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