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
+9 -3
View File
@@ -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 [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == armature]
return [] 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] = ""): 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 = threading.Thread(target=open_web_after_delay,args=[delay,url],name="open_browser_thread")
thread.start() thread.start()
@@ -128,6 +131,10 @@ def sort_shape_keys(mesh: Object) -> None:
print("No shape keys found. Exiting sort function.") print("No shape keys found. Exiting sort function.")
return return
# Set the mesh as the active object
bpy.context.view_layer.objects.active = mesh
bpy.ops.object.mode_set(mode='OBJECT')
order = [ order = [
'Basis', 'Basis',
'vrc.blink_left', 'vrc.blink_left',
@@ -176,13 +183,12 @@ def sort_shape_keys(mesh: Object) -> None:
index = shape_keys.find(name) index = shape_keys.find(name)
if index != i: if index != i:
print(f"Moving {name} from index {index} to {i}") print(f"Moving {name} from index {index} to {i}")
bpy.context.object.active_shape_key_index = index mesh.active_shape_key_index = index
while bpy.context.object.active_shape_key_index > i: while mesh.active_shape_key_index > i:
bpy.ops.object.shape_key_move(type='UP') bpy.ops.object.shape_key_move(type='UP')
print("Shape key sorting completed.") print("Shape key sorting completed.")
def get_shapekeys(mesh: Object, prefix: str = '') -> List[tuple]: def get_shapekeys(mesh: Object, prefix: str = '') -> List[tuple]:
if not has_shapekeys(mesh): if not has_shapekeys(mesh):
return [] return []
+7 -1
View File
@@ -2,7 +2,7 @@ import bpy
from ..functions.translations import t, get_languages_list, update_language from ..functions.translations import t, get_languages_list, update_language
from ..core.addon_preferences import get_preference from ..core.addon_preferences import get_preference
from .common import get_armatures from .common import get_armatures, get_mesh_items
def register() -> None: def register() -> None:
default_language = get_preference("language", 0) default_language = get_preference("language", 0)
@@ -15,6 +15,12 @@ def register() -> None:
update=update_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.avatar_toolkit_language_changed = bpy.props.BoolProperty(default=False)
bpy.types.Scene.mouth_a = bpy.props.StringProperty( bpy.types.Scene.mouth_a = bpy.props.StringProperty(
+14 -4
View File
@@ -3,6 +3,7 @@ from ..core import common
from ..core.register import register_wrap from ..core.register import register_wrap
from ..functions.translations import t from ..functions.translations import t
from typing import List, Tuple from typing import List, Tuple
from ..core.common import get_selected_armature, is_valid_armature, get_all_meshes
@register_wrap @register_wrap
class AutoVisemeButton(bpy.types.Operator): class AutoVisemeButton(bpy.types.Operator):
@@ -13,15 +14,19 @@ class AutoVisemeButton(bpy.types.Operator):
@classmethod @classmethod
def poll(cls, context: bpy.types.Context) -> bool: 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: def execute(self, context: bpy.types.Context) -> set:
print("Starting viseme creation...") 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): if not mesh or not common.has_shapekeys(mesh):
self.report({'ERROR'}, t('AutoVisemeButton.error.noShapekeys')) self.report({'ERROR'}, t('AutoVisemeButton.error.noShapekeys'))
return {'CANCELLED'} return {'CANCELLED'}
# Remove existing VRC shape keys
self.remove_existing_vrc_shapekeys(mesh)
shape_a = context.scene.mouth_a shape_a = context.scene.mouth_a
shape_o = context.scene.mouth_o shape_o = context.scene.mouth_o
shape_ch = context.scene.mouth_ch shape_ch = context.scene.mouth_ch
@@ -73,7 +78,7 @@ class AutoVisemeButton(bpy.types.Operator):
# Create new viseme # Create new viseme
new_key = mesh.shape_key_add(name=viseme_name, from_mix=False) new_key = mesh.shape_key_add(name=viseme_name, from_mix=False)
new_key.value = 1.0 new_key.value = 0.0
# Mix shapes # Mix shapes
for shape_name, value in shape_mix: for shape_name, value in shape_mix:
@@ -85,4 +90,9 @@ class AutoVisemeButton(bpy.types.Operator):
print(f" Viseme {viseme_name} created successfully.") 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)
+4 -5
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@@ -31,9 +31,6 @@
"Tools.tools_title.label": "Tools", "Tools.tools_title.label": "Tools",
"Tools.convert_to_resonite.label": "Convert to Resonite", "Tools.convert_to_resonite.label": "Convert to Resonite",
"Tools.convert_to_resonite.desc": "Converts bone names on a model to names compatable with 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.label": "Visemes",
"VisemePanel.error.noMesh": "No mesh selected", "VisemePanel.error.noMesh": "No mesh selected",
"VisemePanel.error.noShapekeys": "Selected mesh has no shape keys", "VisemePanel.error.noShapekeys": "Selected mesh has no shape keys",
@@ -45,8 +42,11 @@
"AutoVisemeButton.desc": "Create visemes automatically, based on shape keys", "AutoVisemeButton.desc": "Create visemes automatically, based on shape keys",
"AutoVisemeButton.error.noShapekeys": "No shape keys found", "AutoVisemeButton.error.noShapekeys": "No shape keys found",
"AutoVisemeButton.error.selectShapekeys": "Please Select shape keys", "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.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.description": "Information about translation updates",
"Settings.translation_restart_popup.message1": "Some translations may not apply", "Settings.translation_restart_popup.message1": "Some translations may not apply",
"Settings.translation_restart_popup.message2": "until you restart Blender.", "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", "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.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_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.label":"Export to VRChat",
"Importer.export_vrchat.desc":"Export to VRChat, may also work for ChilloutVR. Is similar to Cats export." "Importer.export_vrchat.desc":"Export to VRChat, may also work for ChilloutVR. Is similar to Cats export."
} }
+3 -4
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@@ -31,9 +31,6 @@
"Tools.tools_title.label": "ツール", "Tools.tools_title.label": "ツール",
"Tools.convert_to_resonite.label": "Resoniteに変換", "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", "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.label": "ビセーム",
"VisemePanel.error.noMesh": "メッシュが選択されていません", "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.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.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.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.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.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.label": "翻訳の更新",
"Settings.translation_restart_popup.description": "翻訳の更新に関する情報", "Settings.translation_restart_popup.description": "翻訳の更新に関する情報",
+18 -13
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@@ -1,6 +1,7 @@
import bpy import bpy
from ..core.register import register_wrap from ..core.register import register_wrap
from ..functions.translations import t from ..functions.translations import t
from ..core.common import get_selected_armature
@register_wrap @register_wrap
class AvatarToolkitVisemePanel(bpy.types.Panel): class AvatarToolkitVisemePanel(bpy.types.Panel):
@@ -14,24 +15,28 @@ class AvatarToolkitVisemePanel(bpy.types.Panel):
def draw(self, context: bpy.types.Context) -> None: def draw(self, context: bpy.types.Context) -> None:
layout = self.layout layout = self.layout
# Check if there's an active object and it's a mesh armature = get_selected_armature(context)
if context.active_object and context.active_object.type == 'MESH': if armature:
mesh = context.active_object layout.prop(context.scene, "selected_mesh", text="Select Mesh")
# Check if the mesh has shape keys mesh = bpy.data.objects.get(context.scene.selected_mesh)
if mesh.data.shape_keys: if mesh and mesh.type == 'MESH':
layout.prop_search(context.scene, "mouth_a", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_a.label')) if mesh.data.shape_keys:
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_a", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_a.label'))
layout.prop_search(context.scene, "mouth_ch", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_ch.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: else:
layout.label(text=t('VisemePanel.error.noShapekeys'), icon='ERROR') layout.label(text=t('VisemePanel.error.selectMesh'), icon='INFO')
else: 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.separator()
layout.label(text=t('VisemePanel.info.selectMesh')) layout.label(text=t('VisemePanel.info.selectMesh'))