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:
+8
-9
@@ -161,15 +161,15 @@ def get_armatures(self, context: Context) -> List[Tuple[str, str, str]]:
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return armatures
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def get_armatures_that_are_not_selected(self, context: Context) -> List[Tuple[str, str, str]]:
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armatures = [(obj.name, obj.name, "") for obj in bpy.data.objects if ((obj.type == 'ARMATURE') and (obj.name != context.scene.selected_armature))]
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armatures = [(obj.name, obj.name, "") for obj in bpy.data.objects if ((obj.type == 'ARMATURE') and (obj.name != context.scene.avatar_toolkit.selected_armature))]
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if not armatures:
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return [('NONE', 'No Other Armature', '')]
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return armatures
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def get_selected_armature(context: Context) -> Optional[Object]:
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try:
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if hasattr(context.scene, 'selected_armature'):
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armature_name = context.scene.selected_armature
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if hasattr(context.scene, 'avatar_toolkit'):
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armature_name = context.scene.avatar_toolkit.selected_armature
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if isinstance(armature_name, bytes):
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try:
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armature_name = armature_name.decode('utf-8')
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@@ -209,9 +209,8 @@ def get_merge_armature_source(context: Context) -> Optional[Object]:
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pass
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return None
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def set_selected_armature(context: Context, armature: Optional[Object]) -> None:
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context.scene.selected_armature = armature.name if armature else ""
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context.scene.avatar_toolkit.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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@@ -451,12 +450,12 @@ def remove_default_objects():
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def init_progress(context, steps):
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context.window_manager.progress_begin(0, 100)
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context.scene.avatar_toolkit_progress_steps = steps
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context.scene.avatar_toolkit_progress_current = 0
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context.scene.avatar_toolkit.progress_steps = steps
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context.scene.avatar_toolkit.progress_current = 0
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def update_progress(self, context, message):
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context.scene.avatar_toolkit_progress_current += 1
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progress = (context.scene.avatar_toolkit_progress_current / context.scene.avatar_toolkit_progress_steps) * 100
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context.scene.avatar_toolkit.progress_current += 1
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progress = (context.scene.avatar_toolkit.progress_current / context.scene.avatar_toolkit.progress_steps) * 100
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context.window_manager.progress_update(progress)
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context.area.header_text_set(message)
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self.report({'INFO'}, message)
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+13
-4
@@ -99,6 +99,13 @@ class AvatarToolkitSceneProperties(PropertyGroup):
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set=MaterialListBool.set_bool
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)
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avatar_toolkit_updater_version_list: EnumProperty(
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items=get_version_list,
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name="Version List",
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description="List of available versions"
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)
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class AvatarToolkitMaterialProperties(PropertyGroup):
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material_expanded: BoolProperty(
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name="Expand Material",
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@@ -113,11 +120,13 @@ class AvatarToolkitMaterialProperties(PropertyGroup):
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)
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def get_texture_node_list(self, context):
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if self.use_nodes:
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# Access the material through the property group's id_data
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material = self.id_data
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if material and material.use_nodes:
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nodes = [(i.image.name if i.image else i.name+"_image",
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i.image.name if i.image else "node with no image...",
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i.image.name if i.image else i.name, index+1)
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for index, i in enumerate(self.node_tree.nodes)
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i.image.name if i.image else "node with no image...",
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i.image.name if i.image else i.name, index+1)
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for index, i in enumerate(material.node_tree.nodes)
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if i.bl_idname == "ShaderNodeTexImage"]
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if not nodes:
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nodes = [("Error", "No images found", "Error", 0)]
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@@ -84,11 +84,11 @@ def get_languages_list(self, context) -> List[Tuple[str, str, str]]:
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return [(str(i), get_language_display_name(lang), f"Use {lang} language") for i, lang in enumerate(languages)]
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def update_language(self, context):
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print(f"Updating language to: {self.avatar_toolkit_language}") # Debug print
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save_preference("language", int(self.avatar_toolkit_language))
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print(f"Updating language to: {self.language}") # Debug print
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save_preference("language", int(self.language))
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load_translations()
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# Set a flag to indicate that a language change has occurred
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context.scene.avatar_toolkit_language_changed = True
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context.scene.avatar_toolkit.language_changed = True
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# Show popup after language change
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bpy.ops.avatar_toolkit.translation_restart_popup('INVOKE_DEFAULT')
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+1
-1
@@ -287,7 +287,7 @@ def draw_updater_panel(context: bpy.types.Context, layout: bpy.types.UILayout) -
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col.separator()
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row = col.row(align=True)
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row.prop(context.scene, 'avatar_toolkit_updater_version_list', text='')
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row.prop(context.scene.avatar_toolkit, 'avatar_toolkit_updater_version_list', text='')
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row.operator(AvatarToolkit_OT_UpdateToLatest.bl_idname, text=t('Updater.UpdateToSelectedButton.label'))
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col.separator()
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@@ -156,6 +156,15 @@ class AvatarToolkit_OT_RemoveZeroWeightBones(Operator):
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'matrix': bone.matrix.copy(),
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'parent': bone.parent.name if bone.parent else None
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}
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# Add end bones to transforms
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if bone.name.endswith('_end'):
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initial_transforms[bone.name] = {
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'head': bone.head.copy(),
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'tail': bone.tail.copy(),
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'roll': bone.roll,
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'matrix': bone.matrix.copy(),
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'parent': bone.parent.name if bone.parent else None
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}
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# Get weighted bones
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armature.select_set(True)
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+147
-123
@@ -23,24 +23,24 @@ class MaterialImageList:
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self.h: int = 0
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self.fit = None
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def scale_images_to_largest(images: list[Image]) -> set:
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x: int = 0
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y: int = 0
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def scale_images_to_largest(images: list[Image]) -> tuple[int, int]:
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try:
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valid_images = []
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for img in images:
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if img and hasattr(img, 'name'):
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image_data = bpy.data.images.get(img.name)
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if image_data and image_data.has_data:
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valid_images.append(image_data)
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# Filter out None or invalid images
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valid_images = [img for img in images if img and img.has_data]
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if not valid_images:
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return 0, 0
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if not valid_images:
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return 1, 1
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max_width = max(img.size[0] for img in valid_images)
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max_height = max(img.size[1] for img in valid_images)
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for image in valid_images:
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x = max(x, image.size[0])
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y = max(y, image.size[1])
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for image in valid_images:
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image.scale(width=int(x), height=int(y))
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return x, y
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return max_width, max_height
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except:
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return 1, 1
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def MaterialImageList_to_Image_list(classitem: MaterialImageList) -> list[Image]:
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list_of_images: list[Image] = []
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@@ -62,56 +62,75 @@ def get_material_images_from_scene(context: Context) -> list[MaterialImageList]:
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if obj.type == 'MESH':
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for mat_slot in obj.material_slots:
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# Only process materials that are selected for atlas
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if mat_slot.material and mat_slot.material.include_in_atlas is True:
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if mat_slot.material and mat_slot.material.avatar_toolkit.include_in_atlas:
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new_mat_image_item = MaterialImageList()
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try:
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new_mat_image_item.albedo = bpy.data.images[mat_slot.material.texture_atlas_albedo]
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except Exception:
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name = mat_slot.material.name + "_albedo_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name], do_unlink=True)
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new_mat_image_item.albedo = bpy.data.images.new(name=name, width=32, height=32, alpha=True)
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new_mat_image_item.albedo.pixels[:] = numpy.tile(numpy.array([0.0,0.0,0.0,1.0]), 32*32)
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try:
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new_mat_image_item.normal = bpy.data.images[mat_slot.material.texture_atlas_normal]
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except Exception:
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name = mat_slot.material.name + "_normal_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name], do_unlink=True)
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new_mat_image_item.normal = bpy.data.images.new(name=name, width=32, height=32, alpha=True)
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new_mat_image_item.normal.pixels[:] = numpy.tile(numpy.array([0.5,0.5,1.0,1.0]), 32*32)
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try:
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new_mat_image_item.emission = bpy.data.images[mat_slot.material.texture_atlas_emission]
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except Exception:
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name = mat_slot.material.name + "_emission_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name], do_unlink=True)
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new_mat_image_item.emission = bpy.data.images.new(name=name, width=32, height=32, alpha=True)
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new_mat_image_item.emission.pixels[:] = numpy.tile(numpy.array([0.0,0.0,0.0,1.0]), 32*32)
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try:
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new_mat_image_item.ambient_occlusion = bpy.data.images[mat_slot.material.texture_atlas_ambient_occlusion]
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except Exception:
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name = mat_slot.material.name + "_ambient_occlusion_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name], do_unlink=True)
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new_mat_image_item.ambient_occlusion = bpy.data.images.new(name=name, width=32, height=32, alpha=True)
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new_mat_image_item.ambient_occlusion.pixels[:] = numpy.tile(numpy.array([1.0,1.0,1.0,1.0]), 32*32)
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try:
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new_mat_image_item.height = bpy.data.images[mat_slot.material.texture_atlas_height]
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except Exception:
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name = mat_slot.material.name + "_height_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name], do_unlink=True)
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new_mat_image_item.height = bpy.data.images.new(name=name, width=32, height=32, alpha=True)
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new_mat_image_item.height.pixels[:] = numpy.tile(numpy.array([0.5,0.5,0.5,1.0]), 32*32)
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try:
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new_mat_image_item.roughness = bpy.data.images[mat_slot.material.texture_atlas_roughness]
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except Exception:
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name = mat_slot.material.name + "_roughness_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name], do_unlink=True)
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new_mat_image_item.roughness = bpy.data.images.new(name=name, width=32, height=32, alpha=True)
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new_mat_image_item.roughness.pixels[:] = numpy.tile(numpy.array([1.0,1.0,1.0,0.0]), 32*32)
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def get_or_create_image(image_name, replacement_name, default_color):
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if image_name and image_name in bpy.data.images:
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image = bpy.data.images[image_name]
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else:
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# Create a new image with the replacement name if it doesn't exist
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if replacement_name in bpy.data.images:
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image = bpy.data.images[replacement_name]
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else:
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image = bpy.data.images.new(
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name=replacement_name, width=32, height=32, alpha=True
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)
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# Set the pixel data to the default color
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num_pixels = 32 * 32
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pixel_data = numpy.tile(numpy.array(default_color), num_pixels)
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image.pixels[:] = pixel_data
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# Set use_fake_user to True to prevent Blender from removing the image
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image.use_fake_user = True
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return image
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# Albedo
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albedo_name = getattr(mat_slot.material, 'texture_atlas_albedo', '')
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new_mat_image_item.albedo = get_or_create_image(
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albedo_name,
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mat_slot.material.name + "_albedo_replacement",
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[0.0, 0.0, 0.0, 1.0]
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)
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# Normal
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normal_name = getattr(mat_slot.material, 'texture_atlas_normal', '')
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new_mat_image_item.normal = get_or_create_image(
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normal_name,
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mat_slot.material.name + "_normal_replacement",
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[0.5, 0.5, 1.0, 1.0]
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)
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# Emission
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emission_name = getattr(mat_slot.material, 'texture_atlas_emission', '')
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new_mat_image_item.emission = get_or_create_image(
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emission_name,
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mat_slot.material.name + "_emission_replacement",
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[0.0, 0.0, 0.0, 1.0]
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)
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# Ambient Occlusion
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ao_name = getattr(mat_slot.material, 'texture_atlas_ambient_occlusion', '')
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new_mat_image_item.ambient_occlusion = get_or_create_image(
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ao_name,
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mat_slot.material.name + "_ambient_occlusion_replacement",
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[1.0, 1.0, 1.0, 1.0]
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)
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# Height
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height_name = getattr(mat_slot.material, 'texture_atlas_height', '')
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new_mat_image_item.height = get_or_create_image(
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height_name,
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mat_slot.material.name + "_height_replacement",
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[0.5, 0.5, 0.5, 1.0]
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)
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# Roughness
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roughness_name = getattr(mat_slot.material, 'texture_atlas_roughness', '')
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new_mat_image_item.roughness = get_or_create_image(
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roughness_name,
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mat_slot.material.name + "_roughness_replacement",
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[1.0, 1.0, 1.0, 0.0]
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)
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new_mat_image_item.material = mat_slot.material
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new_mat_image_item.parent_mesh = obj
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@@ -120,6 +139,7 @@ def get_material_images_from_scene(context: Context) -> list[MaterialImageList]:
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return material_image_list
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def prep_images_in_scene(context: Context) -> list[MaterialImageList]:
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preped_images: list[MaterialImageList] = get_material_images_from_scene(context)
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for MaterialImageClass in preped_images:
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@@ -135,7 +155,6 @@ def prep_images_in_scene(context: Context) -> list[MaterialImageList]:
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class AvatarToolKit_OT_AtlasMaterials(Operator):
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bl_idname = "avatar_toolkit.atlas_materials"
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bl_label = t("TextureAtlas.atlas_materials")
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bl_description = t("TextureAtlas.atlas_materials_desc")
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@@ -143,12 +162,13 @@ class AvatarToolKit_OT_AtlasMaterials(Operator):
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@classmethod
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def poll(cls, context: Context) -> bool:
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return context.scene.texture_atlas_Has_Mat_List_Shown
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return context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown
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def execute(self, context: Context) -> set:
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try:
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# Get only materials that are explicitly marked for inclusion
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selected_materials = [m for m in prep_images_in_scene(context) if m.material and m.material.include_in_atlas is True]
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selected_materials = [m for m in prep_images_in_scene(context)
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if m.material and m.material.avatar_toolkit.include_in_atlas is True]
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if not selected_materials:
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self.report({'WARNING'}, t("TextureAtlas.no_materials_selected"))
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@@ -157,71 +177,75 @@ class AvatarToolKit_OT_AtlasMaterials(Operator):
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packer: BinPacker = BinPacker(selected_materials)
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mat_images = packer.fit()
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size: list[int] = [max([matimg.fit.w + matimg.albedo.size[0] for matimg in mat_images]),
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max([matimg.fit.h + matimg.albedo.size[1] for matimg in mat_images])]
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print([matimg.fit.w + matimg.albedo.size[1] for matimg in mat_images])
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size: list[int] = [
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max([
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matimg.fit.w + matimg.albedo.size[0]
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for matimg in mat_images
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if matimg.albedo and matimg.albedo.has_data
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] or [1]),
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max([
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matimg.fit.h + matimg.albedo.size[1]
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for matimg in mat_images
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if matimg.albedo and matimg.albedo.has_data
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] or [1])
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]
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print([matimg.fit.w + matimg.albedo.size[0] for matimg in mat_images if matimg.albedo and matimg.albedo.has_data])
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atlased_mat: MaterialImageList = MaterialImageList()
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for mat in mat_images:
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x: int = int(mat.fit.x)
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y: int = int(mat.fit.y)
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w: int = int(mat.albedo.size[0])
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h: int = int(mat.albedo.size[1])
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for obj in bpy.data.objects:
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if obj.type == 'MESH':
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mesh: Mesh = obj.data
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for layer in mesh.polygons:
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if obj.material_slots[layer.material_index].material:
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if obj.material_slots[layer.material_index].material == mat.material:
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for loop_idx in layer.loop_indices:
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layer_loops: MeshUVLoopLayer
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for layer_loops in mesh.uv_layers:
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uv_item: Float2AttributeValue = layer_loops.uv[loop_idx]
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uv_item.vector.x = (uv_item.vector.x*(w/size[0]))+(x/size[0])
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uv_item.vector.y = (uv_item.vector.y*(h/size[1]))+(y/size[1])
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for type in ["albedo","normal", "emission","ambient_occlusion","height", "roughness"]:
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new_image_name: str= "Atlas_"+type+"_"+context.scene.name+"_"+Path(bpy.data.filepath).stem
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print("Processing "+type+" atlas image")
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if new_image_name in bpy.data.images:
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bpy.data.images.remove(bpy.data.images[new_image_name])
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canvas: Image = bpy.data.images.new(name=new_image_name, width=int(size[0]),height=int(size[1]), alpha=True)
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c_w = canvas.size[0]
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canvas_pixels: list[float] = list(canvas.pixels[:])
|
||||
for mat in mat_images:
|
||||
if mat.albedo and mat.albedo.has_data:
|
||||
x: int = int(mat.fit.x)
|
||||
y: int = int(mat.fit.y)
|
||||
w: int = int(mat.albedo.size[0])
|
||||
h: int = int(mat.albedo.size[1])
|
||||
|
||||
image_var: Image = eval("mat."+type)
|
||||
|
||||
image_pixels: list[float] = list(image_var.pixels[:])
|
||||
|
||||
print("writing image \""+image_var.name+"\" to canvas.")
|
||||
print("x: \""+str(x)+"\" "+"y: \""+str(y)+"\" "+"w: \""+str(w)+"\" "+"h: \""+str(h)+"\" ")
|
||||
for k in range(0,h):
|
||||
for i in range(0, w):
|
||||
for channel in range(0,4):
|
||||
canvas_pixels[
|
||||
int((((k+y)*c_w)
|
||||
+
|
||||
(i+x))*4)
|
||||
+int(channel)
|
||||
] = image_pixels[
|
||||
int((
|
||||
(k*w)
|
||||
+i)*4)
|
||||
+int(channel)]
|
||||
for obj in bpy.data.objects:
|
||||
if obj.type == 'MESH':
|
||||
mesh: Mesh = obj.data
|
||||
for layer in mesh.polygons:
|
||||
if obj.material_slots[layer.material_index].material:
|
||||
if obj.material_slots[layer.material_index].material == mat.material:
|
||||
for loop_idx in layer.loop_indices:
|
||||
layer_loops: MeshUVLoopLayer
|
||||
for layer_loops in mesh.uv_layers:
|
||||
uv_item: Float2AttributeValue = layer_loops.uv[loop_idx]
|
||||
uv_item.vector.x = (uv_item.vector.x * (w / size[0])) + (x / size[0])
|
||||
uv_item.vector.y = (uv_item.vector.y * (h / size[1])) + (y / size[1])
|
||||
|
||||
for texture_type in ["albedo", "normal", "emission", "ambient_occlusion", "height", "roughness"]:
|
||||
new_image_name: str = f"Atlas_{texture_type}_{context.scene.name}_{Path(bpy.data.filepath).stem}"
|
||||
|
||||
print(f"Processing {texture_type} atlas image")
|
||||
|
||||
if new_image_name in bpy.data.images:
|
||||
bpy.data.images.remove(bpy.data.images[new_image_name])
|
||||
|
||||
canvas: Image = bpy.data.images.new(name=new_image_name, width=int(size[0]), height=int(size[1]), alpha=True)
|
||||
c_w = canvas.size[0]
|
||||
canvas_pixels: list[float] = list(canvas.pixels[:])
|
||||
for mat in mat_images:
|
||||
image_var: Image = getattr(mat, texture_type, None)
|
||||
if image_var and image_var.has_data:
|
||||
x: int = int(mat.fit.x)
|
||||
y: int = int(mat.fit.y)
|
||||
w: int = int(image_var.size[0])
|
||||
h: int = int(image_var.size[1])
|
||||
|
||||
image_pixels: list[float] = list(image_var.pixels[:])
|
||||
|
||||
print(f"Writing image \"{image_var.name}\" to canvas.")
|
||||
print(f"x: \"{x}\" y: \"{y}\" w: \"{w}\" h: \"{h}\"")
|
||||
for k in range(0, h):
|
||||
for i in range(0, w):
|
||||
for channel in range(0, 4):
|
||||
canvas_index = (((k + y) * c_w) + (i + x)) * 4 + channel
|
||||
image_index = ((k * w) + i) * 4 + channel
|
||||
canvas_pixels[int(canvas_index)] = image_pixels[int(image_index)]
|
||||
|
||||
canvas.pixels[:] = canvas_pixels[:]
|
||||
canvas.save(filepath=os.path.join(os.path.dirname(bpy.data.filepath),new_image_name+".png"))
|
||||
exec("atlased_mat."+type+" = canvas")
|
||||
canvas.save(filepath=os.path.join(os.path.dirname(bpy.data.filepath), new_image_name + ".png"))
|
||||
setattr(atlased_mat, texture_type, canvas)
|
||||
|
||||
#I am sorry for the amount of nodes I'm instanciating here and their values.
|
||||
#This is so that the nodes look pretty in the UI, which I think looks kinda nice. - @989onan
|
||||
@@ -285,7 +309,7 @@ class AvatarToolKit_OT_AtlasMaterials(Operator):
|
||||
if obj.type == 'MESH':
|
||||
mesh: Mesh = obj.data
|
||||
for i, mat_slot in enumerate(obj.material_slots):
|
||||
if mat_slot.material and mat_slot.material.include_in_atlas is True:
|
||||
if mat_slot.material and mat_slot.material.avatar_toolkit.include_in_atlas is True:
|
||||
mesh.materials[i] = atlased_mat.material
|
||||
|
||||
self.report({'INFO'}, t("TextureAtlas.atlas_completed"))
|
||||
|
||||
@@ -51,9 +51,11 @@ class AvatarToolkit_OT_RemoveUnusedShapekeys(bpy.types.Operator):
|
||||
to_delete.append(kb.name)
|
||||
|
||||
for kb_name in to_delete:
|
||||
if ("-" in kb_name) or ("=" in kb_name) or ("~" in kb_name): #don't delete category names. - @989onan
|
||||
if ("-" in kb_name) or ("=" in kb_name) or ("~" in kb_name):
|
||||
continue
|
||||
ob.shape_key_remove(ob.data.shape_keys.key_blocks[kb_name])
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class AvatarToolkit_OT_ApplyShapeKey(bpy.types.Operator):
|
||||
|
||||
@@ -302,7 +302,6 @@ def add_principled_shader(material: Material, bake_mmd=True):
|
||||
if material.blend_method != 'OPAQUE':
|
||||
principled_shader.inputs["Alpha"].default_value = material.alpha_threshold
|
||||
material.blend_method = 'CLIP'
|
||||
material.shadow_method = 'CLIP'
|
||||
|
||||
def fix_mmd_shader(material: Material):
|
||||
mmd_shader_node = material.node_tree.nodes.get("mmd_shader")
|
||||
|
||||
@@ -1,97 +0,0 @@
|
||||
import os
|
||||
import json
|
||||
import bpy
|
||||
from bpy.app.translations import locale
|
||||
from typing import Dict, List, Tuple
|
||||
from ..core.addon_preferences import save_preference, get_preference
|
||||
|
||||
# Use __file__ to get the current file's directory
|
||||
current_dir = os.path.dirname(os.path.abspath(__file__))
|
||||
main_dir = os.path.dirname(current_dir)
|
||||
resources_dir = os.path.join(main_dir, "resources")
|
||||
translations_dir = os.path.join(resources_dir, "translations")
|
||||
|
||||
dictionary: Dict[str, str] = dict()
|
||||
languages: List[str] = []
|
||||
verbose: bool = True
|
||||
|
||||
def load_translations() -> bool:
|
||||
global dictionary, languages
|
||||
|
||||
old_dictionary = dictionary.copy()
|
||||
|
||||
dictionary = dict()
|
||||
languages = ["auto"]
|
||||
|
||||
# Populate languages list
|
||||
for i in os.listdir(translations_dir):
|
||||
lang = i.split(".")[0]
|
||||
if lang != "auto":
|
||||
languages.append(lang)
|
||||
|
||||
language_index = get_preference("language", 0)
|
||||
# print(f"Loading translations for language index: {language_index}") # Debug print
|
||||
|
||||
if language_index == 0: # "auto"
|
||||
language = bpy.context.preferences.view.language
|
||||
else:
|
||||
try:
|
||||
language = languages[language_index]
|
||||
except IndexError:
|
||||
language = bpy.context.preferences.view.language
|
||||
|
||||
# print(f"Selected language: {language}") # Debug print
|
||||
|
||||
translation_file: str = os.path.join(translations_dir, language + ".json")
|
||||
if os.path.exists(translation_file):
|
||||
with open(translation_file, 'r', encoding='utf-8') as file:
|
||||
dictionary = json.load(file)["messages"]
|
||||
# print(f"Loaded translations: {dictionary}") # Debug print
|
||||
else:
|
||||
custom_language: str = language.split("_")[0]
|
||||
custom_translation_file: str = os.path.join(translations_dir, custom_language + ".json")
|
||||
if os.path.exists(custom_translation_file):
|
||||
with open(custom_translation_file, 'r', encoding='utf-8') as file:
|
||||
dictionary = json.load(file)["messages"]
|
||||
# print(f"Loaded custom translations: {dictionary}") # Debug print
|
||||
else:
|
||||
print(f"Translation file not found for language: {language}")
|
||||
default_file: str = os.path.join(translations_dir, "en_US.json")
|
||||
if os.path.exists(default_file):
|
||||
with open(default_file, 'r', encoding='utf-8') as file:
|
||||
dictionary = json.load(file)["messages"]
|
||||
# print(f"Loaded default translations: {dictionary}") # Debug print
|
||||
else:
|
||||
print("Default translation file 'en_US.json' not found.")
|
||||
|
||||
return dictionary != old_dictionary
|
||||
|
||||
def t(phrase: str, default: str = None, **kwargs) -> str:
|
||||
output: str = dictionary.get(phrase)
|
||||
if output is None:
|
||||
if verbose:
|
||||
print(f'Warning: Unknown phrase: {phrase}')
|
||||
return default if default is not None else phrase
|
||||
# print(f"Translating '{phrase}' to '{output}'") # Debug print
|
||||
return output.format(**kwargs) if kwargs else output
|
||||
|
||||
def get_language_display_name(lang: str) -> str:
|
||||
if lang == "auto":
|
||||
return t("Language.auto", "Automatic")
|
||||
return t(f"Language.{lang}", lang)
|
||||
|
||||
def get_languages_list(self, context) -> List[Tuple[str, str, str]]:
|
||||
return [(str(i), get_language_display_name(lang), f"Use {lang} language") for i, lang in enumerate(languages)]
|
||||
|
||||
def update_language(self, context):
|
||||
print(f"Updating language to: {self.avatar_toolkit_language}") # Debug print
|
||||
save_preference("language", int(self.avatar_toolkit_language))
|
||||
load_translations()
|
||||
# Set a flag to indicate that a language change has occurred
|
||||
context.scene.avatar_toolkit_language_changed = True
|
||||
# Show popup after language change
|
||||
bpy.ops.avatar_toolkit.translation_restart_popup('INVOKE_DEFAULT')
|
||||
|
||||
# Initial load of translations
|
||||
# print("Performing initial load of translations") # Debug print
|
||||
load_translations()
|
||||
+5
-5
@@ -28,16 +28,16 @@ class AvatarToolKit_OT_AutoVisemeButton(bpy.types.Operator):
|
||||
init_progress(context, 5) # 5 main steps
|
||||
|
||||
update_progress(self, context, t("VisemePanel.start_viseme_creation"))
|
||||
mesh = bpy.data.objects.get(context.scene.selected_mesh)
|
||||
mesh = bpy.data.objects.get(context.scene.avatar_toolkit.selected_mesh)
|
||||
if not mesh or not common.has_shapekeys(mesh):
|
||||
raise ValueError(t('AutoVisemeButton.error.noShapekeys'))
|
||||
|
||||
update_progress(self, context, t("VisemePanel.removing_existing_visemes"))
|
||||
self.remove_existing_vrc_shapekeys(mesh)
|
||||
|
||||
shape_a = context.scene.avatar_toolkit_mouth_a
|
||||
shape_o = context.scene.avatar_toolkit_mouth_o
|
||||
shape_ch = context.scene.avatar_toolkit_mouth_ch
|
||||
shape_a = context.scene.avatar_toolkit.mouth_a
|
||||
shape_o = context.scene.avatar_toolkit.mouth_o
|
||||
shape_ch = context.scene.avatar_toolkit.mouth_ch
|
||||
|
||||
if shape_a == "Basis" or shape_o == "Basis" or shape_ch == "Basis":
|
||||
raise ValueError(t('AutoVisemeButton.error.selectShapekeys'))
|
||||
@@ -62,7 +62,7 @@ class AvatarToolKit_OT_AutoVisemeButton(bpy.types.Operator):
|
||||
]
|
||||
|
||||
for viseme_name, shape_mix in visemes:
|
||||
self.create_viseme(mesh, viseme_name, shape_mix, context.scene.avatar_toolkit_shape_intensity)
|
||||
self.create_viseme(mesh, viseme_name, shape_mix, context.scene.avatar_toolkit.shape_intensity)
|
||||
|
||||
update_progress(self, context, t("VisemePanel.sorting_shapekeys"))
|
||||
common.sort_shape_keys(mesh)
|
||||
|
||||
Reference in New Issue
Block a user