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:
+9
-3
@@ -96,6 +96,9 @@ 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 [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == armature]
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return []
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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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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 = threading.Thread(target=open_web_after_delay,args=[delay,url],name="open_browser_thread")
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thread.start()
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thread.start()
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@@ -128,6 +131,10 @@ def sort_shape_keys(mesh: Object) -> None:
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print("No shape keys found. Exiting sort function.")
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print("No shape keys found. Exiting sort function.")
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return
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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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order = [
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'Basis',
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'Basis',
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'vrc.blink_left',
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'vrc.blink_left',
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@@ -176,13 +183,12 @@ def sort_shape_keys(mesh: Object) -> None:
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index = shape_keys.find(name)
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index = shape_keys.find(name)
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if index != i:
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if index != i:
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print(f"Moving {name} from index {index} to {i}")
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print(f"Moving {name} from index {index} to {i}")
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bpy.context.object.active_shape_key_index = index
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mesh.active_shape_key_index = index
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while bpy.context.object.active_shape_key_index > i:
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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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bpy.ops.object.shape_key_move(type='UP')
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print("Shape key sorting completed.")
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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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def get_shapekeys(mesh: Object, prefix: str = '') -> List[tuple]:
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if not has_shapekeys(mesh):
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if not has_shapekeys(mesh):
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return []
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return []
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+7
-1
@@ -2,7 +2,7 @@ import bpy
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from ..functions.translations import t, get_languages_list, update_language
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from ..functions.translations import t, get_languages_list, update_language
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from ..core.addon_preferences import get_preference
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from ..core.addon_preferences import get_preference
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from .common import get_armatures
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from .common import get_armatures, get_mesh_items
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def register() -> None:
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def register() -> None:
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default_language = get_preference("language", 0)
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default_language = get_preference("language", 0)
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@@ -15,6 +15,12 @@ def register() -> None:
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update=update_language
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update=update_language
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)
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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.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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bpy.types.Scene.mouth_a = bpy.props.StringProperty(
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+14
-4
@@ -3,6 +3,7 @@ from ..core import common
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from ..core.register import register_wrap
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from ..core.register import register_wrap
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from ..functions.translations import t
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from ..functions.translations import t
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from typing import List, Tuple
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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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@register_wrap
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class AutoVisemeButton(bpy.types.Operator):
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class AutoVisemeButton(bpy.types.Operator):
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@@ -13,15 +14,19 @@ class AutoVisemeButton(bpy.types.Operator):
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@classmethod
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@classmethod
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def poll(cls, context: bpy.types.Context) -> bool:
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def poll(cls, context: bpy.types.Context) -> bool:
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return context.active_object and context.active_object.type == 'MESH'
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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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def execute(self, context: bpy.types.Context) -> set:
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print("Starting viseme creation...")
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print("Starting viseme creation...")
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mesh = context.active_object
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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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if not mesh or not common.has_shapekeys(mesh):
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self.report({'ERROR'}, t('AutoVisemeButton.error.noShapekeys'))
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self.report({'ERROR'}, t('AutoVisemeButton.error.noShapekeys'))
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return {'CANCELLED'}
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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_a = context.scene.mouth_a
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shape_o = context.scene.mouth_o
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shape_o = context.scene.mouth_o
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shape_ch = context.scene.mouth_ch
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shape_ch = context.scene.mouth_ch
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@@ -73,7 +78,7 @@ class AutoVisemeButton(bpy.types.Operator):
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# Create new viseme
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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 = mesh.shape_key_add(name=viseme_name, from_mix=False)
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new_key.value = 1.0
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new_key.value = 0.0
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# Mix shapes
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# Mix shapes
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for shape_name, value in shape_mix:
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for shape_name, value in shape_mix:
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@@ -85,4 +90,9 @@ class AutoVisemeButton(bpy.types.Operator):
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print(f" Viseme {viseme_name} created successfully.")
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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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@@ -31,9 +31,6 @@
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"Tools.tools_title.label": "Tools",
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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.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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"Tools.convert_to_resonite.desc": "Converts bone names on a model to names compatable with Resonite",
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"Settings.label": "Settings",
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"Settings.language.label": "Language",
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"Settings.language.desc": "Select the language for the addon's UI",
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"VisemePanel.label": "Visemes",
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"VisemePanel.label": "Visemes",
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"VisemePanel.error.noMesh": "No mesh selected",
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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.error.noShapekeys": "Selected mesh has no shape keys",
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@@ -45,8 +42,11 @@
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"AutoVisemeButton.desc": "Create visemes automatically, based on shape keys",
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"AutoVisemeButton.desc": "Create visemes automatically, based on shape keys",
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"AutoVisemeButton.error.noShapekeys": "No shape keys found",
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"AutoVisemeButton.error.noShapekeys": "No shape keys found",
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"AutoVisemeButton.error.selectShapekeys": "Please Select shape keys",
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"AutoVisemeButton.error.selectShapekeys": "Please Select shape keys",
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"AutoVisemeButton.success": "Visemes created successfully"
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"AutoVisemeButton.success": "Visemes created successfully",
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"Settings.translation_restart_popup.label": "Translation Update",
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"Settings.translation_restart_popup.label": "Translation Update",
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"Settings.label": "Settings",
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"Settings.language.label": "Language",
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"Settings.language.desc": "Select the language for the addon's UI",
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"Settings.translation_restart_popup.description": "Information about translation updates",
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"Settings.translation_restart_popup.description": "Information about translation updates",
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"Settings.translation_restart_popup.message1": "Some translations may not apply",
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"Settings.translation_restart_popup.message1": "Some translations may not apply",
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"Settings.translation_restart_popup.message2": "until you restart Blender.",
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"Settings.translation_restart_popup.message2": "until you restart Blender.",
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@@ -56,7 +56,6 @@
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"Importing.importer_search_term":"https://search.brave.com/search?q=blender+{extension}+importer+addon&source=web",
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"Importing.importer_search_term":"https://search.brave.com/search?q=blender+{extension}+importer+addon&source=web",
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"Importer.export_resonite.label":"Export to Resonite",
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"Importer.export_resonite.label":"Export to Resonite",
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"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.",
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"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.",
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"Importer.export_vrchat.label":"Export to VRChat",
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"Importer.export_vrchat.label":"Export to VRChat",
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"Importer.export_vrchat.desc":"Export to VRChat, may also work for ChilloutVR. Is similar to Cats export."
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"Importer.export_vrchat.desc":"Export to VRChat, may also work for ChilloutVR. Is similar to Cats export."
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}
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}
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@@ -31,9 +31,6 @@
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"Tools.tools_title.label": "ツール",
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"Tools.tools_title.label": "ツール",
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"Tools.convert_to_resonite.label": "Resoniteに変換",
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"Tools.convert_to_resonite.label": "Resoniteに変換",
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"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",
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"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",
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"Settings.label": "設定",
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"Settings.language.label": "言語",
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"Settings.language.desc": "アドオンのUIの言語を選択",
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"VisemePanel.label": "ビセーム",
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"VisemePanel.label": "ビセーム",
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"VisemePanel.error.noMesh": "メッシュが選択されていません",
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"VisemePanel.error.noMesh": "メッシュが選択されていません",
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"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",
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"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",
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@@ -45,7 +42,9 @@
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"AutoVisemeButton.desc": "シェイプキーに基づいて自動的にビセームを作成",
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"AutoVisemeButton.desc": "シェイプキーに基づいて自動的にビセームを作成",
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"AutoVisemeButton.error.noShapekeys": "シェイプキーが見つかりません",
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"AutoVisemeButton.error.noShapekeys": "シェイプキーが見つかりません",
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"AutoVisemeButton.error.selectShapekeys": "シェイプキーを選択してください",
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"AutoVisemeButton.error.selectShapekeys": "シェイプキーを選択してください",
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"AutoVisemeButton.success": "ビセームが正常に作成されました"
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"AutoVisemeButton.success": "ビセームが正常に作成されました",
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"Settings.label": "設定",
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"Settings.language.label": "言語",
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"Settings.language.desc": "アドオンのUI言語を選択してください",
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"Settings.language.desc": "アドオンのUI言語を選択してください",
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"Settings.translation_restart_popup.label": "翻訳の更新",
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"Settings.translation_restart_popup.label": "翻訳の更新",
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"Settings.translation_restart_popup.description": "翻訳の更新に関する情報",
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"Settings.translation_restart_popup.description": "翻訳の更新に関する情報",
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+18
-13
@@ -1,6 +1,7 @@
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import bpy
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import bpy
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from ..core.register import register_wrap
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from ..core.register import register_wrap
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from ..functions.translations import t
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from ..functions.translations import t
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from ..core.common import get_selected_armature
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@register_wrap
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@register_wrap
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class AvatarToolkitVisemePanel(bpy.types.Panel):
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class AvatarToolkitVisemePanel(bpy.types.Panel):
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@@ -14,24 +15,28 @@ class AvatarToolkitVisemePanel(bpy.types.Panel):
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def draw(self, context: bpy.types.Context) -> None:
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def draw(self, context: bpy.types.Context) -> None:
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layout = self.layout
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layout = self.layout
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# Check if there's an active object and it's a mesh
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armature = get_selected_armature(context)
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if context.active_object and context.active_object.type == 'MESH':
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if armature:
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mesh = context.active_object
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layout.prop(context.scene, "selected_mesh", text="Select Mesh")
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# Check if the mesh has shape keys
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mesh = bpy.data.objects.get(context.scene.selected_mesh)
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if mesh.data.shape_keys:
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if mesh and mesh.type == 'MESH':
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layout.prop_search(context.scene, "mouth_a", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_a.label'))
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if mesh.data.shape_keys:
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layout.prop_search(context.scene, "mouth_o", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_o.label'))
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layout.prop_search(context.scene, "mouth_a", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_a.label'))
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layout.prop_search(context.scene, "mouth_ch", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_ch.label'))
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layout.prop_search(context.scene, "mouth_o", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_o.label'))
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layout.prop_search(context.scene, "mouth_ch", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_ch.label'))
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layout.prop(context.scene, 'shape_intensity')
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layout.prop(context.scene, 'shape_intensity')
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layout.operator("avatar_toolkit.create_visemes", icon='TRIA_RIGHT')
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layout.operator("avatar_toolkit.create_visemes", icon='TRIA_RIGHT')
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else:
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layout.label(text=t('VisemePanel.error.noShapekeys'), icon='ERROR')
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else:
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else:
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layout.label(text=t('VisemePanel.error.noShapekeys'), icon='ERROR')
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layout.label(text=t('VisemePanel.error.selectMesh'), icon='INFO')
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else:
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else:
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layout.label(text=t('VisemePanel.error.noMesh'), icon='ERROR')
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layout.label(text=t('VisemePanel.error.noArmature'), icon='ERROR')
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# Always show some information or options
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layout.separator()
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layout.separator()
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layout.label(text=t('VisemePanel.info.selectMesh'))
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layout.label(text=t('VisemePanel.info.selectMesh'))
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Reference in New Issue
Block a user