Added Eye tracking and Visemes
This commit is contained in:
@@ -0,0 +1,143 @@
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import bpy
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from typing import Set
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from bpy.types import Panel, Context, UILayout, Operator
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from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
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from ..core.translations import t
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from ..core.common import get_active_armature, get_all_meshes
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from ..functions.eye_tracking import (
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CreateEyesButton,
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StartTestingButton,
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StopTestingButton,
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ResetRotationButton,
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AdjustEyesButton,
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TestBlinking,
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TestLowerlid,
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ResetBlinkTest,
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ResetEyeTrackingButton,
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RotateEyeBonesForAv3Button
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)
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class AvatarToolKit_PT_EyeTrackingPanel(Panel):
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"""Panel containing eye tracking setup and testing tools"""
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bl_label = t("EyeTracking.label")
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bl_idname = "VIEW3D_PT_avatar_toolkit_eye_tracking"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = CATEGORY_NAME
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bl_parent_id = AvatarToolKit_PT_AvatarToolkitPanel.bl_idname
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bl_order = 3
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context: Context) -> None:
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"""Draw the eye tracking panel interface"""
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layout = self.layout
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toolkit = context.scene.avatar_toolkit
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# Mode Selection Box
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mode_box = layout.box()
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col = mode_box.column(align=True)
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col.label(text=t("EyeTracking.mode_select"), icon='TOOL_SETTINGS')
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col.separator(factor=0.5)
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col.prop(toolkit, "eye_mode", expand=True)
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if toolkit.eye_mode == 'CREATION':
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# Mesh Setup Box
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mesh_box = layout.box()
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col = mesh_box.column(align=True)
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col.label(text=t("EyeTracking.mesh_setup"), icon='MESH_DATA')
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col.separator(factor=0.5)
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col.prop(toolkit, "mesh_name_eye", text="")
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# Bone Setup Box
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bone_box = layout.box()
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col = bone_box.column(align=True)
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col.label(text=t("EyeTracking.bone_setup"), icon='BONE_DATA')
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col.separator(factor=0.5)
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armature = get_active_armature(context)
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if armature:
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col.prop_search(toolkit, "head", armature.data, "bones", text=t("EyeTracking.head_bone"))
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col.prop_search(toolkit, "eye_left", armature.data, "bones", text=t("EyeTracking.eye_left"))
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col.prop_search(toolkit, "eye_right", armature.data, "bones", text=t("EyeTracking.eye_right"))
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else:
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col.label(text=t("EyeTracking.no_armature"), icon='ERROR')
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# Shapekey Setup Box
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shape_box = layout.box()
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col = shape_box.column(align=True)
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col.label(text=t("EyeTracking.shapekey_setup"), icon='SHAPEKEY_DATA')
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col.separator(factor=0.5)
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mesh = bpy.data.objects.get(toolkit.mesh_name_eye)
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if mesh and mesh.data.shape_keys:
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col.prop_search(toolkit, "wink_left", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.wink_left"))
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col.prop_search(toolkit, "wink_right", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.wink_right"))
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col.prop_search(toolkit, "lowerlid_left", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.lowerlid_left"))
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col.prop_search(toolkit, "lowerlid_right", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.lowerlid_right"))
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else:
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col.label(text=t("EyeTracking.no_shapekeys"), icon='ERROR')
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# Options Box
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options_box = layout.box()
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col = options_box.column(align=True)
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col.label(text=t("EyeTracking.options"), icon='SETTINGS')
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col.separator(factor=0.5)
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col.prop(toolkit, "disable_eye_blinking")
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col.prop(toolkit, "disable_eye_movement")
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if not toolkit.disable_eye_movement:
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col.prop(toolkit, "eye_distance")
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# Create Button
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row = layout.row(align=True)
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row.scale_y = 1.5
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row.operator(CreateEyesButton.bl_idname, icon='PLAY')
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else:
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if context.mode != 'POSE':
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# Testing Start Box
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test_box = layout.box()
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col = test_box.column(align=True)
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col.label(text=t("EyeTracking.testing"), icon='PLAY')
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col.separator(factor=0.5)
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row = col.row(align=True)
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row.scale_y = 1.5
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row.operator(StartTestingButton.bl_idname, icon='PLAY')
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else:
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# Eye Rotation Box
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rotation_box = layout.box()
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col = rotation_box.column(align=True)
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col.label(text=t("EyeTracking.rotation_controls"), icon='DRIVER_ROTATIONAL_DIFFERENCE')
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col.separator(factor=0.5)
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col.prop(toolkit, "eye_rotation_x", text=t("EyeTracking.rotation.x"))
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col.prop(toolkit, "eye_rotation_y", text=t("EyeTracking.rotation.y"))
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col.operator(ResetRotationButton.bl_idname, icon='LOOP_BACK')
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# Eye Adjustment Box
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adjust_box = layout.box()
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col = adjust_box.column(align=True)
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col.label(text=t("EyeTracking.adjustments"), icon='MODIFIER')
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col.separator(factor=0.5)
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col.prop(toolkit, "eye_distance")
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col.operator(AdjustEyesButton.bl_idname, icon='CON_TRACKTO')
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# Blinking Test Box
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blink_box = layout.box()
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col = blink_box.column(align=True)
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col.label(text=t("EyeTracking.blink_testing"), icon='HIDE_OFF')
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col.separator(factor=0.5)
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row = col.row(align=True)
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row.prop(toolkit, "eye_blink_shape")
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row.operator(TestBlinking.bl_idname, icon='RESTRICT_VIEW_OFF')
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row = col.row(align=True)
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row.prop(toolkit, "eye_lowerlid_shape")
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row.operator(TestLowerlid.bl_idname, icon='RESTRICT_VIEW_OFF')
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col.operator(ResetBlinkTest.bl_idname, icon='LOOP_BACK')
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# Stop Testing Button
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row = layout.row(align=True)
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row.scale_y = 1.5
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row.operator(StopTestingButton.bl_idname, icon='PAUSE')
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# Reset Button
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row = layout.row(align=True)
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row.operator(ResetEyeTrackingButton.bl_idname, icon='FILE_REFRESH')
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@@ -31,7 +31,6 @@ class AvatarToolKit_PT_AvatarToolkitPanel(Panel):
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bl_space_type: str = 'VIEW_3D'
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bl_region_type: str = 'UI'
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bl_category: str = CATEGORY_NAME
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bl_options: Set[str] = {'DEFAULT_CLOSED'}
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def draw(self, context: Context) -> None:
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"""Draw the main panel layout"""
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+41
-38
@@ -1,46 +1,49 @@
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import bpy
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from typing import Set
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from bpy.types import Panel, Context, UILayout
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from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
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from ..core.translations import t
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# MMD Tools disabled for the time being unto it can be fixed.
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class AvatarToolKit_PT_MMDPanel(Panel):
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"""Panel containing MMD bone standardization and cleanup tools"""
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bl_label = t("MMD.label")
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bl_idname = "OBJECT_PT_avatar_toolkit_mmd"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = CATEGORY_NAME
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bl_parent_id = AvatarToolKit_PT_AvatarToolkitPanel.bl_idname
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bl_order = 3
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# import bpy
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# from typing import Set
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# from bpy.types import Panel, Context, UILayout
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# from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
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# from ..core.translations import t
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def draw(self, context: Context) -> None:
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layout: UILayout = self.layout
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toolkit = context.scene.avatar_toolkit
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# class AvatarToolKit_PT_MMDPanel(Panel):
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# """Panel containing MMD bone standardization and cleanup tools"""
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# bl_label = t("MMD.label")
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# bl_idname = "OBJECT_PT_avatar_toolkit_mmd"
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# bl_space_type = 'VIEW_3D'
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# bl_region_type = 'UI'
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# bl_category = CATEGORY_NAME
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# bl_parent_id = AvatarToolKit_PT_AvatarToolkitPanel.bl_idname
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# bl_order = 3
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# bl_options = {'DEFAULT_CLOSED'}
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# def draw(self, context: Context) -> None:
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# layout: UILayout = self.layout
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# toolkit = context.scene.avatar_toolkit
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# Bone Settings Box
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bone_box: UILayout = layout.box()
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col: UILayout = bone_box.column(align=True)
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col.label(text=t("MMD.bone_settings"), icon='BONE_DATA')
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col.separator(factor=0.5)
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col.prop(toolkit, "keep_twist_bones")
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col.prop(toolkit, "keep_upper_chest")
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col.operator("avatar_toolkit.standardize_mmd", icon='BONE_DATA')
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# bone_box: UILayout = layout.box()
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# col: UILayout = bone_box.column(align=True)
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# col.label(text=t("MMD.bone_settings"), icon='BONE_DATA')
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# col.separator(factor=0.5)
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# col.prop(toolkit, "keep_twist_bones")
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# col.prop(toolkit, "keep_upper_chest")
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# col.operator("avatar_toolkit.standardize_mmd", icon='BONE_DATA')
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# Mesh Tools Box
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mesh_box: UILayout = layout.box()
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col = mesh_box.column(align=True)
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col.label(text=t("MMD.mesh_tools"), icon='MESH_DATA')
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col.separator(factor=0.5)
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row: UILayout = col.row(align=True)
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row.operator("avatar_toolkit.fix_meshes", icon='MODIFIER')
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row.operator("avatar_toolkit.validate_meshes", icon='CHECKMARK')
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# mesh_box: UILayout = layout.box()
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# col = mesh_box.column(align=True)
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# col.label(text=t("MMD.mesh_tools"), icon='MESH_DATA')
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# col.separator(factor=0.5)
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# row: UILayout = col.row(align=True)
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# row.operator("avatar_toolkit.fix_meshes", icon='MODIFIER')
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# row.operator("avatar_toolkit.validate_meshes", icon='CHECKMARK')
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# Cleanup Box
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cleanup_box: UILayout = layout.box()
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col = cleanup_box.column(align=True)
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col.label(text=t("MMD.cleanup"), icon='BRUSH_DATA')
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col.separator(factor=0.5)
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col.operator("avatar_toolkit.cleanup_mmd", icon='SHADERFX')
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col.operator("avatar_toolkit.convert_mmd_morphs", icon='SHAPEKEY_DATA')
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col.operator("avatar_toolkit.reparent_meshes", icon='OUTLINER_OB_ARMATURE')
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# cleanup_box: UILayout = layout.box()
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# col = cleanup_box.column(align=True)
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# col.label(text=t("MMD.cleanup"), icon='BRUSH_DATA')
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# col.separator(factor=0.5)
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# col.operator("avatar_toolkit.cleanup_mmd", icon='SHADERFX')
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# col.operator("avatar_toolkit.convert_mmd_morphs", icon='SHAPEKEY_DATA')
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# col.operator("avatar_toolkit.reparent_meshes", icon='OUTLINER_OB_ARMATURE')
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@@ -13,6 +13,7 @@ class AvatarToolKit_PT_OptimizationPanel(Panel):
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bl_category: str = CATEGORY_NAME
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bl_parent_id: str = AvatarToolKit_PT_AvatarToolkitPanel.bl_idname
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bl_order: int = 1
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context: Context) -> None:
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"""Draws the optimization panel interface with material, mesh cleanup and join mesh tools"""
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@@ -37,6 +37,7 @@ class AvatarToolKit_PT_SettingsPanel(Panel):
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bl_category: str = CATEGORY_NAME
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bl_parent_id: str = AvatarToolKit_PT_AvatarToolkitPanel.bl_idname
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bl_order: int = 5
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context: Context) -> None:
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"""Draw the settings panel layout with language selection"""
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@@ -13,6 +13,7 @@ class AvatarToolKit_PT_ToolsPanel(Panel):
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bl_category: str = CATEGORY_NAME
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bl_parent_id: str = AvatarToolKit_PT_AvatarToolkitPanel.bl_idname
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bl_order: int = 2
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context: Context) -> None:
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"""Draw the tools panel interface"""
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@@ -0,0 +1,60 @@
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from bpy.types import Panel, Context, UILayout
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from ..core.translations import t
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from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
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class AvatarToolKit_PT_VisemesPanel(Panel):
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"""Panel containing viseme creation and preview tools"""
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bl_label: str = t("Visemes.panel_label")
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bl_idname: str = "VIEW3D_PT_avatar_toolkit_visemes"
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bl_space_type: str = 'VIEW_3D'
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bl_region_type: str = 'UI'
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bl_category: str = CATEGORY_NAME
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bl_parent_id: str = AvatarToolKit_PT_AvatarToolkitPanel.bl_idname
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bl_order: int = 4
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context: Context) -> None:
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"""Draw the visemes panel interface"""
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layout: UILayout = self.layout
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props = context.scene.avatar_toolkit
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# Check for valid mesh with shape keys
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if not context.active_object or context.active_object.type != 'MESH' or not context.active_object.data.shape_keys:
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layout.label(text=t("Visemes.no_shapekeys"))
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return
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# Shape Key Selection Box
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shape_box: UILayout = layout.box()
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col: UILayout = shape_box.column(align=True)
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col.label(text=t("Visemes.shape_selection"), icon='SHAPEKEY_DATA')
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col.separator(factor=0.5)
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# Shape key selection with valid data
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shape_keys = context.active_object.data.shape_keys
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col.prop_search(props, "mouth_a", shape_keys, "key_blocks", text=t("Visemes.mouth_a"))
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col.prop_search(props, "mouth_o", shape_keys, "key_blocks", text=t("Visemes.mouth_o"))
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col.prop_search(props, "mouth_ch", shape_keys, "key_blocks", text=t("Visemes.mouth_ch"))
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# Shape intensity slider
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col.separator()
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col.prop(props, "shape_intensity", slider=True)
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# Preview Box
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preview_box: UILayout = layout.box()
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col = preview_box.column(align=True)
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col.label(text=t("Visemes.preview_label"), icon='HIDE_OFF')
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col.separator(factor=0.5)
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if props.viseme_preview_mode:
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col.prop(props, "viseme_preview_selection", text="")
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col.separator()
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preview_text = t("Visemes.stop_preview") if props.viseme_preview_mode else t("Visemes.start_preview")
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col.operator("avatar_toolkit.preview_visemes", text=preview_text, icon='HIDE_OFF')
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# Create Box
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create_box: UILayout = layout.box()
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col = create_box.column(align=True)
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col.label(text=t("Visemes.create_label"), icon='ADD')
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col.separator(factor=0.5)
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col.operator("avatar_toolkit.create_visemes", icon='ADD')
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