- Updated Operations and Properties with tpying and logging.
I have not updated translation files, this is because i want to gut MMD Tools system and replace it with our own, however I want to make MMD Tools more simple and ajust it to our needs only. This is going to take a while and my aim for this is Alpha 4, also the MMD Translation system hurt my head....
- Fixes a couple of bugs as well, with quick access and the PMX importer.
- removed advanced merge doubles, it just does advanced by default
- same behavior as advanced was before, but now completes the task in under a second. Thanks to the power of BMesh!
- Labels now reflect this change
add to menu
fix resonite animx importer bug
add flip animations
add flip animation keyframes to help users rekey and remake animations as if they were mirrored.
- When i updated Wheels I used the Python 13 one, blender is Python 11 so provided the correct wheels packages. Also added macos 10.9 for Intel users.
- Fixed issue where Join Meshes, made it faster as well.
- Fixed issues with viseme generation and previewing.
- Removed MMD Panel and Tools.
- Fixed issue with armature merging
- Fixed reset eye tracking button throwing errors in the SDK2 panel.
- Added info in the SDK2 panel about this only being used for other games, VRChat Eye tracking is setup in Unity.
- Fixed issue where if models have upper ears and lower ears the amrature validation system would mark it as problem bones.
- Added instructions to armature validation about other bones and re the standardization button.
- Added Highlight Bone System in the 3D View, can be turned off in settings.
- Added more bones to the acceptable bone lists.
- Fixed issue with properties registrations and unregistration, the system is more rebust now.
- Added a validate t-pose system
- Added a detect bone scales system.
- Fixed some translation strings
- Armature validation now uses logger system.
- Fixes issue where some tools would not be displayed, fixes: #120
- Fixes issue with the resonite utils throwing errors.
- Fixes issue with visemes panel throwing errors.
- Fixes issue where the viseme mesh selector was showing all objects (Armature and etc) it now just shows meshes.
also merge all bones isn't needed. we should do that by default
This also now uses dictionary matching to find bone types like hips, spine, and chest that should be merged.
Deletes bone shared and merges armatures, and parents bones back, causing a seamless merge.
- Added standard list.
- Added bone_hierarchy list
- Added bone_hierarchy
- Better checks.
- Better UI.
This is the first part, still needs alot of work, but this is better then before. Need to add some more standards and then we will be golden.
- Now working with Alpha 2.
- Did some changed but it should still work, did some basic testing.
- Do want to make further changes and make the system better where possible.
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.
- Re-wrote how the plugin registers itself.
- No longer need @register_wrapper classes get auto detected and added.
- The new Auto loader is much better then the old way, no longer need "if "bpy" not in locals():" this was an old way of doing things and wasn't really efficient.
using auto_load.py provides several advantages:
- It automatically discovers and loads all modules in the addon.
- It handles dependencies between classes correctly through topological sorting.
- It manages registration order automatically.
- It properly handles unregistration in the correct order.
This approach is much less error prone and I not had any issues so far. However it still needs testing fully.
I have also start to re-organise files into folders as well, this is going to be needed so we don't have a long list of files as Avatar Toolkit is getting larger then i originally planned.