Fixes
- Fixes issue with addon registration which just randomly broke at some point - Fixes issue where merge armatures decided to break due to me messing up with properties. - Fixed issue where you still had to select the mesh in the 3D Scene for viseme creation even though we have a UI selector now.
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+14
@@ -2,6 +2,20 @@ modules = None
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ordered_classes = None
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def register():
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# Add wheel installation check
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try:
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import lz4
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except ImportError:
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import sys
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import os
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import site
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import pip
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wheels_dir = os.path.join(os.path.dirname(__file__), "wheels")
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for wheel in os.listdir(wheels_dir):
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if wheel.endswith(".whl"):
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pip.main(['install', os.path.join(wheels_dir, wheel)])
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site.addsitedir(site.getsitepackages()[0])
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from .core import auto_load
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print("Starting registration")
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auto_load.init()
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+4
-1
@@ -56,7 +56,10 @@ def register() -> None:
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def unregister() -> None:
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"""Unregister all classes and modules in reverse order"""
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for cls in reversed(ordered_classes):
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bpy.utils.unregister_class(cls)
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try:
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bpy.utils.unregister_class(cls)
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except RuntimeError:
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continue
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for module in modules:
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if module.__name__ == __name__:
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+14
-1
@@ -370,11 +370,24 @@ class AvatarToolkitSceneProperties(PropertyGroup):
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def register() -> None:
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"""Register the Avatar Toolkit property group"""
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logger.info("Registering Avatar Toolkit properties")
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try:
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bpy.utils.register_class(AvatarToolkitSceneProperties)
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except ValueError:
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# Class already registered, we can continue
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pass
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bpy.types.Scene.avatar_toolkit = PointerProperty(type=AvatarToolkitSceneProperties)
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logger.debug("Properties registered successfully")
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def unregister() -> None:
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"""Unregister the Avatar Toolkit property group"""
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logger.info("Unregistering Avatar Toolkit properties")
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del bpy.types.Scene.avatar_toolkit
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try:
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del bpy.types.Scene.avatar_toolkit
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except:
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pass
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try:
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bpy.utils.unregister_class(AvatarToolkitSceneProperties)
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except RuntimeError:
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pass
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logger.debug("Properties unregistered successfully")
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@@ -30,8 +30,8 @@ class AvatarToolkit_OT_MergeArmature(bpy.types.Operator):
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wm.progress_begin(0, 100)
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# Get both armatures
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base_armature_name: str = context.scene.merge_armature_into
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merge_armature_name: str = context.scene.merge_armature
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base_armature_name: str = context.scene.avatar_toolkit.merge_armature_into
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merge_armature_name: str = context.scene.avatar_toolkit.merge_armature
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base_armature: Optional[Object] = bpy.data.objects.get(base_armature_name)
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merge_armature: Optional[Object] = bpy.data.objects.get(merge_armature_name)
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+19
-3
@@ -126,15 +126,21 @@ class ATOOLKIT_OT_preview_visemes(Operator):
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@classmethod
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def poll(cls, context: Context) -> bool:
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# Check if we're in object mode first
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# Check if we're in object mode
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if context.mode != 'OBJECT':
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return False
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# Get mesh from UI selection
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props = context.scene.avatar_toolkit
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mesh_obj = bpy.data.objects.get(props.viseme_mesh)
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# Validate armature and mesh
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armature = get_active_armature(context)
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if not armature:
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return False
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valid, _ = validate_armature(armature)
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return valid and context.active_object and context.active_object.type == 'MESH'
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return valid and mesh_obj and mesh_obj.type == 'MESH'
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def execute(self, context: Context) -> Set[str]:
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props = context.scene.avatar_toolkit
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@@ -179,11 +185,21 @@ class ATOOLKIT_OT_create_visemes(Operator):
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@classmethod
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def poll(cls, context: Context) -> bool:
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# Check if we're in object mode
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if context.mode != 'OBJECT':
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return False
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# Get mesh from UI selection
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props = context.scene.avatar_toolkit
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mesh_obj = bpy.data.objects.get(props.viseme_mesh)
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# Validate armature and mesh
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armature = get_active_armature(context)
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if not armature:
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return False
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valid, _ = validate_armature(armature)
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return valid and context.active_object and context.active_object.type == 'MESH'
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return valid and mesh_obj and mesh_obj.type == 'MESH'
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def execute(self, context: Context) -> Set[str]:
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props = context.scene.avatar_toolkit
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