Fixes
This fixes is to get everything working on the new auto load and properties system. Also some other small fixes.
This commit is contained in:
+5
-5
@@ -28,16 +28,16 @@ class AvatarToolKit_OT_AutoVisemeButton(bpy.types.Operator):
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init_progress(context, 5) # 5 main steps
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update_progress(self, context, t("VisemePanel.start_viseme_creation"))
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mesh = bpy.data.objects.get(context.scene.selected_mesh)
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mesh = bpy.data.objects.get(context.scene.avatar_toolkit.selected_mesh)
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if not mesh or not common.has_shapekeys(mesh):
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raise ValueError(t('AutoVisemeButton.error.noShapekeys'))
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update_progress(self, context, t("VisemePanel.removing_existing_visemes"))
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self.remove_existing_vrc_shapekeys(mesh)
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shape_a = context.scene.avatar_toolkit_mouth_a
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shape_o = context.scene.avatar_toolkit_mouth_o
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shape_ch = context.scene.avatar_toolkit_mouth_ch
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shape_a = context.scene.avatar_toolkit.mouth_a
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shape_o = context.scene.avatar_toolkit.mouth_o
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shape_ch = context.scene.avatar_toolkit.mouth_ch
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if shape_a == "Basis" or shape_o == "Basis" or shape_ch == "Basis":
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raise ValueError(t('AutoVisemeButton.error.selectShapekeys'))
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@@ -62,7 +62,7 @@ class AvatarToolKit_OT_AutoVisemeButton(bpy.types.Operator):
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]
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for viseme_name, shape_mix in visemes:
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self.create_viseme(mesh, viseme_name, shape_mix, context.scene.avatar_toolkit_shape_intensity)
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self.create_viseme(mesh, viseme_name, shape_mix, context.scene.avatar_toolkit.shape_intensity)
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update_progress(self, context, t("VisemePanel.sorting_shapekeys"))
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common.sort_shape_keys(mesh)
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