- Adds a new Avatar Toolkit panel location for UV tools
- adds Align UV Edges to target
- Allows for aligning uv vertices in a line on one object to another's uvs pixel perfect. This is useful for making one model copy another model's UV's with some user work
- Added translation keys for tool
- operator strings are referenced via the class property rather than a hard coded string
- class names have been cleaned to have _OT_ or _PT_ depending on the kind of class it was.
- Class names should mostly be CamelCase now.
- 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.
- Added a check to make sure Armature is valid.
- Added a helper to select the current armature selected in armature selection.
- Added a helper to get all meshes.
- Updated all current functions to work with the system.
Due to some werid thing in Blender 4.2+ where we just can't get descriptions to translate, we now tell the user some translations won't apply unto restart.
- does not do UVs yet
- is able to pack images using a split algorithm. I think I broke the size finding though for the output canvas.
- does not combine materials after packing
- ui for materials is now a list with no duplicates
- auto detects that materials have changed and prompts the user to reload
- due to context limitations in code, user is needed to reload the materials, but the ui is made so the user is forced to reload the materials to see them
- later on, we should prevent user from atlasing if the material list is not up to date.
- Organised some of the code better.
- Fixed sort order loop.
- Added typing in some places there wasn't.
This is a very basic start to Viesme creation, I still need to add translations for some stuff and improve it. This is very much inspired from the Cats Version.
- made remove doubles a blender modal. this way the code can run over multiple frames.
- Since remove doubles is async now, the user gets feedback on which shapekey and mesh is being worked on
- this does not remove doubles correctly yet, but is very close to ready