Fixes
This commit is contained in:
+447
-156
@@ -8,10 +8,11 @@ from ..core.common import (
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get_active_armature,
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validate_armature,
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get_vertex_weights,
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transfer_vertex_weights
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transfer_vertex_weights,
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get_all_meshes
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)
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from ..core.translations import t
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from ..core.dictionaries import bone_names
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from ..core.dictionaries import bone_names, dont_delete_these_main_bones
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class AVATAR_TOOLKIT_OT_StandardizeMmd(Operator):
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"""MMD Bone standardization system"""
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@@ -59,99 +60,62 @@ class AVATAR_TOOLKIT_OT_StandardizeMmd(Operator):
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logger.error(f"MMD Standardization failed: {str(e)}")
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self.report({'ERROR'}, str(e))
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return {'CANCELLED'}
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def standardize_armature(self) -> Tuple[bool, str]:
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"""Main standardization process"""
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if not self.armature:
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return False, t("MMD.no_armature")
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try:
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with ProgressTracker(self.context, 5, "MMD Standardization") as progress:
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# Step 1: Process bone names
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self.process_bone_names()
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progress.step("Processed bone names")
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# Step 2: Fix bone structure
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self.fix_bone_structure()
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progress.step("Fixed bone structure")
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# Step 3: Process weights
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self.process_weights()
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progress.step("Processed weights")
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# Step 4: Clean up
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self.cleanup_armature()
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progress.step("Cleaned up armature")
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# Step 5: Final validation
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self.validate_results()
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progress.step("Validated results")
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return True, t("MMD.standardization_complete")
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except Exception as e:
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logger.error(f"MMD Standardization failed: {str(e)}")
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return False, str(e)
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def process_bone_names(self, context: Context) -> None:
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"""Process and standardize bone names"""
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bpy.ops.object.mode_set(mode='EDIT')
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edit_bones = self.armature.data.edit_bones
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# First pass - handle IK bones
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ik_bones = [bone for bone in edit_bones if 'IK' in bone.name or 'IK' in bone.name]
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for bone in ik_bones:
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new_name = f"ik_{self.standardize_bone_name(bone.name.replace('IK', '').replace('IK', ''))}"
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self.bone_mapping[bone.name] = new_name
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bone.name = new_name
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# Second pass - standard bones
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for bone in edit_bones:
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new_name = self.standardize_bone_name(bone.name)
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if new_name != bone.name:
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self.bone_mapping[bone.name] = new_name
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bone.name = new_name
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if bone not in ik_bones:
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new_name = self.standardize_bone_name(bone.name)
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if new_name != bone.name:
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self.bone_mapping[bone.name] = new_name
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bone.name = new_name
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def translate_japanese_bone_name(self, name: str) -> str:
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"""Translate Japanese bone names to English standardized names"""
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from ..core.dictionaries import bone_names
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# Convert to lowercase for matching
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name_lower = name.lower()
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# Check each bone category for Japanese character matches
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for bone_category, variations in bone_names.items():
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for variation in variations:
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if variation in name_lower:
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# If Japanese characters are found, return the standardized name
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return bone_category
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# If no match found, return original name
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return name
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def standardize_bone_name(self, name: str) -> str:
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"""Standardize individual bone names"""
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# First translate Japanese names
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result = self.translate_japanese_bone_name(name)
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# Remove common prefixes
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prefixes = ['ValveBiped_', 'Bip01_', 'MMD_', 'Armature|']
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for prefix in prefixes:
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if result.lower().startswith(prefix.lower()):
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result = result[len(prefix):]
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# Handle left/right conventions
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if result.endswith('_L') or result.endswith('.L'):
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result = f"{result[:-2]}.L"
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elif result.endswith('_R') or result.endswith('.R'):
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result = f"{result[:-2]}.R"
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return result
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return result
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def fix_bone_structure(self, context: Context) -> None:
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"""Fix bone hierarchy and orientations"""
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bpy.ops.object.mode_set(mode='EDIT')
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edit_bones = self.armature.data.edit_bones
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# Process spine hierarchy
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self.process_spine_chain(context)
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# Fix bone orientations
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self.fix_bone_orientations(context)
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# Connect appropriate bones
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self.connect_bones(context)
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def process_weights(self, context: Context) -> None:
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@@ -167,13 +131,8 @@ class AVATAR_TOOLKIT_OT_StandardizeMmd(Operator):
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def cleanup_armature(self, context: Context) -> None:
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"""Perform final cleanup operations"""
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# Remove unused bones
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self.remove_unused_bones(context)
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# Clean up constraints
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self.cleanup_constraints(context)
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# Fix zero-length bones
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self.fix_zero_length_bones(context)
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def get_associated_meshes(self, context: Context) -> List[Object]:
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@@ -184,6 +143,7 @@ class AVATAR_TOOLKIT_OT_StandardizeMmd(Operator):
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def process_spine_chain(self, context: Context) -> None:
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"""Process and fix spine bone chain hierarchy"""
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bpy.ops.object.mode_set(mode='EDIT')
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edit_bones = self.armature.data.edit_bones
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spine_bones = {
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'hips': None,
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@@ -220,7 +180,29 @@ class AVATAR_TOOLKIT_OT_StandardizeMmd(Operator):
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"""Fix bone orientations for standard pose compatibility"""
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edit_bones = self.armature.data.edit_bones
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# Process arm bones
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# Define standardized roll values for key bones
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roll_values = {
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'upper_arm.L': -0.1,
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'upper_arm.R': 0.1,
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'forearm.L': -0.1,
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'forearm.R': 0.1,
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'thigh.L': 0.0,
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'thigh.R': 0.0,
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'shin.L': 0.0,
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'shin.R': 0.0,
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'foot.L': 0.0,
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'foot.R': 0.0,
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'spine': 0.0,
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'chest': 0.0,
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'neck': 0.0
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}
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# Apply roll corrections
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for bone in edit_bones:
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if bone.name.lower() in roll_values:
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bone.roll = roll_values[bone.name.lower()]
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# Process arm chains
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arm_pairs = [
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('upper_arm', 'forearm'),
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('forearm', 'hand')
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@@ -235,7 +217,7 @@ class AVATAR_TOOLKIT_OT_StandardizeMmd(Operator):
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child_bone.use_connect = True
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child_bone.use_inherit_rotation = True
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# Process leg bones
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# Process leg chains
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leg_pairs = [
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('thigh', 'shin'),
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('shin', 'foot')
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@@ -249,6 +231,12 @@ class AVATAR_TOOLKIT_OT_StandardizeMmd(Operator):
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if parent_bone and child_bone:
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child_bone.use_connect = True
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child_bone.use_inherit_rotation = True
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# Align twist bones if present
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twist_bones = [b for b in edit_bones if 'twist' in b.name.lower()]
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for twist_bone in twist_bones:
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if twist_bone.parent:
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twist_bone.roll = twist_bone.parent.roll
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def remove_unused_bones(self, context: Context) -> None:
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"""Remove unused and unnecessary bones from the armature"""
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@@ -261,27 +249,29 @@ class AVATAR_TOOLKIT_OT_StandardizeMmd(Operator):
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for group in mesh.vertex_groups:
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used_bones.add(group.name)
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# Get list of bones to keep based on settings
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toolkit = context.scene.avatar_toolkit
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keep_upper_chest = toolkit.keep_upper_chest
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keep_twist = toolkit.keep_twist_bones
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# Get list of essential bones to always keep
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essential_bones = {
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'hips', 'spine', 'chest', 'upper_chest', 'neck', 'head',
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'left_leg', 'right_leg', 'left_knee', 'right_knee',
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'left_ankle', 'right_ankle', 'left_toe', 'right_toe'
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}
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# Add any additional bones you want to preserve
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essential_bones.update(dont_delete_these_main_bones)
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# Remove unused bones
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for bone in edit_bones:
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# Skip if bone is essential
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if bone.name.lower() in essential_bones:
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continue
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# Skip if bone has weights
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if bone.name in used_bones:
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continue
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# Skip if bone is upper chest and we want to keep it
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if 'upper_chest' in bone.name.lower() and keep_upper_chest:
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continue
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# Skip if bone is twist bone and we want to keep them
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if 'twist' in bone.name.lower() and keep_twist:
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continue
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# Remove the bone
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edit_bones.remove(bone)
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edit_bones.remove(bone)
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def connect_bones(self, context: Context) -> None:
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"""Connect bones that should be connected in the hierarchy"""
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@@ -308,21 +298,16 @@ class AVATAR_TOOLKIT_OT_StandardizeMmd(Operator):
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"""Clean up vertex groups by removing zero weights and merging similar groups"""
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threshold = context.scene.avatar_toolkit.merge_weights_threshold
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# Get list of vertex groups
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vertex_groups = mesh_obj.vertex_groups
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# Track groups to remove
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groups_to_remove = set()
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# Check each vertex group
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for group in vertex_groups:
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weights = get_vertex_weights(mesh_obj, group.name)
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# If no weights above threshold, mark for removal
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if not any(weight > threshold for weight in weights.values()):
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groups_to_remove.add(group.name)
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# Remove empty groups
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for group_name in groups_to_remove:
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group = vertex_groups.get(group_name)
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if group:
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@@ -335,41 +320,11 @@ class AVATAR_TOOLKIT_OT_StandardizeMmd(Operator):
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raise ValueError("\n".join(messages))
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def cleanup_constraints(self, context: Context) -> None:
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"""Clean up and fix bone constraints"""
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"""Remove all constraints from the armature."""
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bpy.ops.object.mode_set(mode='POSE')
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# Process each pose bone
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for pose_bone in self.armature.pose.bones:
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constraints_to_remove = []
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for constraint in pose_bone.constraints:
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should_remove = False
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# Handle IK constraints
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if constraint.type == 'IK':
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if not constraint.target or constraint.target != self.armature:
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should_remove = True
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elif not constraint.subtarget or constraint.subtarget not in self.armature.data.bones:
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should_remove = True
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# Handle MMD additional rotation constraints
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elif constraint.name == 'mmd_additional_rotation':
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if not constraint.target or constraint.target != self.armature:
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should_remove = True
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elif not constraint.subtarget or constraint.subtarget not in self.armature.data.bones:
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should_remove = True
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# Handle transformation constraints
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elif constraint.type in {'COPY_ROTATION', 'COPY_LOCATION', 'COPY_TRANSFORMS'}:
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if not constraint.target or constraint.target != self.armature:
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should_remove = True
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elif not constraint.subtarget or constraint.subtarget not in self.armature.data.bones:
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should_remove = True
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if should_remove:
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constraints_to_remove.append(constraint)
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# Remove invalid constraints
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constraints_to_remove = [constraint for constraint in pose_bone.constraints]
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for constraint in constraints_to_remove:
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pose_bone.constraints.remove(constraint)
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@@ -381,59 +336,17 @@ class AVATAR_TOOLKIT_OT_StandardizeMmd(Operator):
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min_length = 0.01 # Minimum bone length in Blender units
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for bone in edit_bones:
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# Calculate bone length
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bone_length = (bone.tail - bone.head).length
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if bone_length < min_length:
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# Set minimal length while preserving direction
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if bone.parent:
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# Use parent's orientation as reference
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direction = bone.parent.tail - bone.parent.head
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direction.normalize()
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else:
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# Default to Z-axis if no parent
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direction = mathutils.Vector((0, 0, 1))
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direction = Vector((0, 0, 1))
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bone.tail = bone.head + (direction * min_length)
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class FixUnmovableBonesOperator(bpy.types.Operator):
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bl_idname = "avatar_toolkit.fix_unmovable_bones"
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bl_label = t("MMD.fix_unmovable_bones")
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bl_description = t("MMD.fix_unmovable_bones_desc")
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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armature = get_active_armature(context)
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return armature is not None and armature.type == 'ARMATURE'
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def execute(self, context):
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armature = get_active_armature(context)
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if not armature:
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self.report({'ERROR'}, t("MMD.no_armature"))
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return {'CANCELLED'}
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try:
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with ProgressTracker(context, 2, "Unlocking Transforms") as progress:
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# Unlock armature transforms
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progress.step("Unlocking armature transforms")
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for attr in ('location', 'rotation', 'scale'):
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for i in range(3):
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setattr(armature, f"lock_{attr}", [False] * 3)
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# Unlock bone transforms
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progress.step("Unlocking bone transforms")
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for bone in armature.pose.bones:
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for attr in ('location', 'rotation', 'scale'):
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setattr(bone, f"lock_{attr}", [False] * 3)
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self.report({'INFO'}, t("MMD.transforms_unlocked"))
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return {'FINISHED'}
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except Exception as e:
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logger.error(f"Error unlocking transforms: {str(e)}")
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self.report({'ERROR'}, str(e))
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return {'CANCELLED'}
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class ReparentMeshesOperator(bpy.types.Operator):
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bl_idname = "avatar_toolkit.reparent_meshes"
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@@ -498,4 +411,382 @@ class ReparentMeshesOperator(bpy.types.Operator):
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# Set parent to armature
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mesh.parent = armature
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if not mesh.parent_type == 'ARMATURE':
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mesh.parent_type = 'ARMATURE'
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mesh.parent_type = 'ARMATURE'
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class AVATAR_TOOLKIT_OT_ConvertMmdMorphs(Operator):
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"""Convert MMD morph data to shape keys"""
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bl_idname = "avatar_toolkit.convert_mmd_morphs"
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bl_label = t("MMD.convert_morphs")
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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armature = get_active_armature(context)
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return armature is not None and get_all_meshes(context)
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def execute(self, context):
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armature = get_active_armature(context)
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if not armature:
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self.report({'ERROR'}, t("MMD.no_armature"))
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return {'CANCELLED'}
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try:
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with ProgressTracker(context, 3, "Converting MMD Morphs") as progress:
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# Convert bone morphs to shape keys
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if hasattr(armature, 'mmd_root') and armature.mmd_root.bone_morphs:
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self.process_bone_morphs(context, armature, progress)
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progress.step("Processed bone morphs")
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# Clean up unused data
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self.cleanup_unused_data(context)
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progress.step("Cleaned up data")
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# Validate results
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self.validate_results(context)
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progress.step("Validated results")
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self.report({'INFO'}, t("MMD.conversion_complete"))
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return {'FINISHED'}
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except Exception as e:
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logger.error(f"Error converting MMD morphs: {str(e)}")
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self.report({'ERROR'}, str(e))
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return {'CANCELLED'}
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def process_bone_morphs(self, context, armature, progress):
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"""Process bone morphs into shape keys"""
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for morph in armature.mmd_root.bone_morphs:
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for mesh in get_all_meshes(context):
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# Create armature modifier
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mod = mesh.modifiers.new(morph.name, 'ARMATURE')
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mod.object = armature
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# Apply as shape key
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with context.temp_override(object=mesh):
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bpy.ops.object.modifier_apply(modifier=mod.name)
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class AVATAR_TOOLKIT_OT_CleanupMmdModel(Operator):
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"""Clean up MMD model by removing unused data and fixing display settings"""
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bl_idname = "avatar_toolkit.cleanup_mmd"
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bl_label = t("MMD.cleanup")
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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armature = get_active_armature(context)
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if not armature:
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self.report({'ERROR'}, t("MMD.no_armature"))
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return {'CANCELLED'}
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try:
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with ProgressTracker(context, 4, "Cleaning MMD Model") as progress:
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# Remove rigid bodies and joints
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self.remove_physics_objects(armature)
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progress.step("Removed physics objects")
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# Clean up collections and hierarchy
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self.cleanup_hierarchy(context, armature)
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progress.step("Cleaned hierarchy")
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# Fix viewport settings
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self.fix_viewport_settings(context)
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progress.step("Fixed viewport")
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# Final cleanup
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clear_unused_data_blocks()
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progress.step("Cleared unused data")
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self.report({'INFO'}, t("MMD.cleanup_complete"))
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return {'FINISHED'}
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except Exception as e:
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logger.error(f"Error cleaning MMD model: {str(e)}")
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self.report({'ERROR'}, str(e))
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return {'CANCELLED'}
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||||
|
||||
def remove_physics_objects(self, armature):
|
||||
"""Remove physics-related objects"""
|
||||
to_delete = []
|
||||
for child in armature.children:
|
||||
if any(x in child.name.lower() for x in ['rigidbodies', 'joints', 'physics']):
|
||||
to_delete.append(child)
|
||||
|
||||
for obj in to_delete:
|
||||
bpy.data.objects.remove(obj, do_unlink=True)
|
||||
|
||||
def cleanup_hierarchy(self, context, armature):
|
||||
"""Clean up object hierarchy and collections"""
|
||||
meshes = get_all_meshes(context)
|
||||
for mesh in meshes:
|
||||
# Ensure proper parenting
|
||||
mesh.parent = armature
|
||||
mesh.parent_type = 'ARMATURE'
|
||||
|
||||
# Clean up collections
|
||||
for col in mesh.users_collection:
|
||||
if col != context.scene.collection:
|
||||
col.objects.unlink(mesh)
|
||||
|
||||
if mesh.name not in context.scene.collection.objects:
|
||||
context.scene.collection.objects.link(mesh)
|
||||
|
||||
def fix_viewport_settings(self, context):
|
||||
"""Fix viewport display settings"""
|
||||
# Set armature display
|
||||
armature = get_active_armature(context)
|
||||
armature.data.display_type = 'OCTAHEDRAL'
|
||||
armature.show_in_front = True
|
||||
|
||||
# Set viewport shading
|
||||
for area in context.screen.areas:
|
||||
if area.type == 'VIEW_3D':
|
||||
space = area.spaces[0]
|
||||
space.shading.type = 'MATERIAL'
|
||||
space.clip_start = 0.01
|
||||
space.clip_end = 300
|
||||
|
||||
class AVATAR_TOOLKIT_OT_FixMeshes(Operator):
|
||||
"""Clean up and optimize mesh materials, shading, and shape keys"""
|
||||
bl_idname = "avatar_toolkit.fix_meshes"
|
||||
bl_label = t("Optimization.fix_meshes")
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
armature = get_active_armature(context)
|
||||
return armature is not None and get_all_meshes(context)
|
||||
|
||||
def execute(self, context):
|
||||
try:
|
||||
meshes = get_all_meshes(context)
|
||||
if not meshes:
|
||||
self.report({'ERROR'}, t("Optimization.no_meshes"))
|
||||
return {'CANCELLED'}
|
||||
|
||||
with ProgressTracker(context, len(meshes), "Fixing Meshes") as progress:
|
||||
for mesh in meshes:
|
||||
self.process_mesh(context, mesh)
|
||||
progress.step(f"Processed {mesh.name}")
|
||||
|
||||
self.report({'INFO'}, t("Optimization.meshes_fixed"))
|
||||
return {'FINISHED'}
|
||||
|
||||
except Exception as e:
|
||||
logger.error(f"Error fixing meshes: {str(e)}")
|
||||
self.report({'ERROR'}, str(e))
|
||||
return {'CANCELLED'}
|
||||
|
||||
def process_mesh(self, context: Context, mesh: Object) -> None:
|
||||
"""Process and fix individual mesh"""
|
||||
# Unlock transforms
|
||||
for i in range(3):
|
||||
mesh.lock_location[i] = False
|
||||
mesh.lock_rotation[i] = False
|
||||
mesh.lock_scale[i] = False
|
||||
|
||||
# Process shape keys
|
||||
if mesh.data.shape_keys:
|
||||
self.fix_shape_keys(mesh)
|
||||
|
||||
# Process materials
|
||||
self.fix_materials(context, mesh)
|
||||
|
||||
def fix_shape_keys(self, mesh: Object) -> None:
|
||||
"""Fix and clean up shape keys"""
|
||||
if not mesh.data.shape_keys:
|
||||
return
|
||||
|
||||
shape_keys = mesh.data.shape_keys.key_blocks
|
||||
|
||||
# Rename basis
|
||||
if shape_keys[0].name != "Basis":
|
||||
shape_keys[0].name = "Basis"
|
||||
|
||||
# Clean up names
|
||||
for key in shape_keys:
|
||||
# Remove common prefixes/suffixes
|
||||
clean_name = key.name
|
||||
for prefix in ['Face.M F00 000 Fcl ', 'Face.M F00 000 00 Fcl ']:
|
||||
clean_name = clean_name.replace(prefix, '')
|
||||
|
||||
# Replace underscores with spaces
|
||||
clean_name = clean_name.replace('_', ' ')
|
||||
key.name = clean_name
|
||||
|
||||
# Sort shape keys by category
|
||||
categories = ['MTH', 'EYE', 'BRW', 'ALL']
|
||||
|
||||
# Create sorted list of shape key names
|
||||
ordered_names = []
|
||||
|
||||
# Add categorized keys first
|
||||
for category in categories:
|
||||
category_keys = [key.name for key in shape_keys if key.name.startswith(category)]
|
||||
ordered_names.extend(sorted(category_keys))
|
||||
|
||||
# Add remaining keys
|
||||
remaining = [key.name for key in shape_keys if not any(key.name.startswith(c) for c in categories)]
|
||||
ordered_names.extend(sorted(remaining))
|
||||
|
||||
# Reorder using context override
|
||||
with bpy.context.temp_override(active_object=mesh, selected_objects=[mesh]):
|
||||
for idx, name in enumerate(ordered_names):
|
||||
mesh.active_shape_key_index = shape_keys.find(name)
|
||||
while mesh.active_shape_key_index > idx:
|
||||
bpy.ops.object.shape_key_move(type='UP')
|
||||
|
||||
|
||||
def fix_materials(self, context: Context, mesh: Object) -> None:
|
||||
"""Fix and optimize materials"""
|
||||
for slot in mesh.material_slots:
|
||||
if not slot.material:
|
||||
continue
|
||||
|
||||
material = slot.material
|
||||
|
||||
# Set up basic material properties
|
||||
material.use_backface_culling = True
|
||||
material.blend_method = 'HASHED'
|
||||
material.shadow_method = 'HASHED'
|
||||
|
||||
# Clean up material name
|
||||
material.name = self.clean_material_name(material.name)
|
||||
|
||||
# Consolidate similar materials
|
||||
for other_slot in mesh.material_slots:
|
||||
if other_slot.material and other_slot.material != material:
|
||||
if materials_match(material, other_slot.material):
|
||||
other_slot.material = material
|
||||
|
||||
def clean_material_name(self, name: str) -> str:
|
||||
"""Clean up material name"""
|
||||
# Remove common prefixes/suffixes
|
||||
prefixes = ['material', 'mat', 'mtl', 'material.']
|
||||
for prefix in prefixes:
|
||||
if name.lower().startswith(prefix):
|
||||
name = name[len(prefix):]
|
||||
|
||||
# Remove numbers at end
|
||||
while name and name[-1].isdigit():
|
||||
name = name[:-1]
|
||||
|
||||
return name.strip()
|
||||
|
||||
class AVATAR_TOOLKIT_OT_ValidateMeshes(Operator):
|
||||
"""Validate meshes and UV maps for common issues"""
|
||||
bl_idname = "avatar_toolkit.validate_meshes"
|
||||
bl_label = t("Validation.check_meshes")
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
def execute(self, context):
|
||||
armature = get_active_armature(context)
|
||||
if not armature:
|
||||
self.report({'ERROR'}, t("Validation.no_armature"))
|
||||
return {'CANCELLED'}
|
||||
|
||||
try:
|
||||
with ProgressTracker(context, 3, "Validating Meshes") as progress:
|
||||
# Check bone hierarchy
|
||||
hierarchy_issues = self.validate_bone_hierarchy(armature)
|
||||
progress.step("Checked bone hierarchy")
|
||||
|
||||
# Check UV coordinates
|
||||
uv_issues = self.validate_uv_maps(context)
|
||||
progress.step("Checked UV maps")
|
||||
|
||||
# Generate report
|
||||
self.generate_validation_report(context, hierarchy_issues, uv_issues)
|
||||
progress.step("Generated report")
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
except Exception as e:
|
||||
logger.error(f"Error validating meshes: {str(e)}")
|
||||
self.report({'ERROR'}, str(e))
|
||||
return {'CANCELLED'}
|
||||
|
||||
def validate_bone_hierarchy(self, armature: Object) -> List[str]:
|
||||
"""Validate bone hierarchy against standard structure"""
|
||||
issues = []
|
||||
|
||||
# Define expected hierarchy
|
||||
hierarchy = [
|
||||
['hips', 'spine', 'chest', 'neck', 'head'],
|
||||
['hips', 'left_leg', 'left_knee', 'left_ankle'],
|
||||
['hips', 'right_leg', 'right_knee', 'right_ankle'],
|
||||
['chest', 'left_shoulder', 'left_arm', 'left_elbow', 'left_wrist'],
|
||||
['chest', 'right_shoulder', 'right_arm', 'right_elbow', 'right_wrist']
|
||||
]
|
||||
|
||||
for chain in hierarchy:
|
||||
previous = None
|
||||
for bone_name in chain:
|
||||
# Check if bone exists
|
||||
bone = None
|
||||
for alt_name in bone_names[bone_name]:
|
||||
if alt_name in armature.data.bones:
|
||||
bone = armature.data.bones[alt_name]
|
||||
break
|
||||
|
||||
if not bone:
|
||||
issues.append(t("Validation.missing_bone", bone=bone_name))
|
||||
continue
|
||||
|
||||
# Check parent relationship
|
||||
if previous:
|
||||
if not bone.parent:
|
||||
issues.append(t("Validation.no_parent", bone=bone.name))
|
||||
elif bone.parent.name != previous.name:
|
||||
issues.append(t("Validation.wrong_parent",
|
||||
bone=bone.name,
|
||||
expected=previous.name,
|
||||
actual=bone.parent.name))
|
||||
previous = bone
|
||||
|
||||
return issues
|
||||
|
||||
def validate_uv_maps(self, context: Context) -> Dict[str, int]:
|
||||
"""Check UV maps for issues"""
|
||||
issues = {'nan_coords': 0, 'missing_uvs': 0}
|
||||
|
||||
for mesh in get_all_meshes(context):
|
||||
if not mesh.data.uv_layers:
|
||||
issues['missing_uvs'] += 1
|
||||
continue
|
||||
|
||||
for uv_layer in mesh.data.uv_layers:
|
||||
for uv in uv_layer.data:
|
||||
if math.isnan(uv.uv.x):
|
||||
uv.uv.x = 0
|
||||
issues['nan_coords'] += 1
|
||||
if math.isnan(uv.uv.y):
|
||||
uv.uv.y = 0
|
||||
issues['nan_coords'] += 1
|
||||
|
||||
return issues
|
||||
|
||||
def generate_validation_report(self, context: Context,
|
||||
hierarchy_issues: List[str],
|
||||
uv_issues: Dict[str, int]) -> None:
|
||||
"""Generate and display validation report"""
|
||||
report_lines = []
|
||||
|
||||
# Add hierarchy issues
|
||||
if hierarchy_issues:
|
||||
report_lines.append(t("Validation.hierarchy_issues"))
|
||||
report_lines.extend(hierarchy_issues)
|
||||
|
||||
# Add UV issues
|
||||
if uv_issues['nan_coords'] > 0:
|
||||
report_lines.append(t("Validation.uv_nan_coords",
|
||||
count=uv_issues['nan_coords']))
|
||||
|
||||
if uv_issues['missing_uvs'] > 0:
|
||||
report_lines.append(t("Validation.missing_uvs",
|
||||
count=uv_issues['missing_uvs']))
|
||||
|
||||
# Show report
|
||||
if report_lines:
|
||||
self.report({'WARNING'}, "\n".join(report_lines))
|
||||
else:
|
||||
self.report({'INFO'}, t("Validation.no_issues"))
|
||||
|
||||
@@ -186,7 +186,7 @@ class AvatarToolKit_OT_RemoveZeroWeightBones(Operator):
|
||||
mesh_data: Mesh = mesh.data
|
||||
for vertex in mesh_data.vertices:
|
||||
for group in vertex.groups:
|
||||
if group.weight > context.scene.avatar_toolkit.clean_weights_threshold:
|
||||
if group.weight > context.scene.avatar_toolkit.merge_weights_threshold:
|
||||
weighted_bones.append(mesh.vertex_groups[group.group].name)
|
||||
|
||||
# Process bone removal
|
||||
|
||||
Reference in New Issue
Block a user