rbc = obj.rigid_body_constraint
if rbc:
rbc.spring_stiffness_x = prop.spring_linear[0]
rbc.spring_stiffness_y = prop.spring_linear[1]
rbc.spring_stiffness_z = prop.spring_linear[2]
def _updateSpringAngular(prop, context):
obj = prop.id_data
rbc = obj.rigid_body_constraint
if rbc and hasattr(rbc, "use_spring_ang_x"):
rbc.spring_stiffness_ang_x = prop.spring_angular[0]
rbc.spring_stiffness_ang_y = prop.spring_angular[1]
rbc.spring_stiffness_ang_z = prop.spring_angular[2]
class MMDJoint(bpy.types.PropertyGroup):
name_j: bpy.props.StringProperty(
name="Name",
description="Japanese Name",
default="",
)
name_e: bpy.props.StringProperty(
name="Name(Eng)",
description="English Name",
default="",
)
spring_linear: bpy.props.FloatVectorProperty(
name="Spring(Linear)",
description="Spring constant of movement",
subtype="XYZ",
size=3,
min=0,
step=0.1,
update=_updateSpringLinear,
)
spring_angular: bpy.props.FloatVectorProperty(
name="Spring(Angular)",
description="Spring constant of rotation",
subtype="XYZ",
size=3,
min=0,
step=0.1,
update=_updateSpringAngular,
)
@staticmethod
def register():
bpy.types.Object.mmd_joint = patch_library_overridable(bpy.props.PointerProperty(type=MMDJoint))
@staticmethod
def unregister():
del bpy.types.Object.mmd_joint
+9 -14
View File
@@ -1,10 +1,9 @@
# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools project, However Neoneko has added it to Avatar Toolkit.
# All credit goes to the original authors.
# Please note that some code was modified to fit the needs of Avatar Toolkit and some code may of been removed.
# MMD Tools is licensed under the terms of the GPL-3.0 license which Avatar Toolkit is also licensed under.
# You can find MMD Tools at: https://github.com/MMD-Blender/blender_mmd_tools/
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
"""Properties for MMD model root object"""
@@ -500,26 +499,22 @@ class MMDRoot(bpy.types.PropertyGroup):
@staticmethod
def __get_select(prop: bpy.types.Object) -> bool:
# TODO: Object.select is deprecated since v4.0.0, use Object.select_get() method instead
# utils.warn_deprecation("Object.select", "v4.0.0", "Use Object.select_get() method instead")
utils.warn_deprecation("Object.select", "v4.0.0", "Use Object.select_get() method instead")
return prop.select_get()
@staticmethod
def __set_select(prop: bpy.types.Object, value: bool) -> None:
# TODO: Object.select is deprecated since v4.0.0, use Object.select_set() method instead
# utils.warn_deprecation("Object.select", "v4.0.0", "Use Object.select_set() method instead")
utils.warn_deprecation("Object.select", "v4.0.0", "Use Object.select_set() method instead")
prop.select_set(value)
@staticmethod
def __get_hide(prop: bpy.types.Object) -> bool:
# TODO: Object.hide is deprecated since v4.0.0, use Object.hide_get() method instead
# utils.warn_deprecation("Object.hide", "v4.0.0", "Use Object.hide_get() method instead")
utils.warn_deprecation("Object.hide", "v4.0.0", "Use Object.hide_get() method instead")
return prop.hide_get()
@staticmethod
def __set_hide(prop: bpy.types.Object, value: bool) -> None:
# TODO: Object.hide is deprecated since v4.0.0, use Object.hide_set() method instead
# utils.warn_deprecation("Object.hide", "v4.0.0", "Use Object.hide_set() method instead")
utils.warn_deprecation("Object.hide", "v4.0.0", "Use Object.hide_set() method instead")
prop.hide_set(value)
if prop.hide_viewport != value:
prop.hide_viewport = value
@@ -579,4 +574,4 @@ class MMDRoot(bpy.types.PropertyGroup):
del bpy.types.Object.hide
del bpy.types.Object.select
del bpy.types.Object.mmd_root
del bpy.types.Object.mmd_type
del bpy.types.Object.mmd_type
+127
View File
@@ -0,0 +1,127 @@
# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
from typing import Dict, List, Optional, Tuple
import bpy
from ..core.translations import FnTranslations, MMDTranslationElementType
from ..translations import DictionaryEnum
MMD_TRANSLATION_ELEMENT_TYPE_ENUM_ITEMS = [
(MMDTranslationElementType.BONE.name, MMDTranslationElementType.BONE.value, "Bones", 1),
(MMDTranslationElementType.MORPH.name, MMDTranslationElementType.MORPH.value, "Morphs", 2),
(MMDTranslationElementType.MATERIAL.name, MMDTranslationElementType.MATERIAL.value, "Materials", 4),
(MMDTranslationElementType.DISPLAY.name, MMDTranslationElementType.DISPLAY.value, "Display frames", 8),
(MMDTranslationElementType.PHYSICS.name, MMDTranslationElementType.PHYSICS.value, "Rigidbodies and joints", 16),
(MMDTranslationElementType.INFO.name, MMDTranslationElementType.INFO.value, "Model name and comments", 32),
]
class MMDTranslationElement(bpy.types.PropertyGroup):
type: bpy.props.EnumProperty(items=MMD_TRANSLATION_ELEMENT_TYPE_ENUM_ITEMS)
object: bpy.props.PointerProperty(type=bpy.types.Object)
data_path: bpy.props.StringProperty()
name: bpy.props.StringProperty()
name_j: bpy.props.StringProperty()
name_e: bpy.props.StringProperty()
class MMDTranslationElementIndex(bpy.types.PropertyGroup):
value: bpy.props.IntProperty()
BATCH_OPERATION_SCRIPT_PRESETS: Dict[str, Tuple[Optional[str], str, str, int]] = {
"NOTHING": ("", "", "", 1),
"CLEAR": (None, "Clear", '""', 10),
"TO_ENGLISH": ("BLENDER", "Translate to English", "to_english(name)", 2),
"TO_MMD_LR": ("JAPANESE", "Blender L/R to MMD L/R", "to_mmd_lr(name)", 3),
"TO_BLENDER_LR": ("BLENDER", "MMD L/R to Blender L/R", "to_blender_lr(name_j)", 4),
"RESTORE_BLENDER": ("BLENDER", "Restore Blender Names", "org_name", 5),
"RESTORE_JAPANESE": ("JAPANESE", "Restore Japanese MMD Names", "org_name_j", 6),
"RESTORE_ENGLISH": ("ENGLISH", "Restore English MMD Names", "org_name_e", 7),
"ENGLISH_IF_EMPTY_JAPANESE": (None, "Copy English MMD Names, if empty copy Japanese MMD Name", "name_e if name_e else name_j", 8),
"JAPANESE_IF_EMPTY_ENGLISH": (None, "Copy Japanese MMD Names, if empty copy English MMD Name", "name_j if name_j else name_e", 9),
}
BATCH_OPERATION_SCRIPT_PRESET_ITEMS: List[Tuple[str, str, str, int]] = [(k, t[1], t[2], t[3]) for k, t in BATCH_OPERATION_SCRIPT_PRESETS.items()]
class MMDTranslation(bpy.types.PropertyGroup):
@staticmethod
def _update_index(mmd_translation: "MMDTranslation", _context):
FnTranslations.update_index(mmd_translation)
@staticmethod
def _collect_data(mmd_translation: "MMDTranslation", _context):
FnTranslations.collect_data(mmd_translation)
@staticmethod
def _update_query(mmd_translation: "MMDTranslation", _context):
FnTranslations.update_query(mmd_translation)
@staticmethod
def _update_batch_operation_script_preset(mmd_translation: "MMDTranslation", _context):
if mmd_translation.batch_operation_script_preset == "NOTHING":
return
id2scripts: Dict[str, str] = {i[0]: i[2] for i in BATCH_OPERATION_SCRIPT_PRESET_ITEMS}
batch_operation_script = id2scripts.get(mmd_translation.batch_operation_script_preset)
if batch_operation_script is None:
return
mmd_translation.batch_operation_script = batch_operation_script
batch_operation_target = BATCH_OPERATION_SCRIPT_PRESETS[mmd_translation.batch_operation_script_preset][0]
if batch_operation_target:
mmd_translation.batch_operation_target = batch_operation_target
translation_elements: bpy.props.CollectionProperty(type=MMDTranslationElement)
filtered_translation_element_indices_active_index: bpy.props.IntProperty(update=_update_index.__func__)
filtered_translation_element_indices: bpy.props.CollectionProperty(type=MMDTranslationElementIndex)
filter_japanese_blank: bpy.props.BoolProperty(name="Japanese Blank", default=False, update=_update_query.__func__)
filter_english_blank: bpy.props.BoolProperty(name="English Blank", default=False, update=_update_query.__func__)
filter_restorable: bpy.props.BoolProperty(name="Restorable", default=False, update=_update_query.__func__)
filter_selected: bpy.props.BoolProperty(name="Selected", default=False, update=_update_query.__func__)
filter_visible: bpy.props.BoolProperty(name="Visible", default=False, update=_update_query.__func__)
filter_types: bpy.props.EnumProperty(
items=MMD_TRANSLATION_ELEMENT_TYPE_ENUM_ITEMS,
default={
"BONE",
"MORPH",
"MATERIAL",
"DISPLAY",
"PHYSICS",
},
options={"ENUM_FLAG"},
update=_update_query.__func__,
)
dictionary: bpy.props.EnumProperty(
items=DictionaryEnum.get_dictionary_items,
name="Dictionary",
)
batch_operation_target: bpy.props.EnumProperty(
items=[
("BLENDER", "Blender Name (name)", "", 1),
("JAPANESE", "Japanese MMD Name (name_j)", "", 2),
("ENGLISH", "English MMD Name (name_e)", "", 3),
],
name="Operation Target",
default="JAPANESE",
)
batch_operation_script_preset: bpy.props.EnumProperty(
items=BATCH_OPERATION_SCRIPT_PRESET_ITEMS,
name="Operation Script Preset",
default="NOTHING",
update=_update_batch_operation_script_preset.__func__,
)
batch_operation_script: bpy.props.StringProperty()