Merge branch 'main' into Texture-Atlasing
This commit is contained in:
+76
-1
@@ -146,6 +146,9 @@ def get_all_meshes(context: Context) -> List[Object]:
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return [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == armature]
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return []
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def get_mesh_items(self, context):
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return [(obj.name, obj.name, "") for obj in get_all_meshes(context)]
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def open_web_after_delay_multi_threaded(delay: typing.Optional[float] = 1.0, url: typing.Union[str, typing.Any] = ""):
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thread = threading.Thread(target=open_web_after_delay,args=[delay,url],name="open_browser_thread")
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thread.start()
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@@ -164,4 +167,76 @@ def duplicatebone(b: bpy.types.EditBone) -> bpy.types.EditBone:
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cb.tail = b.tail
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cb.matrix = b.matrix
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cb.parent = b.parent
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return cb
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return cb
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def has_shapekeys(mesh_obj: Object) -> bool:
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return mesh_obj.data.shape_keys is not None
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def sort_shape_keys(mesh: Object) -> None:
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print("Starting shape key sorting...")
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if not has_shapekeys(mesh):
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print("No shape keys found. Exiting sort function.")
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return
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# Set the mesh as the active object
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bpy.context.view_layer.objects.active = mesh
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bpy.ops.object.mode_set(mode='OBJECT')
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order = [
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'Basis',
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'vrc.blink_left',
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'vrc.blink_right',
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'vrc.lowerlid_left',
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'vrc.lowerlid_right',
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'vrc.v_aa',
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'vrc.v_ch',
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'vrc.v_dd',
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'vrc.v_e',
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'vrc.v_ff',
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'vrc.v_ih',
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'vrc.v_kk',
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'vrc.v_nn',
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'vrc.v_oh',
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'vrc.v_ou',
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'vrc.v_pp',
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'vrc.v_rr',
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'vrc.v_sil',
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'vrc.v_ss',
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'vrc.v_th',
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]
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shape_keys = mesh.data.shape_keys.key_blocks
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print(f"Total shape keys: {len(shape_keys)}")
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# Create a list of shape key names in their current order
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current_order = [key.name for key in shape_keys]
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# Create a new order list
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new_order = []
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# First, add all the keys that are in the predefined order
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for name in order:
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if name in current_order:
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new_order.append(name)
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current_order.remove(name)
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# Then add any remaining keys that weren't in the predefined order
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new_order.extend(current_order)
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print("New order:", new_order)
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# Now, rearrange the shape keys based on the new order
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for i, name in enumerate(new_order):
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index = shape_keys.find(name)
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if index != i:
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print(f"Moving {name} from index {index} to {i}")
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mesh.active_shape_key_index = index
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while mesh.active_shape_key_index > i:
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bpy.ops.object.shape_key_move(type='UP')
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print("Shape key sorting completed.")
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def get_shapekeys(mesh: Object, prefix: str = '') -> List[tuple]:
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if not has_shapekeys(mesh):
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return []
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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)]
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+43
-6
@@ -1,13 +1,13 @@
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import bpy
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from ..functions.translations import t, get_languages_list, update_ui
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from ..functions.translations import t, get_languages_list, update_language
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from ..core.register import register_property
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from bpy.types import Scene, Object, Material, TextureNode, Context, SceneObjects, PropertyGroup
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from bpy.props import BoolProperty, EnumProperty, FloatProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
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from bpy.utils import register_class
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from ..core.register import register_wrap
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from ..core.addon_preferences import get_preference
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from ..core.common import SceneMatClass, material_list_bool, get_armatures
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from ..core.common import SceneMatClass, material_list_bool, get_armatures, get_mesh_items
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@@ -21,9 +21,35 @@ def register() -> None:
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default=default_language,
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update=update_language
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)
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bpy.types.Scene.selected_mesh = bpy.props.EnumProperty(
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items=get_mesh_items,
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name="Selected Mesh",
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description="The currently selected mesh for viseme operations"
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)
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bpy.types.Scene.avatar_toolkit_language_changed = bpy.props.BoolProperty(default=False)
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bpy.types.Scene.mouth_a = bpy.props.StringProperty(
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name=t("Scene.mouth_a.label"),
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description=t("Scene.mouth_a.desc")
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)
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bpy.types.Scene.mouth_o = bpy.props.StringProperty(
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name=t("Scene.mouth_o.label"),
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description=t("Scene.mouth_o.desc")
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)
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bpy.types.Scene.mouth_ch = bpy.props.StringProperty(
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name=t("Scene.mouth_ch.label"),
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description=t("Scene.mouth_ch.desc")
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)
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bpy.types.Scene.shape_intensity = bpy.props.FloatProperty(
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name=t("Scene.shape_intensity.label"),
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description=t("Scene.shape_intensity.desc"),
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default=1.0,
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min=0.0,
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max=2.0
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)
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bpy.types.Scene.selected_armature = bpy.props.EnumProperty(
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items=get_armatures,
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name="Selected Armature",
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@@ -55,13 +81,24 @@ def register() -> None:
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register_property((Scene, "texture_atlas_Has_Mat_List_Shown", BoolProperty(default=False, get=material_list_bool.get_bool, set=material_list_bool.set_bool)))
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def unregister():
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def unregister() -> None:
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if hasattr(bpy.types.Scene, "avatar_toolkit_language"):
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del bpy.types.Scene.avatar_toolkit_language
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if hasattr(bpy.types.Scene, "avatar_toolkit_language_changed"):
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del bpy.types.Scene.avatar_toolkit_language_changed
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if hasattr(bpy.types.Scene, "mouth_a"):
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del bpy.types.Scene.mouth_a
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if hasattr(bpy.types.Scene, "mouth_o"):
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del bpy.types.Scene.mouth_o
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if hasattr(bpy.types.Scene, "mouth_ch"):
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del bpy.types.Scene.mouth_ch
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if hasattr(bpy.types.Scene, "shape_intensity"):
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del bpy.types.Scene.shape_intensity
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if hasattr(bpy.types.Scene, "selected_armature"):
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del bpy.types.Scene.selected_armature
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