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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@@ -0,0 +1,98 @@
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import bpy
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from ..core import common
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from ..core.register import register_wrap
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from ..functions.translations import t
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from typing import List, Tuple
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from ..core.common import get_selected_armature, is_valid_armature, get_all_meshes
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@register_wrap
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class AutoVisemeButton(bpy.types.Operator):
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bl_idname = 'avatar_toolkit.create_visemes'
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bl_label = t('AutoVisemeButton.label')
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bl_description = t('AutoVisemeButton.desc')
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context: bpy.types.Context) -> bool:
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armature = get_selected_armature(context)
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return armature is not None and is_valid_armature(armature) and get_all_meshes(context)
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def execute(self, context: bpy.types.Context) -> set:
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print("Starting viseme creation...")
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mesh = bpy.data.objects.get(context.scene.selected_mesh)
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if not mesh or not common.has_shapekeys(mesh):
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self.report({'ERROR'}, t('AutoVisemeButton.error.noShapekeys'))
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return {'CANCELLED'}
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# Remove existing VRC shape keys
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self.remove_existing_vrc_shapekeys(mesh)
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shape_a = context.scene.mouth_a
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shape_o = context.scene.mouth_o
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shape_ch = context.scene.mouth_ch
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print(f"Selected shapes: A={shape_a}, O={shape_o}, CH={shape_ch}")
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if shape_a == "Basis" or shape_o == "Basis" or shape_ch == "Basis":
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self.report({'ERROR'}, t('AutoVisemeButton.error.selectShapekeys'))
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return {'CANCELLED'}
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# Create visemes
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visemes: List[Tuple[str, List[Tuple[str, float]]]] = [
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('vrc.v_aa', [(shape_a, 0.9998)]),
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('vrc.v_ch', [(shape_ch, 0.9996)]),
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('vrc.v_dd', [(shape_a, 0.3), (shape_ch, 0.7)]),
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('vrc.v_e', [(shape_a, 0.5), (shape_ch, 0.2)]),
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('vrc.v_ff', [(shape_a, 0.2), (shape_ch, 0.4)]),
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('vrc.v_ih', [(shape_ch, 0.7), (shape_o, 0.3)]),
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('vrc.v_kk', [(shape_a, 0.7), (shape_ch, 0.4)]),
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('vrc.v_nn', [(shape_a, 0.2), (shape_ch, 0.7)]),
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('vrc.v_oh', [(shape_a, 0.2), (shape_o, 0.8)]),
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('vrc.v_ou', [(shape_o, 0.9994)]),
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('vrc.v_pp', [(shape_a, 0.0004), (shape_o, 0.0004)]),
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('vrc.v_rr', [(shape_ch, 0.5), (shape_o, 0.3)]),
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('vrc.v_sil', [(shape_a, 0.0002), (shape_ch, 0.0002)]),
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('vrc.v_ss', [(shape_ch, 0.8)]),
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('vrc.v_th', [(shape_a, 0.4), (shape_o, 0.15)])
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]
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for viseme_name, shape_mix in visemes:
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print(f"Creating viseme: {viseme_name}")
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self.create_viseme(mesh, viseme_name, shape_mix, context.scene.shape_intensity)
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print("Sorting shape keys...")
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common.sort_shape_keys(mesh)
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print("Viseme creation completed.")
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self.report({'INFO'}, t('AutoVisemeButton.success'))
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return {'FINISHED'}
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def create_viseme(self, mesh: bpy.types.Object, viseme_name: str, shape_mix: List[Tuple[str, float]], intensity: float) -> None:
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print(f" Creating viseme: {viseme_name}")
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shape_keys = mesh.data.shape_keys.key_blocks
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# Remove existing viseme if it exists
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if viseme_name in shape_keys:
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print(f" Removing existing viseme: {viseme_name}")
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mesh.shape_key_remove(shape_keys[viseme_name])
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# Create new viseme
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new_key = mesh.shape_key_add(name=viseme_name, from_mix=False)
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new_key.value = 0.0
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# Mix shapes
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for shape_name, value in shape_mix:
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if shape_name in shape_keys:
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source_shape = shape_keys[shape_name]
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print(f" Mixing shape: {shape_name} with value: {value * intensity}")
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for i, vert in enumerate(new_key.data):
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vert.co += (source_shape.data[i].co - shape_keys['Basis'].data[i].co) * value * intensity
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print(f" Viseme {viseme_name} created successfully.")
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def remove_existing_vrc_shapekeys(self, mesh: bpy.types.Object) -> None:
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vrc_prefixes = ['vrc.v_', 'vrc.blink_', 'vrc.lowerlid_']
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shape_keys = mesh.data.shape_keys.key_blocks
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for key in reversed(shape_keys):
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if any(key.name.startswith(prefix) for prefix in vrc_prefixes):
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mesh.shape_key_remove(key)
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@@ -10,6 +10,7 @@
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"Quick_Access.import_menu.label": "Import Menu",
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"Quick_Access.import": "Import",
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||||
"Quick_Access.export": "Export",
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"Quick_Access.import_menu.desc": "Import a Model",
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"Quick_Access.import_pmx": "Import PMX",
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"Quick_Access.import_pmx.desc": "Import MMD PMX Model",
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"Quick_Access.import_pmd": "Import PMD",
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@@ -30,10 +31,22 @@
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"Tools.tools_title.label": "Tools",
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"Tools.convert_to_resonite.label": "Convert to Resonite",
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"Tools.convert_to_resonite.desc": "Converts bone names on a model to names compatable with Resonite",
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||||
"VisemePanel.label": "Visemes",
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||||
"VisemePanel.error.noMesh": "No mesh selected",
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||||
"VisemePanel.error.noShapekeys": "Selected mesh has no shape keys",
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||||
"VisemePanel.info.selectMesh": "Select a mesh to create visemes",
|
||||
"VisemePanel.mouth_a.label": "Mouth A",
|
||||
"VisemePanel.mouth_o.label": "Mouth O",
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||||
"VisemePanel.mouth_ch.label": "Mouth CH",
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||||
"AutoVisemeButton.label": "Create Visemes",
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||||
"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."
|
||||
}
|
||||
|
||||
@@ -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をインポート",
|
||||
"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",
|
||||
|
||||
@@ -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'))
|
||||
|
||||
|
||||
Reference in New Issue
Block a user