Remove Zero Weights Improvements
- Add option to not remove 0 weight bones with children for things like skirts
- add option for listing zero weight bones rather than going ahead with deleting them
- add option for removing zero weight bones only if they have deform enabled.
- Added Options to preserve Parent Bones.
- Added List mode only where the user can select the bones there want to remove.
- Added Options to only target Deform bones only and non deform bones only.
This is complete, the UI needs a little cleanup but I do this in a UI cleanup nearer Alpha 2.
Not Complete Yet however this is almost ready for Prime time. This converts the basic human armature for righfy to a Unity standard.
This may work for the more advanced human rigfy armatures as well and I planning to improve this before Alpha 2.
- Improved typing in some areas.
- Improved code readability in some areas.
- Delete bone constraints would error out if the user is in edit mode, we now start in Object mode first.
- Fixed Eye tracking Ajust string not being in the translation files.
- There is now a selection box to select the mesh in the current active armature for viseme creation instead of the user having to select it in the 3D scene.
- Viseme preview mode won't allow you to start it if your in a other mode, you need to be in Object mode now.
- Combine Materials won't allow you to start it if your in a other mode, you need to be in Object mode now.
- Added Japanese and Korean UI Languages.
- The idea is to have several buttons which kinda mimic what Cats used to do.
- These are very basic, don't work very well, will improve before Alpha 1.
Added the Armature Validation modes now, we have Stritct, Basic and None, it will give a warning to the user in the panel if there have it set to basic or none.
Settings panel added, langauge change has been added back. Did some work on it to slightl improve the system.
Added dubug area, basically everything but autoload will use logging now, you be able to turn it on/off in debug settings.
Did other bits and bobs.
I decided to go through each function and UI section one by one, improving and overhauling things. Each function and section is going to be fully tested and not rushed out.
This is the best way to catch things, but also include the code base as much as possible.
- Fixed issue where blender would error when exiting due to property being register twice.
- Fixes missing strings.
- Attempt at fixes properties not clearing correctly.
- Updated Japanese json file with all latest strings.
- This is an work in progress, this expands on the system that NyankoNyan and improves that system.
- It remaps the bone hierarchy to match Unity's expectations
- It adds necessary constraints to ensure proper bone movement (For the people who need it, can be removed via remove constraints button).
- It removes redundant bones that could cause issues in Unity.
- It renames bones to match Unity's Humanoid Avatar naming convention.
- It provides an option to merge or remove twist bones, which are not supported by Unity's humanoid system.
- It adjusts bone connections and deformation settings.
I think more needs to be added, but this seems to work for now.
- Connect bones button added.
- Added slider so the user can choose the distance, cats was set at a hard coded amount which could sometimes cause some issues for some modals.
- 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
- Added Progress system so the user knows something is being done when there use certain functions. Currently only Join Meshes, Viseme creation and combine materials use it.
- Disbabled some translation debguing stuff to remove spam from the console.