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.
This commit is contained in:
Yusarina
2024-07-25 01:42:34 +01:00
parent ddb76a0c90
commit deaada347a
6 changed files with 55 additions and 30 deletions
+18 -13
View File
@@ -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'))