Armature Selection Improvements.

- Added a check to make sure Armature is valid.
- Added a helper to select the current armature  selected in armature selection.
- Added a helper to get all meshes.
- Updated all current functions to work with the system.
This commit is contained in:
Yusarina
2024-07-24 00:27:14 +01:00
parent 06c7cff4b7
commit 76046f7c6d
6 changed files with 61 additions and 30 deletions
+25 -1
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@@ -63,9 +63,33 @@ def get_armatures(self, context):
def get_selected_armature(context):
if context.scene.selected_armature:
return bpy.data.objects.get(context.scene.selected_armature)
armature = bpy.data.objects.get(context.scene.selected_armature)
if is_valid_armature(armature):
return armature
return None
def set_selected_armature(context, armature):
context.scene.selected_armature = armature.name if armature else ""
def is_valid_armature(armature: Object) -> bool:
if not armature or armature.type != 'ARMATURE':
return False
if not armature.data or not armature.data.bones:
return False
return True
def select_current_armature(context):
armature = get_selected_armature(context)
if armature:
bpy.ops.object.select_all(action='DESELECT')
armature.select_set(True)
context.view_layer.objects.active = armature
return True
return False
def get_all_meshes(context: Context) -> List[Object]:
armature = get_selected_armature(context)
if armature and is_valid_armature(armature):
return [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == armature]
return []
+18 -15
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@@ -2,7 +2,7 @@ import bpy
import re
from typing import List, Tuple, Optional
from bpy.types import Material, Operator, Context, Object
from ..core.common import clean_material_names, get_selected_armature
from ..core.common import clean_material_names, get_selected_armature, is_valid_armature, get_all_meshes
from ..core.register import register_wrap
from ..functions.translations import t
@@ -65,46 +65,49 @@ class CombineMaterials(Operator):
@classmethod
def poll(cls, context: Context) -> bool:
return context.active_object is not None and get_selected_armature(context) is not None
armature = get_selected_armature(context)
return armature is not None and is_valid_armature(armature)
def execute(self, context: Context) -> set:
bpy.ops.object.mode_set(mode='OBJECT')
armature = get_selected_armature(context)
if not armature:
self.report({'WARNING'}, "No armature selected")
return {'CANCELLED'}
meshes: List[Object] = [obj for obj in bpy.data.objects if obj.type == 'MESH' and 'Armature' in obj.modifiers and obj.modifiers['Armature'].object == armature]
context.view_layer.objects.active = armature
bpy.ops.object.mode_set(mode='OBJECT')
meshes = get_all_meshes(context)
if not meshes:
self.report({'WARNING'}, "No meshes found for the selected armature")
return {'CANCELLED'}
bpy.ops.object.mode_set(mode='OBJECT')
self.consolidate_materials(meshes)
self.remove_unused_materials()
self.cleanmatslots()
self.clean_material_names()
bpy.ops.object.mode_set(mode='OBJECT')
bpy.context.view_layer.objects.active = armature
return {'FINISHED'}
def consolidate_materials(self, objects: List[Object]) -> None:
def consolidate_materials(self, meshes: List[Object]) -> None:
mat_mapping: dict = {}
num_combined: int = 0
for ob in objects:
for slot in ob.material_slots:
for mesh in meshes:
for slot in mesh.material_slots:
mat: Optional[Material] = slot.material
if mat:
base_name: str = get_base_name(mat.name)
if base_name in mat_mapping:
base_mat: Material = mat_mapping[base_name]
if materials_match(base_mat, mat):
consolidate_textures(base_mat, mat)
num_combined += 1
slot.material = base_mat
try:
if materials_match(base_mat, mat):
consolidate_textures(base_mat, mat)
num_combined += 1
slot.material = base_mat
except AttributeError:
# Skip this material if there's an attribute mismatch
continue
else:
mat_mapping[base_name] = mat
+8 -5
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@@ -2,7 +2,7 @@ import bpy
from typing import List, Optional
from bpy.types import Operator, Context, Object
from ..core.register import register_wrap
from ..core.common import fix_uv_coordinates, get_selected_armature
from ..core.common import fix_uv_coordinates, get_selected_armature, is_valid_armature, select_current_armature, get_all_meshes
from ..functions.translations import t
@register_wrap
@@ -14,22 +14,23 @@ class JoinAllMeshes(Operator):
@classmethod
def poll(cls, context: Context) -> bool:
return context.mode == 'OBJECT' and get_selected_armature(context) is not None
armature = get_selected_armature(context)
return armature is not None and is_valid_armature(armature)
def execute(self, context: Context) -> set:
self.join_all_meshes(context)
return {'FINISHED'}
def join_all_meshes(self, context: Context) -> None:
armature = get_selected_armature(context)
if not armature:
if not select_current_armature(context):
self.report({'WARNING'}, "No armature selected")
return
armature = get_selected_armature(context)
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
meshes: List[Object] = [obj for obj in bpy.data.objects if obj.type == 'MESH' and 'Armature' in obj.modifiers and obj.modifiers['Armature'].object == armature]
meshes: List[Object] = get_all_meshes(context)
for mesh in meshes:
mesh.select_set(True)
@@ -44,6 +45,8 @@ class JoinAllMeshes(Operator):
else:
self.report({'WARNING'}, "No mesh objects selected")
context.view_layer.objects.active = armature
@register_wrap
class JoinSelectedMeshes(Operator):
bl_idname = "avatar_toolkit.join_selected_meshes"
+6 -5
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@@ -5,7 +5,7 @@ import re
from typing import List, Tuple, Optional, TypedDict
from bpy.types import Material, Operator, Context, Object
from ..core.register import register_wrap
from ..core.common import get_selected_armature
from ..core.common import get_selected_armature, is_valid_armature, select_current_armature, get_all_meshes
class meshEntry(TypedDict):
@@ -23,17 +23,18 @@ class RemoveDoublesSafely(Operator):
@classmethod
def poll(cls, context: Context) -> bool:
return context.mode == 'OBJECT' and get_selected_armature(context) is not None
armature = get_selected_armature(context)
return armature is not None and is_valid_armature(armature)
def execute(self, context: Context) -> set:
armature = get_selected_armature(context)
if not armature:
if not select_current_armature(context):
self.report({'WARNING'}, "No armature selected")
return {'CANCELLED'}
armature = get_selected_armature(context)
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
objects: List[Object] = [obj for obj in armature.children if obj.type == 'MESH']
objects: List[Object] = get_all_meshes(context)
for mesh in objects:
if mesh.data.name not in [stored_object["mesh"].data.name for stored_object in self.objects_to_do]:
+3 -2
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@@ -4,7 +4,7 @@ from typing import List, Optional
import re
from bpy.types import Operator, Context, Object
from ..core.dictionaries import bone_names
from ..core.common import get_selected_armature, simplify_bonename
from ..core.common import get_selected_armature, simplify_bonename, is_valid_armature
from ..functions.translations import t
@register_wrap
@@ -16,7 +16,8 @@ class ConvertToResonite(Operator):
@classmethod
def poll(cls, context: Context) -> bool:
return get_selected_armature(context) is not None
armature = get_selected_armature(context)
return armature is not None and is_valid_armature(armature)
def execute(self, context: Context) -> set:
armature = get_selected_armature(context)
-1
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@@ -22,7 +22,6 @@ class AvatarToolkitQuickAccessPanel(bpy.types.Panel):
layout = self.layout
layout.label(text=t("Quick_Access.options"))
# Add Armature Selection
layout.prop(context.scene, "selected_armature", text="Select Armature")
row = layout.row()