Fixes and Improvements

- Improved typing in some areas.
- Improved code readability in some areas.
- Delete bone constraints would error out if the user is in edit mode, we now start in Object mode first.
- Fixed Eye tracking Ajust string not being in the translation files.
- There is now a selection box to select the mesh in the current active armature for viseme creation instead of the user having to select it in the 3D scene.
- Viseme preview mode won't allow you to start it if your in a other mode, you need to be in Object mode now.
- Combine Materials won't allow you to start it if your in a other mode, you need to be in Object mode now.
- Added Japanese and Korean UI Languages.
This commit is contained in:
Yusarina
2024-12-18 02:44:26 +00:00
parent c5d07892c2
commit 8665292c7b
15 changed files with 1338 additions and 778 deletions
+30 -22
View File
@@ -1,7 +1,7 @@
import bpy
from bpy.types import Operator, Context, Object
from bpy.types import Operator, Context, Object, ArmatureModifier, VertexGroup
from mathutils import Vector
from typing import Set, Optional
from typing import Set, Optional, List, Any
from ...core.logging_setup import logger
from ...core.translations import t
@@ -15,28 +15,34 @@ from ...core.common import (
)
class AvatarToolkit_OT_AttachMesh(Operator):
"""Attach a mesh to an armature bone with automatic weight setup"""
bl_idname = "avatar_toolkit.attach_mesh"
bl_label = t("AttachMesh.label")
bl_description = t("AttachMesh.desc")
bl_options = {'REGISTER', 'UNDO'}
"""Operator to attach a mesh to an armature bone with automatic weight setup"""
bl_idname: str = "avatar_toolkit.attach_mesh"
bl_label: str = t("AttachMesh.label")
bl_description: str = t("AttachMesh.desc")
bl_options: Set[str] = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context: Context) -> bool:
armature = get_active_armature(context)
return armature is not None and context.mode == 'OBJECT' and len(get_all_meshes(context)) > 0
"""Check if operator can be executed"""
armature: Optional[Object] = get_active_armature(context)
if not armature:
return False
is_valid, _ = validate_armature(armature)
return is_valid
def execute(self, context: Context) -> Set[str]:
try:
logger.info("Starting mesh attachment process")
mesh_name = context.scene.avatar_toolkit.attach_mesh
armature = get_active_armature(context)
attach_bone_name = context.scene.avatar_toolkit.attach_bone
mesh = bpy.data.objects.get(mesh_name)
mesh_name: str = context.scene.avatar_toolkit.attach_mesh
armature: Object = get_active_armature(context)
attach_bone_name: str = context.scene.avatar_toolkit.attach_bone
mesh: Optional[Object] = bpy.data.objects.get(mesh_name)
with ProgressTracker(context, 10, "Attaching Mesh") as progress:
# Validation steps
is_valid: bool
error_msg: str
is_valid, error_msg = validate_mesh_transforms(mesh)
if not is_valid:
raise ValueError(error_msg)
@@ -63,7 +69,7 @@ class AvatarToolkit_OT_AttachMesh(Operator):
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
vg = mesh.vertex_groups.new(name=mesh_name)
vg: VertexGroup = mesh.vertex_groups.new(name=mesh_name)
bpy.ops.object.vertex_group_assign()
bpy.ops.object.mode_set(mode='OBJECT')
progress.step(t("AttachMesh.setup_weights"))
@@ -83,12 +89,14 @@ class AvatarToolkit_OT_AttachMesh(Operator):
progress.step(t("AttachMesh.create_bone"))
# Calculate bone placement
verts_in_group = [v for v in mesh.data.vertices
verts_in_group: List[Any] = [v for v in mesh.data.vertices
for g in v.groups if g.group == vg.index]
dimensions: Vector
roll_angle: float
dimensions, roll_angle = calculate_bone_orientation(mesh, verts_in_group)
# Set bone position and orientation
center = Vector((0, 0, 0))
center: Vector = Vector((0, 0, 0))
for v in verts_in_group:
center += mesh.data.vertices[v.index].co
center /= len(verts_in_group)
@@ -111,20 +119,20 @@ class AvatarToolkit_OT_AttachMesh(Operator):
self.report({'ERROR'}, str(e))
return {'CANCELLED'}
def validate_mesh_transforms(mesh):
"""Validate mesh transforms are suitable for attaching."""
def validate_mesh_transforms(mesh: Optional[Object]) -> tuple[bool, str]:
"""Validate mesh transforms are suitable for attaching"""
if not mesh:
return False, "Mesh not found"
# Check for non-uniform scale
scale = mesh.scale
scale: Vector = mesh.scale
if abs(scale[0] - scale[1]) > 0.001 or abs(scale[1] - scale[2]) > 0.001:
return False, "Mesh has non-uniform scale. Please apply scale (Ctrl+A)"
return True, ""
def validate_mesh_name(armature, mesh_name):
"""Validate mesh name doesn't conflict with existing bones."""
def validate_mesh_name(armature: Object, mesh_name: str) -> tuple[bool, str]:
"""Validate mesh name doesn't conflict with existing bones"""
if mesh_name in armature.data.bones:
return False, f"Bone named '{mesh_name}' already exists in armature"
return True, ""
return True, ""