From deaada347a9c048215a040715dbfbe4e3384a1eb Mon Sep 17 00:00:00 2001 From: Yusarina Date: Thu, 25 Jul 2024 01:42:34 +0100 Subject: [PATCH] Shapey Key Update. - Viesmes will now use selected armature. - New dropdown menu in the viseme UI so the user can select which mesh to create visemes on. - New helper function get_armature_meshes - Added a new check before we create the new visemes to see if any exist, if there do we will remove them and create the new ones. - fixed several issues and errors. --- core/common.py | 12 +++++++++--- core/properties.py | 8 +++++++- functions/viseme.py | 18 ++++++++++++++---- resources/translations/en_US.json | 9 ++++----- resources/translations/ja_JP.json | 7 +++---- ui/viseme.py | 31 ++++++++++++++++++------------- 6 files changed, 55 insertions(+), 30 deletions(-) diff --git a/core/common.py b/core/common.py index 8b2ce3f..8463734 100644 --- a/core/common.py +++ b/core/common.py @@ -96,6 +96,9 @@ 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() @@ -128,6 +131,10 @@ def sort_shape_keys(mesh: Object) -> None: 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', @@ -176,13 +183,12 @@ def sort_shape_keys(mesh: Object) -> None: index = shape_keys.find(name) if index != i: print(f"Moving {name} from index {index} to {i}") - bpy.context.object.active_shape_key_index = index - while bpy.context.object.active_shape_key_index > 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 [] diff --git a/core/properties.py b/core/properties.py index 4943514..a79721f 100644 --- a/core/properties.py +++ b/core/properties.py @@ -2,7 +2,7 @@ import bpy from ..functions.translations import t, get_languages_list, update_language from ..core.addon_preferences import get_preference -from .common import get_armatures +from .common import get_armatures, get_mesh_items def register() -> None: default_language = get_preference("language", 0) @@ -14,6 +14,12 @@ 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) diff --git a/functions/viseme.py b/functions/viseme.py index 7d60f00..9ba8849 100644 --- a/functions/viseme.py +++ b/functions/viseme.py @@ -3,6 +3,7 @@ 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): @@ -13,15 +14,19 @@ class AutoVisemeButton(bpy.types.Operator): @classmethod def poll(cls, context: bpy.types.Context) -> bool: - return context.active_object and context.active_object.type == 'MESH' + 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 = context.active_object + 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 @@ -73,7 +78,7 @@ class AutoVisemeButton(bpy.types.Operator): # Create new viseme new_key = mesh.shape_key_add(name=viseme_name, from_mix=False) - new_key.value = 1.0 + new_key.value = 0.0 # Mix shapes for shape_name, value in shape_mix: @@ -85,4 +90,9 @@ class AutoVisemeButton(bpy.types.Operator): 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) diff --git a/resources/translations/en_US.json b/resources/translations/en_US.json index ba218a3..8cdcb40 100644 --- a/resources/translations/en_US.json +++ b/resources/translations/en_US.json @@ -31,9 +31,6 @@ "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", - "Settings.label": "Settings", - "Settings.language.label": "Language", - "Settings.language.desc": "Select the language for the addon's UI", "VisemePanel.label": "Visemes", "VisemePanel.error.noMesh": "No mesh selected", "VisemePanel.error.noShapekeys": "Selected mesh has no shape keys", @@ -45,8 +42,11 @@ "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" + "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.description": "Information about translation updates", "Settings.translation_restart_popup.message1": "Some translations may not apply", "Settings.translation_restart_popup.message2": "until you restart Blender.", @@ -56,7 +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." } diff --git a/resources/translations/ja_JP.json b/resources/translations/ja_JP.json index 130cf0f..0e9763e 100644 --- a/resources/translations/ja_JP.json +++ b/resources/translations/ja_JP.json @@ -31,9 +31,6 @@ "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", - "Settings.label": "設定", - "Settings.language.label": "言語", - "Settings.language.desc": "アドオンのUIの言語を選択", "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", @@ -45,7 +42,9 @@ "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" + "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", "Settings.translation_restart_popup.label": "翻訳の更新", "Settings.translation_restart_popup.description": "翻訳の更新に関する情報", diff --git a/ui/viseme.py b/ui/viseme.py index 8706cf4..d0ea8e3 100644 --- a/ui/viseme.py +++ b/ui/viseme.py @@ -1,6 +1,7 @@ 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): @@ -14,24 +15,28 @@ class AvatarToolkitVisemePanel(bpy.types.Panel): def draw(self, context: bpy.types.Context) -> None: layout = self.layout - # Check if there's an active object and it's a mesh - if context.active_object and context.active_object.type == 'MESH': - mesh = context.active_object + armature = get_selected_armature(context) + if armature: + layout.prop(context.scene, "selected_mesh", text="Select Mesh") - # Check if the mesh has shape keys - 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')) + 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.prop(context.scene, 'shape_intensity') - layout.operator("avatar_toolkit.create_visemes", icon='TRIA_RIGHT') + 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.noShapekeys'), icon='ERROR') + layout.label(text=t('VisemePanel.error.selectMesh'), icon='INFO') else: - layout.label(text=t('VisemePanel.error.noMesh'), icon='ERROR') + layout.label(text=t('VisemePanel.error.noArmature'), icon='ERROR') - # Always show some information or options layout.separator() layout.label(text=t('VisemePanel.info.selectMesh')) + +