Merge branch 'main' into Texture-Atlasing

This commit is contained in:
Onan Chew
2024-07-24 20:49:25 -04:00
committed by GitHub
6 changed files with 295 additions and 18 deletions
+76 -1
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@@ -146,6 +146,9 @@ def get_all_meshes(context: Context) -> List[Object]:
return [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == armature]
return []
def get_mesh_items(self, context):
return [(obj.name, obj.name, "") for obj in get_all_meshes(context)]
def open_web_after_delay_multi_threaded(delay: typing.Optional[float] = 1.0, url: typing.Union[str, typing.Any] = ""):
thread = threading.Thread(target=open_web_after_delay,args=[delay,url],name="open_browser_thread")
thread.start()
@@ -164,4 +167,76 @@ def duplicatebone(b: bpy.types.EditBone) -> bpy.types.EditBone:
cb.tail = b.tail
cb.matrix = b.matrix
cb.parent = b.parent
return cb
return cb
def has_shapekeys(mesh_obj: Object) -> bool:
return mesh_obj.data.shape_keys is not None
def sort_shape_keys(mesh: Object) -> None:
print("Starting shape key sorting...")
if not has_shapekeys(mesh):
print("No shape keys found. Exiting sort function.")
return
# Set the mesh as the active object
bpy.context.view_layer.objects.active = mesh
bpy.ops.object.mode_set(mode='OBJECT')
order = [
'Basis',
'vrc.blink_left',
'vrc.blink_right',
'vrc.lowerlid_left',
'vrc.lowerlid_right',
'vrc.v_aa',
'vrc.v_ch',
'vrc.v_dd',
'vrc.v_e',
'vrc.v_ff',
'vrc.v_ih',
'vrc.v_kk',
'vrc.v_nn',
'vrc.v_oh',
'vrc.v_ou',
'vrc.v_pp',
'vrc.v_rr',
'vrc.v_sil',
'vrc.v_ss',
'vrc.v_th',
]
shape_keys = mesh.data.shape_keys.key_blocks
print(f"Total shape keys: {len(shape_keys)}")
# Create a list of shape key names in their current order
current_order = [key.name for key in shape_keys]
# Create a new order list
new_order = []
# First, add all the keys that are in the predefined order
for name in order:
if name in current_order:
new_order.append(name)
current_order.remove(name)
# Then add any remaining keys that weren't in the predefined order
new_order.extend(current_order)
print("New order:", new_order)
# Now, rearrange the shape keys based on the new order
for i, name in enumerate(new_order):
index = shape_keys.find(name)
if index != i:
print(f"Moving {name} from index {index} to {i}")
mesh.active_shape_key_index = index
while mesh.active_shape_key_index > i:
bpy.ops.object.shape_key_move(type='UP')
print("Shape key sorting completed.")
def get_shapekeys(mesh: Object, prefix: str = '') -> List[tuple]:
if not has_shapekeys(mesh):
return []
return [(key.name, key.name, key.name) for key in mesh.data.shape_keys.key_blocks if key.name != 'Basis' and key.name.startswith(prefix)]
+43 -6
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@@ -1,13 +1,13 @@
import bpy
from ..functions.translations import t, get_languages_list, update_ui
from ..functions.translations import t, get_languages_list, update_language
from ..core.register import register_property
from bpy.types import Scene, Object, Material, TextureNode, Context, SceneObjects, PropertyGroup
from bpy.props import BoolProperty, EnumProperty, FloatProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
from bpy.utils import register_class
from ..core.register import register_wrap
from ..core.addon_preferences import get_preference
from ..core.common import SceneMatClass, material_list_bool, get_armatures
from ..core.common import SceneMatClass, material_list_bool, get_armatures, get_mesh_items
@@ -21,9 +21,35 @@ def register() -> None:
default=default_language,
update=update_language
)
bpy.types.Scene.selected_mesh = bpy.props.EnumProperty(
items=get_mesh_items,
name="Selected Mesh",
description="The currently selected mesh for viseme operations"
)
bpy.types.Scene.avatar_toolkit_language_changed = bpy.props.BoolProperty(default=False)
bpy.types.Scene.mouth_a = bpy.props.StringProperty(
name=t("Scene.mouth_a.label"),
description=t("Scene.mouth_a.desc")
)
bpy.types.Scene.mouth_o = bpy.props.StringProperty(
name=t("Scene.mouth_o.label"),
description=t("Scene.mouth_o.desc")
)
bpy.types.Scene.mouth_ch = bpy.props.StringProperty(
name=t("Scene.mouth_ch.label"),
description=t("Scene.mouth_ch.desc")
)
bpy.types.Scene.shape_intensity = bpy.props.FloatProperty(
name=t("Scene.shape_intensity.label"),
description=t("Scene.shape_intensity.desc"),
default=1.0,
min=0.0,
max=2.0
)
bpy.types.Scene.selected_armature = bpy.props.EnumProperty(
items=get_armatures,
name="Selected Armature",
@@ -55,13 +81,24 @@ def register() -> None:
register_property((Scene, "texture_atlas_Has_Mat_List_Shown", BoolProperty(default=False, get=material_list_bool.get_bool, set=material_list_bool.set_bool)))
def unregister():
def unregister() -> None:
if hasattr(bpy.types.Scene, "avatar_toolkit_language"):
del bpy.types.Scene.avatar_toolkit_language
if hasattr(bpy.types.Scene, "avatar_toolkit_language_changed"):
del bpy.types.Scene.avatar_toolkit_language_changed
if hasattr(bpy.types.Scene, "mouth_a"):
del bpy.types.Scene.mouth_a
if hasattr(bpy.types.Scene, "mouth_o"):
del bpy.types.Scene.mouth_o
if hasattr(bpy.types.Scene, "mouth_ch"):
del bpy.types.Scene.mouth_ch
if hasattr(bpy.types.Scene, "shape_intensity"):
del bpy.types.Scene.shape_intensity
if hasattr(bpy.types.Scene, "selected_armature"):
del bpy.types.Scene.selected_armature
+98
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@@ -0,0 +1,98 @@
import bpy
from ..core import common
from ..core.register import register_wrap
from ..functions.translations import t
from typing import List, Tuple
from ..core.common import get_selected_armature, is_valid_armature, get_all_meshes
@register_wrap
class AutoVisemeButton(bpy.types.Operator):
bl_idname = 'avatar_toolkit.create_visemes'
bl_label = t('AutoVisemeButton.label')
bl_description = t('AutoVisemeButton.desc')
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context: bpy.types.Context) -> bool:
armature = get_selected_armature(context)
return armature is not None and is_valid_armature(armature) and get_all_meshes(context)
def execute(self, context: bpy.types.Context) -> set:
print("Starting viseme creation...")
mesh = bpy.data.objects.get(context.scene.selected_mesh)
if not mesh or not common.has_shapekeys(mesh):
self.report({'ERROR'}, t('AutoVisemeButton.error.noShapekeys'))
return {'CANCELLED'}
# Remove existing VRC shape keys
self.remove_existing_vrc_shapekeys(mesh)
shape_a = context.scene.mouth_a
shape_o = context.scene.mouth_o
shape_ch = context.scene.mouth_ch
print(f"Selected shapes: A={shape_a}, O={shape_o}, CH={shape_ch}")
if shape_a == "Basis" or shape_o == "Basis" or shape_ch == "Basis":
self.report({'ERROR'}, t('AutoVisemeButton.error.selectShapekeys'))
return {'CANCELLED'}
# Create visemes
visemes: List[Tuple[str, List[Tuple[str, float]]]] = [
('vrc.v_aa', [(shape_a, 0.9998)]),
('vrc.v_ch', [(shape_ch, 0.9996)]),
('vrc.v_dd', [(shape_a, 0.3), (shape_ch, 0.7)]),
('vrc.v_e', [(shape_a, 0.5), (shape_ch, 0.2)]),
('vrc.v_ff', [(shape_a, 0.2), (shape_ch, 0.4)]),
('vrc.v_ih', [(shape_ch, 0.7), (shape_o, 0.3)]),
('vrc.v_kk', [(shape_a, 0.7), (shape_ch, 0.4)]),
('vrc.v_nn', [(shape_a, 0.2), (shape_ch, 0.7)]),
('vrc.v_oh', [(shape_a, 0.2), (shape_o, 0.8)]),
('vrc.v_ou', [(shape_o, 0.9994)]),
('vrc.v_pp', [(shape_a, 0.0004), (shape_o, 0.0004)]),
('vrc.v_rr', [(shape_ch, 0.5), (shape_o, 0.3)]),
('vrc.v_sil', [(shape_a, 0.0002), (shape_ch, 0.0002)]),
('vrc.v_ss', [(shape_ch, 0.8)]),
('vrc.v_th', [(shape_a, 0.4), (shape_o, 0.15)])
]
for viseme_name, shape_mix in visemes:
print(f"Creating viseme: {viseme_name}")
self.create_viseme(mesh, viseme_name, shape_mix, context.scene.shape_intensity)
print("Sorting shape keys...")
common.sort_shape_keys(mesh)
print("Viseme creation completed.")
self.report({'INFO'}, t('AutoVisemeButton.success'))
return {'FINISHED'}
def create_viseme(self, mesh: bpy.types.Object, viseme_name: str, shape_mix: List[Tuple[str, float]], intensity: float) -> None:
print(f" Creating viseme: {viseme_name}")
shape_keys = mesh.data.shape_keys.key_blocks
# Remove existing viseme if it exists
if viseme_name in shape_keys:
print(f" Removing existing viseme: {viseme_name}")
mesh.shape_key_remove(shape_keys[viseme_name])
# Create new viseme
new_key = mesh.shape_key_add(name=viseme_name, from_mix=False)
new_key.value = 0.0
# Mix shapes
for shape_name, value in shape_mix:
if shape_name in shape_keys:
source_shape = shape_keys[shape_name]
print(f" Mixing shape: {shape_name} with value: {value * intensity}")
for i, vert in enumerate(new_key.data):
vert.co += (source_shape.data[i].co - shape_keys['Basis'].data[i].co) * value * intensity
print(f" Viseme {viseme_name} created successfully.")
def remove_existing_vrc_shapekeys(self, mesh: bpy.types.Object) -> None:
vrc_prefixes = ['vrc.v_', 'vrc.blink_', 'vrc.lowerlid_']
shape_keys = mesh.data.shape_keys.key_blocks
for key in reversed(shape_keys):
if any(key.name.startswith(prefix) for prefix in vrc_prefixes):
mesh.shape_key_remove(key)
+14 -2
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@@ -10,6 +10,7 @@
"Quick_Access.import_menu.label": "Import Menu",
"Quick_Access.import": "Import",
"Quick_Access.export": "Export",
"Quick_Access.import_menu.desc": "Import a Model",
"Quick_Access.import_pmx": "Import PMX",
"Quick_Access.import_pmx.desc": "Import MMD PMX Model",
"Quick_Access.import_pmd": "Import PMD",
@@ -30,10 +31,22 @@
"Tools.tools_title.label": "Tools",
"Tools.convert_to_resonite.label": "Convert to Resonite",
"Tools.convert_to_resonite.desc": "Converts bone names on a model to names compatable with Resonite",
"VisemePanel.label": "Visemes",
"VisemePanel.error.noMesh": "No mesh selected",
"VisemePanel.error.noShapekeys": "Selected mesh has no shape keys",
"VisemePanel.info.selectMesh": "Select a mesh to create visemes",
"VisemePanel.mouth_a.label": "Mouth A",
"VisemePanel.mouth_o.label": "Mouth O",
"VisemePanel.mouth_ch.label": "Mouth CH",
"AutoVisemeButton.label": "Create Visemes",
"AutoVisemeButton.desc": "Create visemes automatically, based on shape keys",
"AutoVisemeButton.error.noShapekeys": "No shape keys found",
"AutoVisemeButton.error.selectShapekeys": "Please Select shape keys",
"AutoVisemeButton.success": "Visemes created successfully",
"Settings.translation_restart_popup.label": "Translation Update",
"Settings.label": "Settings",
"Settings.language.label": "Language",
"Settings.language.desc": "Select the language for the addon's UI",
"Settings.translation_restart_popup.label": "Translation Update",
"Settings.translation_restart_popup.description": "Information about translation updates",
"Settings.translation_restart_popup.message1": "Some translations may not apply",
"Settings.translation_restart_popup.message2": "until you restart Blender.",
@@ -43,7 +56,6 @@
"Importing.importer_search_term":"https://search.brave.com/search?q=blender+{extension}+importer+addon&source=web",
"Importer.export_resonite.label":"Export to Resonite",
"Importer.export_resonite.desc":"Export to Resonite as a GLTF. Make sure your model is to scale in blender, and import as meters in Resonite.",
"Importer.export_vrchat.label":"Export to VRChat",
"Importer.export_vrchat.desc":"Export to VRChat, may also work for ChilloutVR. Is similar to Cats export."
}
+22 -9
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@@ -1,8 +1,8 @@
{
"authors": ["Avatar Toolkit Team"],
"messages": {
"Language.auto": "Automatic",
"Language.en_US": "English",
"Language.auto": "自動",
"Language.en_US": "英語",
"Language.ja_JP": "日本語",
"Quick_Access.label": "クイックアクセス",
"Quick_Access.import_export.label": "インポート/エクスポート",
@@ -10,26 +10,39 @@
"Quick_Access.import_menu.label": "インポートメニュー",
"Quick_Access.import": "インポート",
"Quick_Access.export": "エクスポート",
"Quick_Access.import_pmx": "PMXインポート",
"Quick_Access.import_menu.desc": "モデルをインポート",
"Quick_Access.import_pmx": "PMXをインポート",
"Quick_Access.import_pmx.desc": "MMD PMXモデルをインポート",
"Quick_Access.import_pmd": "PMDインポート",
"Quick_Access.import_pmd": "PMDインポート",
"Quick_Access.import_pmd.desc": "MMD PMDモデルをインポート",
"Quick_Access.export_menu.label": "エクスポートメニュー",
"Quick_Access.select_export.label": "エクスポート方法を選択",
"Quick_Access.select_export_resonite.label": "Resonite",
"Export.resonite.label": "Resoniteにエクスポート",
"Export.resonite.desc": "すべてのアニメーションとマテリアルを含むGLBをエクスポートします。アニメーションデータについては以下を参照してください",
"Export.resonite.desc": "すべてのアニメーションとマテリアルを含むGLBをエクスポート。アニメーションデータについては以下を参照:",
"Optimization.label": "最適化",
"Optimization.options.label": "最適化オプション",
"Optimization.combine_materials.label": "マテリアルを結合",
"Optimization.combine_materials.desc": "類似したマテリアルを結合してモデルを最適化します",
"Optimization.combine_materials.desc": "類似したマテリアルを結合してモデルを最適化",
"Optimization.join_all_meshes.label": "すべてのメッシュを結合",
"Optimization.join_all_meshes.desc": "すべてのメッシュを1つに結合します",
"Optimization.join_all_meshes.desc": "すべてのメッシュを1つに結合",
"Optimization.join_selected_meshes.label": "選択したメッシュを結合",
"Optimization.join_selected_meshes.desc": "現在選択されているすべてのメッシュを1つに結合します",
"Optimization.join_selected_meshes.desc": "現在選択されているすべてのメッシュを1つに結合",
"Tools.tools_title.label": "ツール",
"Tools.convert_to_resonite.label": "Resoniteに変換",
"Tools.convert_to_resonite.desc": "モデルのボーン名をResoniteと互換性のある名前に変換します",
"Tools.convert_to_resonite.desc": "モデルのボーン名をResoniteと互換性のある名前に変換",
"VisemePanel.label": "ビセーム",
"VisemePanel.error.noMesh": "メッシュが選択されていません",
"VisemePanel.error.noShapekeys": "選択されたメッシュにシェイプキーがありません",
"VisemePanel.info.selectMesh": "ビセームを作成するメッシュを選択してください",
"VisemePanel.mouth_a.label": "口 A",
"VisemePanel.mouth_o.label": "口 O",
"VisemePanel.mouth_ch.label": "口 CH",
"AutoVisemeButton.label": "ビセームを作成",
"AutoVisemeButton.desc": "シェイプキーに基づいて自動的にビセームを作成",
"AutoVisemeButton.error.noShapekeys": "シェイプキーが見つかりません",
"AutoVisemeButton.error.selectShapekeys": "シェイプキーを選択してください",
"AutoVisemeButton.success": "ビセームが正常に作成されました",
"Settings.label": "設定",
"Settings.language.label": "言語",
"Settings.language.desc": "アドオンのUI言語を選択してください",
+42
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@@ -0,0 +1,42 @@
import bpy
from ..core.register import register_wrap
from ..functions.translations import t
from ..core.common import get_selected_armature
@register_wrap
class AvatarToolkitVisemePanel(bpy.types.Panel):
bl_label = t("VisemePanel.label")
bl_idname = "OBJECT_PT_avatar_toolkit_viseme"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Avatar Toolkit"
bl_parent_id = "OBJECT_PT_avatar_toolkit"
def draw(self, context: bpy.types.Context) -> None:
layout = self.layout
armature = get_selected_armature(context)
if armature:
layout.prop(context.scene, "selected_mesh", text="Select Mesh")
mesh = bpy.data.objects.get(context.scene.selected_mesh)
if mesh and mesh.type == 'MESH':
if mesh.data.shape_keys:
layout.prop_search(context.scene, "mouth_a", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_a.label'))
layout.prop_search(context.scene, "mouth_o", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_o.label'))
layout.prop_search(context.scene, "mouth_ch", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_ch.label'))
layout.prop(context.scene, 'shape_intensity')
layout.operator("avatar_toolkit.create_visemes", icon='TRIA_RIGHT')
else:
layout.label(text=t('VisemePanel.error.noShapekeys'), icon='ERROR')
else:
layout.label(text=t('VisemePanel.error.selectMesh'), icon='INFO')
else:
layout.label(text=t('VisemePanel.error.noArmature'), icon='ERROR')
layout.separator()
layout.label(text=t('VisemePanel.info.selectMesh'))