Fixes
- Fixed issue with plugin registration - Fixed bones symmetry not working - Fixed different modes not working - Some other small fixes.
This commit is contained in:
+63
-44
@@ -16,6 +16,8 @@ def validate_armature(armature: Object) -> Tuple[bool, List[str], bool]:
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"""
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validation_mode = bpy.context.scene.avatar_toolkit.validation_mode
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messages: List[str] = []
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hierarchy_messages: List[str] = []
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non_standard_messages: List[str] = []
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if validation_mode == 'NONE':
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return True, [], False
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@@ -24,68 +26,76 @@ def validate_armature(armature: Object) -> Tuple[bool, List[str], bool]:
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return False, [t("Armature.validation.basic_check_failed")], False
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found_bones: Dict[str, Bone] = {bone.name: bone for bone in armature.data.bones}
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# Check if armature matches acceptable standards
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is_acceptable = check_acceptable_standards(found_bones)
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# List all bones in armature
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bone_list = "\n".join([f"- {bone}" for bone in found_bones.keys()])
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messages.append(t("Armature.validation.found_bones", bones=bone_list))
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# Check each bone against our standard
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non_standard_bones = []
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required_patterns = [
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'Hips', 'Spine', 'Chest', 'Neck', 'Head',
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'Upper', 'Lower', 'Hand', 'Foot', 'Toe',
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'Thumb', 'Index', 'Middle', 'Ring', 'Pinky',
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'Eye'
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]
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for bone_name in found_bones:
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if any(pattern in bone_name for pattern in required_patterns):
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if bone_name not in standard_bones.values():
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non_standard_bones.append(bone_name)
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if non_standard_bones:
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non_standard_list = "\n".join([f"- {bone}" for bone in non_standard_bones])
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messages.append(t("Armature.validation.non_standard_bones", bones=non_standard_list))
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# Basic validation for both STRICT and LIMITED modes
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# Check for missing required bones
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essential_bones = {standard_bones[key] for key in ['hips', 'spine', 'chest', 'neck', 'head']}
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missing_bones = [bone for bone in essential_bones if bone not in found_bones]
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if missing_bones:
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missing_list = "\n".join([f"- {bone}" for bone in missing_bones])
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messages.append(t("Armature.validation.missing_bones", bones=missing_list))
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hierarchy_messages.append(t("Armature.validation.missing_bones", bones=missing_list))
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if validation_mode == 'STRICT':
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# Validate bone hierarchy
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for parent, child in bone_hierarchy:
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if parent in found_bones and child in found_bones:
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if not validate_bone_hierarchy(found_bones, parent, child):
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messages.append(t("Armature.validation.invalid_hierarchy",
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hierarchy_messages.append(t("Armature.validation.invalid_hierarchy",
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parent=parent, child=child))
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# Validate symmetry
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symmetry_pairs = [('arm', 'l', 'r'), ('leg', 'l', 'r')]
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symmetry_pairs = [('arm', 'L', 'R'), ('leg', 'L', 'R')]
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for base, left, right in symmetry_pairs:
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if not validate_symmetry(found_bones, base, left, right):
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messages.append(t("Armature.validation.asymmetric_bones", bone=base))
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hierarchy_messages.append(t("Armature.validation.asymmetric_bones", bone=base))
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if (not validate_symmetry(found_bones, 'hand', 'l', 'r') and
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not validate_symmetry(found_bones, 'wrist', 'l', 'r')):
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messages.append(t("Armature.validation.asymmetric_hand_wrist"))
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if (not validate_symmetry(found_bones, 'hand', 'L', 'R') and
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not validate_symmetry(found_bones, 'wrist', 'L', 'R')):
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hierarchy_messages.append(t("Armature.validation.asymmetric_hand_wrist"))
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# Validate finger hierarchies
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for side in ['left', 'right']:
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for finger_chain in finger_hierarchy[side]:
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if all(bone in found_bones for bone in finger_chain):
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if not validate_finger_chain(found_bones, finger_chain):
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messages.append(t("Armature.validation.invalid_finger", finger=finger_chain[0]))
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hierarchy_messages.append(t("Armature.validation.invalid_finger", finger=finger_chain[0]))
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# Non-standard bones check
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non_standard_bones = []
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required_patterns = [
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'Hips', 'Spine', 'Chest', 'Neck', 'Head',
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'Upper', 'Lower', 'Hand', 'Foot', 'Toe',
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'Thumb', 'Index', 'Middle', 'Ring', 'Pinky',
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'Eye'
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]
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for bone_name in found_bones:
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if any(pattern in bone_name for pattern in required_patterns):
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is_standard = bone_name in standard_bones.values()
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is_acceptable_bone = any(bone_name in names for names in acceptable_bone_names.values())
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if not (is_standard or is_acceptable_bone):
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non_standard_bones.append(bone_name)
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if non_standard_bones:
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non_standard_list = "\n".join([f"- {bone}" for bone in non_standard_bones])
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non_standard_messages.append(t("Armature.validation.non_standard_bones", bones=non_standard_list))
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is_valid = len(messages) == 0
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# Combine messages in correct order
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messages.extend(non_standard_messages)
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messages.extend(hierarchy_messages)
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is_valid = len(non_standard_messages) == 0 and len(hierarchy_messages) == 0
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if not is_valid and is_acceptable:
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if non_standard_bones:
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return False, messages, False
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messages = [
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t("Armature.validation.acceptable_standard.success"),
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t("Armature.validation.acceptable_standard.note"),
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@@ -103,22 +113,31 @@ def validate_bone_hierarchy(bones: Dict[str, Bone], parent_name: str, child_name
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def validate_symmetry(bones: Dict[str, Bone], base: str, left: str, right: str) -> bool:
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"""Validate if matching left and right bones exist for a given base bone name"""
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left_patterns: List[str] = [
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f"{base}.{left}",
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f"{base}_{left}",
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f"{left}_{base}"
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]
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# Extract left and right bone names from both hierarchies
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left_bone_names = set()
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right_bone_names = set()
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right_patterns: List[str] = [
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f"{base}.{right}",
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f"{base}_{right}",
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f"{right}_{base}"
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]
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# Add standard bones
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for key, value in standard_bones.items():
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if base in key.lower():
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if '_l' in key.lower():
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left_bone_names.add(value)
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elif '_r' in key.lower():
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right_bone_names.add(value)
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# Add acceptable bones
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for key, names in acceptable_bone_names.items():
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if base in key.lower():
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if '_l' in key.lower():
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left_bone_names.update(names)
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elif '_r' in key.lower():
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right_bone_names.update(names)
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left_exists: bool = any(pattern in bones for pattern in left_patterns)
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right_exists: bool = any(pattern in bones for pattern in right_patterns)
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# Check if at least one pair exists and matches
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left_exists = any(name in bones for name in left_bone_names)
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right_exists = any(name in bones for name in right_bone_names)
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return left_exists and right_exists
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return left_exists == right_exists
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def validate_finger_chain(bones: Dict[str, Bone], chain: Tuple[str, ...]) -> bool:
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"""Validate if a finger bone chain has correct hierarchy"""
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+111
-109
@@ -44,6 +44,117 @@ def update_shape_intensity(self: PropertyGroup, context: Context) -> None:
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class AvatarToolkitSceneProperties(PropertyGroup):
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"""Property group containing Avatar Toolkit scene-level settings and properties"""
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show_found_bones: BoolProperty(
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name="Show Found Bones",
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default=False
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)
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show_non_standard: BoolProperty(
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name="Show Non-Standard Bones",
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default=False
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)
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show_hierarchy: BoolProperty(
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name="Show Hierarchy Issues",
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default=False
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)
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material_search_filter: StringProperty(
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name=t("TextureAtlas.search_materials"),
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description=t("TextureAtlas.search_materials_desc"),
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default=""
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)
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def get_texture_node_list(self: Material, context: Context) -> list[tuple]:
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if self.use_nodes:
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Object.Enum = [((i.image.name if i.image else i.name+"_image"),
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(i.image.name if i.image else "node with no image..."),
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(i.image.name if i.image else i.name),index+1)
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for index,i in enumerate(self.node_tree.nodes)
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if i.bl_idname == "ShaderNodeTexImage"]
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if not len(Object.Enum):
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Object.Enum = [(t("TextureAtlas.error.label"),
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t("TextureAtlas.no_images_error.desc"),
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t("TextureAtlas.error.label"), 0)]
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else:
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Object.Enum = [(t("TextureAtlas.error.label"),
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t("TextureAtlas.no_nodes_error.desc"),
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t("TextureAtlas.error.label"), 0)]
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Object.Enum.append((t("TextureAtlas.none.label"),
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t("TextureAtlas.none.label"),
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t("TextureAtlas.none.label"), 0))
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return Object.Enum
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Material.texture_atlas_albedo = EnumProperty(
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name=t("TextureAtlas.albedo"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.albedo").lower()),
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default=0,
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items=get_texture_node_list
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)
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Material.texture_atlas_normal = EnumProperty(
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name=t("TextureAtlas.normal"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.normal").lower()),
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default=0,
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items=get_texture_node_list
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)
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Material.texture_atlas_emission = EnumProperty(
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name=t("TextureAtlas.emission"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.emission").lower()),
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default=0,
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items=get_texture_node_list
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)
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Material.texture_atlas_ambient_occlusion = EnumProperty(
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name=t("TextureAtlas.ambient_occlusion"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.ambient_occlusion").lower()),
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default=0,
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items=get_texture_node_list
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)
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Material.texture_atlas_height = EnumProperty(
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name=t("TextureAtlas.height"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.height").lower()),
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default=0,
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items=get_texture_node_list
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)
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Material.texture_atlas_roughness = EnumProperty(
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name=t("TextureAtlas.roughness"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.roughness").lower()),
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default=0,
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items=get_texture_node_list
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)
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Material.include_in_atlas = BoolProperty(
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name=t("TextureAtlas.include_in_atlas"),
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description=t("TextureAtlas.include_in_atlas_desc"),
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default=False
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)
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Material.material_expanded = BoolProperty(
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name=t("TextureAtlas.material_expanded"),
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description=t("TextureAtlas.material_expanded_desc"),
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default=False
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)
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texture_atlas_Has_Mat_List_Shown: BoolProperty(
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name=t("TextureAtlas.list_shown"),
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description=t("TextureAtlas.list_shown_desc"),
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default=False
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)
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texture_atlas_material_index: IntProperty(
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default=-1,
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get=lambda self: -1,
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set=lambda self, context: None
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)
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materials: CollectionProperty(
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type=SceneMatClass
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)
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avatar_toolkit_updater_version_list: EnumProperty(
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items=get_version_list,
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@@ -407,121 +518,12 @@ class AvatarToolkitSceneProperties(PropertyGroup):
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description=t('MergeArmature.cleanup_shape_keys_desc'),
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default=True
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)
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material_search_filter: StringProperty(
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name=t("TextureAtlas.search_materials"),
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description=t("TextureAtlas.search_materials_desc"),
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default=""
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)
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def get_texture_node_list(self: Material, context: Context) -> list[tuple]:
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if self.use_nodes:
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Object.Enum = [((i.image.name if i.image else i.name+"_image"),
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(i.image.name if i.image else "node with no image..."),
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(i.image.name if i.image else i.name),index+1)
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for index,i in enumerate(self.node_tree.nodes)
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if i.bl_idname == "ShaderNodeTexImage"]
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if not len(Object.Enum):
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Object.Enum = [(t("TextureAtlas.error.label"),
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t("TextureAtlas.no_images_error.desc"),
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t("TextureAtlas.error.label"), 0)]
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else:
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Object.Enum = [(t("TextureAtlas.error.label"),
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t("TextureAtlas.no_nodes_error.desc"),
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t("TextureAtlas.error.label"), 0)]
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Object.Enum.append((t("TextureAtlas.none.label"),
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t("TextureAtlas.none.label"),
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t("TextureAtlas.none.label"), 0))
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return Object.Enum
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Material.texture_atlas_albedo = EnumProperty(
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name=t("TextureAtlas.albedo"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.albedo").lower()),
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default=0,
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items=get_texture_node_list
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)
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Material.texture_atlas_normal = EnumProperty(
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name=t("TextureAtlas.normal"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.normal").lower()),
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default=0,
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items=get_texture_node_list
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)
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Material.texture_atlas_emission = EnumProperty(
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name=t("TextureAtlas.emission"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.emission").lower()),
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default=0,
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items=get_texture_node_list
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)
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Material.texture_atlas_ambient_occlusion = EnumProperty(
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name=t("TextureAtlas.ambient_occlusion"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.ambient_occlusion").lower()),
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default=0,
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items=get_texture_node_list
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)
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Material.texture_atlas_height = EnumProperty(
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name=t("TextureAtlas.height"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.height").lower()),
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default=0,
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items=get_texture_node_list
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)
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Material.texture_atlas_roughness = EnumProperty(
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name=t("TextureAtlas.roughness"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.roughness").lower()),
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default=0,
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items=get_texture_node_list
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)
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Material.include_in_atlas = BoolProperty(
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name=t("TextureAtlas.include_in_atlas"),
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description=t("TextureAtlas.include_in_atlas_desc"),
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default=False
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)
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Material.material_expanded = BoolProperty(
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name=t("TextureAtlas.material_expanded"),
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description=t("TextureAtlas.material_expanded_desc"),
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default=False
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)
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texture_atlas_Has_Mat_List_Shown: BoolProperty(
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name=t("TextureAtlas.list_shown"),
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description=t("TextureAtlas.list_shown_desc"),
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default=False
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)
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texture_atlas_material_index: IntProperty(
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default=-1,
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get=lambda self: -1,
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set=lambda self, context: None
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)
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materials: CollectionProperty(
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type=SceneMatClass
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)
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merge_twist_bones: BoolProperty(
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name=t("Tools.merge_twist_bones"),
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description=t("Tools.merge_twist_bones_desc"),
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default=True
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)
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show_found_bones: BoolProperty(
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name="Show Found Bones",
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default=False
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)
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show_non_standard: BoolProperty(
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name="Show Non-Standard Bones",
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default=False
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)
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show_hierarchy: BoolProperty(
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name="Show Hierarchy Issues",
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default=False
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)
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def register() -> None:
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"""Register the Avatar Toolkit property group"""
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Reference in New Issue
Block a user