Compare commits

..

19 Commits

Author SHA1 Message Date
Onan Chew 4ba594d712 Merge pull request #187 from Yusarina/Current
Alpha 3: Avatar Toolkit 0.3.2
2025-08-09 02:47:57 -04:00
Yusarina 031b78ee7b Avatar Toolkit 0.3.2
- Version bumo
- Fixed standardised avatar only work in strict validation mode.
- Fixed Armature merging is using the armature selection in quick access, not the one you selected in Armature Merging for the base.
- Fixed error where if you were not in object mode merge would fail, it now switches to object mode before merge starting.
_ Merge Armature now attempts to auto populate the merge from and to boxes.
- Fixed bug in general mesh tools spamming the console (It was trying to check nothing).
2025-08-09 00:45:53 +01:00
Onan Chew 929cadd596 Merge pull request #182 from Yusarina/Current
Alpha 3: bump version for patch release
2025-08-03 11:03:49 -04:00
Yusarina 15ce911256 Alpha 3: bump version for patch release 2025-08-03 15:19:54 +01:00
Onan Chew 7b58f25913 Merge pull request #180 from Yusarina/bones-fixes
Added more bones to acceptable bones list
2025-08-03 09:05:11 -04:00
Onan Chew d25543d95b Merge pull request #172 from Yusarina/Current
Fixes asymmetric being incorrectly detected #169
2025-08-03 08:47:10 -04:00
Onan Chew ba9a7a8af3 Merge pull request #175 from Yusarina/righfy-fix
Possible Fix for #166
2025-08-03 08:46:14 -04:00
Onan Chew 408d3f24f7 Merge pull request #176 from Yusarina/Armature-merge-fix
Armature Merge Fix #174
2025-08-03 08:44:28 -04:00
Onan Chew bd33efe7ae Merge pull request #177 from Yusarina/dictionary-rejig
Bone standardisation fixes #164
2025-08-03 08:42:45 -04:00
Yusarina e5e09e2cf3 Added more bones to acceptable bones list 2025-08-02 00:23:10 +01:00
Yusarina 8c2c52f882 Fixed issue where some bones was not being renamed 2025-08-01 12:01:22 +01:00
Yusarina 6f5e7a394d Updated Dictionary for #164 2025-08-01 11:42:09 +01:00
Yusarina 6eb253be17 Armature Merge Fix #174
Fixed the struct error and the logger error.
2025-08-01 02:40:39 +01:00
Yusarina 5276aa0fe0 Possible Fix for #166 2025-08-01 02:21:31 +01:00
Yusarina c830938dce Fix for #165 (Hopefully)
We now recursively deletes entire chains of empty bones but keep parents if the toggle is active. It does well in testing but i dont have models with a long chain of bones to test.
2025-07-28 23:23:56 +01:00
Yusarina 60ba1b363f Fixes asymmetric being incorrectly detected #169
The symmetric bone detecting is now much more intelligent and should catch most instances, however uses the bone dictionary as a fallback.
2025-07-28 21:38:45 +01:00
Onan Chew e3052d867d Merge pull request #171 from Yusarina/Current
Fixed case senstive issue and added temp solution for accessories
2025-07-28 11:48:53 -04:00
Yusarina 08082501c9 Broke it but this should fix it
So thing stop working, fixed it.

Also added basic accessory check which should close https://github.com/teamneoneko/Avatar-Toolkit/issues/170

Though it is basic it should get the job done for now unto we come up with a better solution.
2025-07-28 09:28:24 +01:00
Yusarina a8482a87f3 Using validation in the dictionary fixes case sensitive issue
The validation is doing case sensitive string matching, but it should be using the same normalization that's applied to the bone dictionaries. The the most ideal solution but it fixes https://github.com/teamneoneko/Avatar-Toolkit/issues/168
2025-07-28 09:09:41 +01:00
13 changed files with 688 additions and 238 deletions
+1 -1
View File
@@ -3,7 +3,7 @@
schema_version = "1.0.0"
id = "avatar_toolkit"
version = "0.3.0"
version = "0.3.2"
name = "Avatar Toolkit"
tagline = "A modern tool for importing and optimizing models for VRChat, Resonite, and other similar games."
maintainer = "Team NekoNeo"
+217 -23
View File
@@ -10,16 +10,17 @@ from ..core.dictionaries import (
bone_hierarchy,
finger_hierarchy,
acceptable_bone_hierarchy,
acceptable_bone_names
acceptable_bone_names,
simplify_bonename
)
from ..core.logging_setup import logger
def validate_armature(armature: Object, detailed_messages: bool = False) -> Union[Tuple[bool, List[str], bool], Tuple[bool, List[str], bool, List[str], List[str], List[str]]]:
def validate_armature(armature: Object, detailed_messages: bool = False, override_mode: Optional[str] = None) -> Union[Tuple[bool, List[str], bool], Tuple[bool, List[str], bool, List[str], List[str], List[str]]]:
"""
Validates armature and returns validation results
"""
logger.debug(f"Validating armature: {armature.name if armature else 'None'}")
validation_mode = bpy.context.scene.avatar_toolkit.validation_mode
validation_mode = override_mode if override_mode else bpy.context.scene.avatar_toolkit.validation_mode
messages: List[str] = []
hierarchy_messages: List[str] = []
non_standard_messages: List[str] = []
@@ -104,17 +105,41 @@ def validate_armature(armature: Object, detailed_messages: bool = False) -> Unio
# Non-standard bones check
non_standard_bones = []
required_patterns = [
'Hips', 'Spine', 'Chest', 'Neck', 'Head',
'Upper', 'Lower', 'Hand', 'Foot', 'Toe',
'Thumb', 'Index', 'Middle', 'Ring', 'Pinky',
'Eye'
# Bones to ignore
ignore_patterns = [
'tail', 'skirt', 'dress', 'hair', 'ribbon', 'bow', 'hat', 'cap',
'butt', 'breast', 'boob', 'chest_', 'belly', 'stomach',
'wing', 'fin', 'horn', 'ear_', 'accessory', 'extra',
'cloth', 'fabric', 'cape', 'coat', 'jacket', 'shirt',
'pants', 'shoe', 'boot', 'sock', 'glove', 'mitten',
'belt', 'strap', 'buckle', 'button', 'zipper',
'jewel', 'gem', 'ring', 'necklace', 'earring',
'flower', 'leaf', 'feather', 'fur', 'scale',
'bangs', 'sideburn', 'bell', 'leash', 'ears', 'chain',
'headband', 'necklace', 'necktie', 'strapNeck', 'ring',
'pin', 'hair',
]
# Create normalized lookup sets for faster comparison
normalized_standard_bones = {simplify_bonename(name) for name in standard_bones.values()}
normalized_acceptable_bones = set()
for names in acceptable_bone_names.values():
normalized_acceptable_bones.update(simplify_bonename(name) for name in names)
for bone_name in found_bones:
if any(pattern in bone_name for pattern in required_patterns):
is_standard = bone_name in standard_bones.values()
is_acceptable_bone = any(bone_name in names for names in acceptable_bone_names.values())
# Normalize bone name for comparison
normalized_bone_name = simplify_bonename(bone_name)
# Check if bone should be ignored (accessory bone)
is_ignored = any(pattern in normalized_bone_name for pattern in ignore_patterns)
if not is_ignored:
# Check if bone is in standard or acceptable lists
is_standard = normalized_bone_name in normalized_standard_bones
is_acceptable_bone = normalized_bone_name in normalized_acceptable_bones
if not (is_standard or is_acceptable_bone):
non_standard_bones.append(bone_name)
@@ -186,31 +211,188 @@ def validate_bone_hierarchy(bones: Dict[str, Bone], parent_name: str, child_name
return False
return bones[child_name].parent == bones[parent_name]
def extract_bone_side_info(bone_name: str) -> Tuple[str, str]:
"""
Extract base bone name and side indicator from a bone name.
Returns (base_name, side) where side is 'L', 'R', or ''
"""
normalized = simplify_bonename(bone_name)
original = bone_name
# Common left/right patterns to check
left_patterns = [
'left', 'l', 'lft', 'lt',
'.l', '_l', '-l', ' l',
'', 'ひだり'
]
right_patterns = [
'right', 'r', 'rgt', 'rt',
'.r', '_r', '-r', ' r',
'', 'みぎ'
]
# Check for left patterns
for pattern in left_patterns:
pattern_norm = simplify_bonename(pattern)
if normalized.startswith(pattern_norm):
base = normalized[len(pattern_norm):]
if base: # Make sure there's something left
return base, 'L'
elif normalized.endswith(pattern_norm):
base = normalized[:-len(pattern_norm)]
if base:
return base, 'L'
elif pattern_norm in normalized:
# Handle cases like ArmLeft
parts = normalized.split(pattern_norm)
if len(parts) == 2:
base = parts[0] + parts[1]
if base:
return base, 'L'
# Check for right patterns
for pattern in right_patterns:
pattern_norm = simplify_bonename(pattern)
if normalized.startswith(pattern_norm):
base = normalized[len(pattern_norm):]
if base:
return base, 'R'
elif normalized.endswith(pattern_norm):
base = normalized[:-len(pattern_norm)]
if base:
return base, 'R'
elif pattern_norm in normalized:
parts = normalized.split(pattern_norm)
if len(parts) == 2:
base = parts[0] + parts[1]
if base:
return base, 'R'
return normalized, ''
def find_symmetric_bone_pairs(bones: Dict[str, Bone]) -> Dict[str, Tuple[List[str], List[str]]]:
"""
Automatically find symmetric bone pairs in the armature.
Returns dict mapping base_name to (left_bones, right_bones)
"""
bone_groups = {}
for bone_name in bones.keys():
base, side = extract_bone_side_info(bone_name)
if side:
if base not in bone_groups:
bone_groups[base] = {'L': [], 'R': []}
bone_groups[base][side].append(bone_name)
symmetric_pairs = {}
for base, sides in bone_groups.items():
if sides['L'] and sides['R']:
symmetric_pairs[base] = (sides['L'], sides['R'])
return symmetric_pairs
def validate_armature_symmetry(armature: Object) -> Tuple[bool, List[str]]:
"""
Comprehensive symmetry validation that provides detailed feedback
"""
if not armature or armature.type != 'ARMATURE':
return False, ["Invalid armature"]
bones = {bone.name: bone for bone in armature.data.bones}
symmetric_pairs = find_symmetric_bone_pairs(bones)
messages = []
is_symmetric = True
if symmetric_pairs:
messages.append("Found symmetric bone pairs:")
for base, (left_bones, right_bones) in symmetric_pairs.items():
left_count = len(left_bones)
right_count = len(right_bones)
if left_count == right_count:
messages.append(f"{base}: {left_count} bones on each side")
for l_bone, r_bone in zip(sorted(left_bones), sorted(right_bones)):
messages.append(f" {l_bone}{r_bone}")
else:
is_symmetric = False
messages.append(f"{base}: {left_count} left, {right_count} right bones")
messages.append(f" Left: {', '.join(sorted(left_bones))}")
messages.append(f" Right: {', '.join(sorted(right_bones))}")
else:
messages.append("No symmetric bone pairs detected")
is_symmetric = False
return is_symmetric, messages
def validate_symmetry(bones: Dict[str, Bone], base: str, left: str, right: str) -> bool:
"""Validate if matching left and right bones exist for a given base bone name"""
# Extract left and right bone names from both hierarchies
# First try the new intelligent detection
symmetric_pairs = find_symmetric_bone_pairs(bones)
# Look for bones that match the requested base type
matching_left_bones = []
matching_right_bones = []
# Check each detected symmetric pair
for pair_base, (left_bones, right_bones) in symmetric_pairs.items():
if base.lower() in pair_base.lower() or pair_base.lower() in base.lower():
matching_left_bones.extend(left_bones)
matching_right_bones.extend(right_bones)
if matching_left_bones or matching_right_bones:
left_bases = {}
right_bases = {}
for bone_name in matching_left_bones:
bone_base, side = extract_bone_side_info(bone_name)
if bone_base not in left_bases:
left_bases[bone_base] = []
left_bases[bone_base].append(bone_name)
for bone_name in matching_right_bones:
bone_base, side = extract_bone_side_info(bone_name)
if bone_base not in right_bases:
right_bases[bone_base] = []
right_bases[bone_base].append(bone_name)
all_bases = set(left_bases.keys()) | set(right_bases.keys())
for bone_base in all_bases:
left_count = len(left_bases.get(bone_base, []))
right_count = len(right_bases.get(bone_base, []))
if left_count != right_count:
return False
return len(all_bases) > 0
# Fallback to original dictionary-based method
left_bone_names = set()
right_bone_names = set()
# Normalize bone names in the bones dict for comparison
normalized_bones = {simplify_bonename(name): name for name in bones.keys()}
# Add standard bones
for key, value in standard_bones.items():
if base in key.lower():
if '_l' in key.lower():
left_bone_names.add(value)
left_bone_names.add(simplify_bonename(value))
elif '_r' in key.lower():
right_bone_names.add(value)
right_bone_names.add(simplify_bonename(value))
# Add acceptable bones
for key, names in acceptable_bone_names.items():
if base in key.lower():
if '_l' in key.lower():
left_bone_names.update(names)
left_bone_names.update(simplify_bonename(name) for name in names)
elif '_r' in key.lower():
right_bone_names.update(names)
right_bone_names.update(simplify_bonename(name) for name in names)
# Check if at least one pair exists and matches
left_exists = any(name in bones for name in left_bone_names)
right_exists = any(name in bones for name in right_bone_names)
left_exists = any(name in normalized_bones for name in left_bone_names)
right_exists = any(name in normalized_bones for name in right_bone_names)
return left_exists == right_exists
@@ -224,22 +406,34 @@ def validate_finger_chain(bones: Dict[str, Bone], chain: Tuple[str, ...]) -> boo
def check_acceptable_standards(bones: Dict[str, Bone]) -> bool:
"""Check if armature matches acceptable non-standard hierarchy"""
logger.debug("Checking for acceptable standards")
# Create normalized lookup for existing bones
normalized_bones = {simplify_bonename(name): name for name in bones.keys()}
# Check if bones exist in acceptable list
for bone_category, acceptable_names in acceptable_bone_names.items():
found = False
for name in acceptable_names:
if name in bones:
normalized_name = simplify_bonename(name)
if normalized_name in normalized_bones:
found = True
break
if not found:
logger.debug(f"Missing acceptable bone for category: {bone_category}")
return False
# Validate acceptable hierarchy
# Validate acceptable hierarchy using normalized names
for parent, child in acceptable_bone_hierarchy:
if parent in bones and child in bones:
if not validate_bone_hierarchy(bones, parent, child):
logger.debug(f"Invalid acceptable hierarchy: {parent} -> {child}")
parent_normalized = simplify_bonename(parent)
child_normalized = simplify_bonename(child)
# Find actual bone names from normalized names
actual_parent = normalized_bones.get(parent_normalized)
actual_child = normalized_bones.get(child_normalized)
if actual_parent and actual_child:
if not validate_bone_hierarchy(bones, actual_parent, actual_child):
logger.debug(f"Invalid acceptable hierarchy: {actual_parent} -> {actual_child}")
return False
logger.debug("Armature meets acceptable standards")
+9
View File
@@ -140,6 +140,12 @@ def get_all_meshes(context: Context) -> List[Object]:
return [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == armature]
return []
def get_meshes_for_armature(armature: Object) -> List[Object]:
"""Get all mesh objects parented to a specific armature"""
if armature and armature.type == 'ARMATURE':
return [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == armature]
return []
def validate_mesh_for_pose(mesh_obj: Object) -> Tuple[bool, str]:
"""Validate mesh object for pose operations"""
if not mesh_obj.data:
@@ -653,6 +659,9 @@ def store_breaking_settings_armature(armature: bpy.types.Object) -> ArmatureData
return (armature_data.use_mirror_x, armature.pose.use_mirror_x)
def restore_breaking_settings_armature(armature: bpy.types.Object, data: ArmatureData) -> None:
# Check if armature object is still valid (not removed)
if not armature or armature.name not in bpy.data.objects:
return
armature_data: bpy.types.Armature = armature.data
armature_data.use_mirror_x, armature.pose.use_mirror_x = data
+190 -134
View File
@@ -372,60 +372,62 @@ standard_bones = {
'head': 'Head',
# Arms
'left_arm': 'UpperArm.L',
'left_elbow': 'LowerArm.L',
'left_wrist': 'Hand.L',
'right_arm': 'UpperArm.R',
'right_elbow': 'LowerArm.R',
'right_wrist': 'Hand.R',
'left_shoulder': 'Shoulder_L',
'left_arm': 'UpperArm_L',
'left_elbow': 'LowerArm_L',
'left_wrist': 'Hand_L',
'right_shoulder': 'Shoulder_R',
'right_arm': 'UpperArm_R',
'right_elbow': 'LowerArm_R',
'right_wrist': 'Hand_R',
# Legs
'left_leg': 'UpperLeg.L',
'left_knee': 'LowerLeg.L',
'left_ankle': 'Foot.L',
'left_toe': 'Toes.L',
'right_leg': 'UpperLeg.R',
'right_knee': 'LowerLeg.R',
'right_ankle': 'Foot.R',
'right_toe': 'Toes.R',
'left_leg': 'UpperLeg_L',
'left_knee': 'LowerLeg_L',
'left_ankle': 'Foot_L',
'left_toe': 'Toe_L',
'right_leg': 'UpperLeg_R',
'right_knee': 'LowerLeg_R',
'right_ankle': 'Foot_R',
'right_toe': 'Toe_R',
# Fingers Left
'thumb_1_l': 'Thumb1.L',
'thumb_2_l': 'Thumb2.L',
'thumb_3_l': 'Thumb3.L',
'index_1_l': 'Index1.L',
'index_2_l': 'Index2.L',
'index_3_l': 'Index3.L',
'middle_1_l': 'Middle1.L',
'middle_2_l': 'Middle2.L',
'middle_3_l': 'Middle3.L',
'ring_1_l': 'Ring1.L',
'ring_2_l': 'Ring2.L',
'ring_3_l': 'Ring3.L',
'pinkie_1_l': 'Pinky1.L',
'pinkie_2_l': 'Pinky2.L',
'pinkie_3_l': 'Pinky3.L',
'thumb_1_l': 'Thumb_L',
'thumb_2_l': 'Thumb_L.001',
'thumb_3_l': 'Thumb_L.002',
'index_1_l': 'Index_L',
'index_2_l': 'Index_L.001',
'index_3_l': 'Index_L.002',
'middle_1_l': 'Middle_L',
'middle_2_l': 'Middle_L.001',
'middle_3_l': 'Middle_L.002',
'ring_1_l': 'Ring_L',
'ring_2_l': 'Ring_L.001',
'ring_3_l': 'Ring_L.002',
'pinkie_1_l': 'Pinky_L',
'pinkie_2_l': 'Pinky_L.001',
'pinkie_3_l': 'Pinky_L.002',
# Fingers Right
'thumb_1_r': 'Thumb1.R',
'thumb_2_r': 'Thumb2.R',
'thumb_3_r': 'Thumb3.R',
'index_1_r': 'Index1.R',
'index_2_r': 'Index2.R',
'index_3_r': 'Index3.R',
'middle_1_r': 'Middle1.R',
'middle_2_r': 'Middle2.R',
'middle_3_r': 'Middle3.R',
'ring_1_r': 'Ring1.R',
'ring_2_r': 'Ring2.R',
'ring_3_r': 'Ring3.R',
'pinkie_1_r': 'Pinky1.R',
'pinkie_2_r': 'Pinky2.R',
'pinkie_3_r': 'Pinky3.R',
'thumb_1_r': 'Thumb_R',
'thumb_2_r': 'Thumb_R.001',
'thumb_3_r': 'Thumb_R.002',
'index_1_r': 'Index_R',
'index_2_r': 'Index_R.001',
'index_3_r': 'Index_R.002',
'middle_1_r': 'Middle_R',
'middle_2_r': 'Middle_R.001',
'middle_3_r': 'Middle_R.002',
'ring_1_r': 'Ring_R',
'ring_2_r': 'Ring_R.001',
'ring_3_r': 'Ring_R.002',
'pinkie_1_r': 'Pinky_R',
'pinkie_2_r': 'Pinky_R.001',
'pinkie_3_r': 'Pinky_R.002',
# Eyes
'left_eye': 'Eye.L',
'right_eye': 'Eye.R'
'left_eye': 'Eye_L',
'right_eye': 'Eye_R'
}
bone_hierarchy = [
@@ -434,46 +436,48 @@ bone_hierarchy = [
('Chest', 'Chest.Up'),
('Chest.Up', 'Neck'),
('Neck', 'Head'),
('Head', 'Eye.L'),
('Head', 'Eye.R'),
('Head', 'Eye_L'),
('Head', 'Eye_R'),
# Left Arm Chain
('Chest.Up', 'UpperArm.L'),
('UpperArm.L', 'LowerArm.L'),
('LowerArm.L', 'Hand.L'),
('Chest.Up', 'Shoulder_L'),
('Shoulder_L', 'UpperArm_L'),
('UpperArm_L', 'LowerArm_L'),
('LowerArm_L', 'Hand_L'),
# Right Arm Chain
('Chest.Up', 'UpperArm.R'),
('UpperArm.R', 'LowerArm.R'),
('LowerArm.R', 'Hand.R'),
('Chest.Up', 'Shoulder_R'),
('Shoulder_R', 'UpperArm_R'),
('UpperArm_R', 'LowerArm_R'),
('LowerArm_R', 'Hand_R'),
# Left Leg Chain
('Hips', 'UpperLeg.L'),
('UpperLeg.L', 'LowerLeg.L'),
('LowerLeg.L', 'Foot.L'),
('Foot.L', 'Toes.L'),
('Hips', 'UpperLeg_L'),
('UpperLeg_L', 'LowerLeg_L'),
('LowerLeg_L', 'Foot_L'),
('Foot_L', 'Toe_L'),
# Right Leg Chain
('Hips', 'UpperLeg.R'),
('UpperLeg.R', 'LowerLeg.R'),
('LowerLeg.R', 'Foot.R'),
('Foot.R', 'Toes.R')
('Hips', 'UpperLeg_R'),
('UpperLeg_R', 'LowerLeg_R'),
('LowerLeg_R', 'Foot_R'),
('Foot_R', 'Toe_R')
]
finger_hierarchy = {
'left': [
('Hand.L', 'Thumb1.L', 'Thumb2.L', 'Thumb3.L'),
('Hand.L', 'Index1.L', 'Index2.L', 'Index3.L'),
('Hand.L', 'Middle1.L', 'Middle2.L', 'Middle3.L'),
('Hand.L', 'Ring1.L', 'Ring2.L', 'Ring3.L'),
('Hand.L', 'Pinky1.L', 'Pinky2.L', 'Pinky3.L')
('Hand_L', 'Thumb_L', 'Thumb_L.001', 'Thumb_L.002'),
('Hand_L', 'Index_L', 'Index_L.001', 'Index_L.002'),
('Hand_L', 'Middle_L', 'Middle_L.001', 'Middle_L.002'),
('Hand_L', 'Ring_L', 'Ring_L.001', 'Ring_L.002'),
('Hand_L', 'Pinky_L', 'Pinky_L.001', 'Pinky_L.002')
],
'right': [
('Hand.R', 'Thumb1.R', 'Thumb2.R', 'Thumb3.R'),
('Hand.R', 'Index1.R', 'Index2.R', 'Index3.R'),
('Hand.R', 'Middle1.R', 'Middle2.R', 'Middle3.R'),
('Hand.R', 'Ring1.R', 'Ring2.R', 'Ring3.R'),
('Hand.R', 'Pinky1.R', 'Pinky2.R', 'Pinky3.R')
('Hand_R', 'Thumb_R', 'Thumb_R.001', 'Thumb_R.002'),
('Hand_R', 'Index_R', 'Index_R.001', 'Index_R.002'),
('Hand_R', 'Middle_R', 'Middle_R.001', 'Middle_R.002'),
('Hand_R', 'Ring_R', 'Ring_R.001', 'Ring_R.002'),
('Hand_R', 'Pinky_R', 'Pinky_R.001', 'Pinky_R.002')
]
}
@@ -506,6 +510,8 @@ acceptable_bone_hierarchy = [
('Head', 'Eye_R'),
('Head', 'LeftEye'),
('Head', 'RightEye'),
('Head', 'Eye.L'),
('Head', 'Eye.R'),
# Unity humanoid naming
('Hips', 'Spine'),
@@ -516,6 +522,40 @@ acceptable_bone_hierarchy = [
('Head', 'LeftEye'),
('Head', 'RightEye'),
# Old standard bone hierarchy patterns
('Chest.Up', 'UpperArm.L'),
('UpperArm.L', 'LowerArm.L'),
('LowerArm.L', 'Hand.L'),
('Chest.Up', 'UpperArm.R'),
('UpperArm.R', 'LowerArm.R'),
('LowerArm.R', 'Hand.R'),
('Hips', 'UpperLeg.L'),
('UpperLeg.L', 'LowerLeg.L'),
('LowerLeg.L', 'Foot.L'),
('Foot.L', 'Toes.L'),
('Hips', 'UpperLeg.R'),
('UpperLeg.R', 'LowerLeg.R'),
('LowerLeg.R', 'Foot.R'),
('Foot.R', 'Toes.R'),
# New standard bone hierarchy patterns (with shoulders)
('Chest.Up', 'Shoulder_L'),
('Shoulder_L', 'UpperArm_L'),
('UpperArm_L', 'LowerArm_L'),
('LowerArm_L', 'Hand_L'),
('Chest.Up', 'Shoulder_R'),
('Shoulder_R', 'UpperArm_R'),
('UpperArm_R', 'LowerArm_R'),
('LowerArm_R', 'Hand_R'),
('Hips', 'UpperLeg_L'),
('UpperLeg_L', 'LowerLeg_L'),
('LowerLeg_L', 'Foot_L'),
('Foot_L', 'Toe_L'),
('Hips', 'UpperLeg_R'),
('UpperLeg_R', 'LowerLeg_R'),
('LowerLeg_R', 'Foot_R'),
('Foot_R', 'Toe_R'),
]
acceptable_bone_names = {
@@ -523,59 +563,75 @@ acceptable_bone_names = {
'chest': ['Chest', 'spine1', 'Spine1', 'spine_01', 'SPINE1', 'Spine01'],
'neck': ['Neck', 'neck_01', 'Neck01'],
'head': ['Head', 'head_01', 'Head01'],
'eye_l': ['Eye_L', 'LeftEye', 'lefteye', 'eye_left', 'EyeLeft'],
'eye_r': ['Eye_R', 'RightEye', 'righteye', 'eye_right', 'EyeRight'],
'eye_l': ['Eye_L', 'LeftEye', 'lefteye', 'eye_left', 'EyeLeft', 'Eye.L'],
'eye_r': ['Eye_R', 'RightEye', 'righteye', 'eye_right', 'EyeRight', 'Eye.R'],
'shoulder_r': ['Shoulder.R', 'clavicle_r', 'ClavicleRight', 'RightShoulder'],
'arm_r': ['Arm.R', 'upperarm_r', 'UpperArmRight', 'RightArm'],
'elbow_r': ['Elbow.R', 'lowerarm_r', 'ForearmRight', 'RightForeArm'],
'wrist_r': ['Wrist.R', 'hand_r', 'HandRight', 'RightHand'],
'leg_r': ['Leg.R', 'thigh_r', 'ThighRight', 'RightLeg', 'RightUpLeg'],
'knee_r': ['Knee.R', 'calf_r', 'CalfRight', 'RightShin', 'RightLowerLeg'],
'foot_r': ['Foot.R', 'foot_r', 'FootRight', 'RightFoot'],
'toes_r': ['Toes.R', 'ball_r', 'ToeRight', 'RightToeBase'],
'shoulder_r': ['Shoulder.R', 'clavicle_r', 'ClavicleRight', 'RightShoulder', 'Shoulder_R'],
'arm_r': ['Arm.R', 'upperarm_r', 'UpperArmRight', 'RightArm', 'UpperArm.R', 'UpperArm_R'],
'elbow_r': ['Elbow.R', 'lowerarm_r', 'ForearmRight', 'RightForeArm', 'LowerArm.R', 'LowerArm_R'],
'wrist_r': ['Wrist.R', 'hand_r', 'HandRight', 'RightHand', 'Hand.R', 'Hand_R'],
'leg_r': ['Leg.R', 'thigh_r', 'ThighRight', 'RightLeg', 'RightUpLeg', 'UpperLeg.R', 'UpperLeg_R'],
'knee_r': ['Knee.R', 'calf_r', 'CalfRight', 'RightShin', 'RightLowerLeg', 'LowerLeg.R', 'LowerLeg_R'],
'foot_r': ['Foot.R', 'foot_r', 'FootRight', 'RightFoot', 'Foot_R'],
'toes_r': ['Toes.R', 'ball_r', 'ToeRight', 'RightToeBase', 'Toe_R'],
'shoulder_l': ['Shoulder.L', 'clavicle_l', 'ClavicleLeft', 'LeftShoulder'],
'arm_l': ['Arm.L', 'upperarm_l', 'UpperArmLeft', 'LeftArm'],
'elbow_l': ['Elbow.L', 'lowerarm_l', 'ForearmLeft', 'LeftForeArm'],
'wrist_l': ['Wrist.L', 'hand_l', 'HandLeft', 'LeftHand'],
'leg_l': ['Leg.L', 'thigh_l', 'ThighLeft', 'LeftLeg', 'LeftUpLeg'],
'knee_l': ['Knee.L', 'calf_l', 'CalfLeft', 'LeftShin', 'LeftLowerLeg'],
'foot_l': ['Foot.L', 'foot_l', 'FootLeft', 'LeftFoot'],
'toes_l': ['Toes.L', 'ball_l', 'ToeLeft', 'LeftToeBase'],
'shoulder_l': ['Shoulder.L', 'clavicle_l', 'ClavicleLeft', 'LeftShoulder', 'Shoulder_L'],
'arm_l': ['Arm.L', 'upperarm_l', 'UpperArmLeft', 'LeftArm', 'UpperArm.L', 'UpperArm_L'],
'elbow_l': ['Elbow.L', 'lowerarm_l', 'ForearmLeft', 'LeftForeArm', 'LowerArm.L', 'LowerArm_L'],
'wrist_l': ['Wrist.L', 'hand_l', 'HandLeft', 'LeftHand', 'Hand.L', 'Hand_L'],
'leg_l': ['Leg.L', 'thigh_l', 'ThighLeft', 'LeftLeg', 'LeftUpLeg', 'UpperLeg.L', 'UpperLeg_L'],
'knee_l': ['Knee.L', 'calf_l', 'CalfLeft', 'LeftShin', 'LeftLowerLeg', 'LowerLeg.L', 'LowerLeg_L'],
'foot_l': ['Foot.L', 'foot_l', 'FootLeft', 'LeftFoot', 'Foot_L'],
'toes_l': ['Toes.L', 'ball_l', 'ToeLeft', 'LeftToeBase', 'Toe_L'],
# Add finger bones for left hand
'thumb_0_l': ['Thumb0_L'],
'thumb_1_l': ['Thumb1_L'],
'thumb_2_l': ['Thumb2_L'],
'index_1_l': ['IndexFinger1_L'],
'index_2_l': ['IndexFinger2_L'],
'index_3_l': ['IndexFinger3_L'],
'middle_1_l': ['MiddleFinger1_L'],
'middle_2_l': ['MiddleFinger2_L'],
'middle_3_l': ['MiddleFinger3_L'],
'ring_1_l': ['RingFinger1_L'],
'ring_2_l': ['RingFinger2_L'],
'ring_3_l': ['RingFinger3_L'],
'thumb_0_l': ['Thumb0_L', 'Thumb0.L'],
'thumb_1_l': ['Thumb1_L', 'Thumb1.L', 'Thumb_L'],
'thumb_2_l': ['Thumb2_L', 'Thumb2.L', 'Thumb_L.001'],
'thumb_3_l': ['Thumb3_L', 'Thumb3.L', 'Thumb_L.002'],
'index_1_l': ['IndexFinger1_L', 'IndexFinger1.L', 'Index1.L', 'Index_L'],
'index_2_l': ['IndexFinger2_L', 'IndexFinger2.L', 'Index2.L', 'Index_L.001'],
'index_3_l': ['IndexFinger3_L', 'IndexFinger3.L', 'Index3.L', 'Index_L.002'],
'middle_1_l': ['MiddleFinger1_L', 'MiddleFinger1.L', 'Middle1.L', 'Middle_L'],
'middle_2_l': ['MiddleFinger2_L', 'MiddleFinger2.L', 'Middle2.L', 'Middle_L.001'],
'middle_3_l': ['MiddleFinger3_L', 'MiddleFinger3.L', 'Middle3.L', 'Middle_L.002'],
'ring_1_l': ['RingFinger1_L', 'RingFinger1.L', 'Ring1.L', 'Ring_L'],
'ring_2_l': ['RingFinger2_L', 'RingFinger2.L', 'Ring2.L', 'Ring_L.001'],
'ring_3_l': ['RingFinger3_L', 'RingFinger3.L', 'Ring3.L', 'Ring_L.002'],
'pinky_1_l': ['Pinky1_L', 'Pinky1.L', 'Pinky_L'],
'pinky_2_l': ['Pinky2_L', 'Pinky2.L', 'Pinky_L.001'],
'pinky_3_l': ['Pinky3_L', 'Pinky3.L', 'Pinky_L.002'],
# Add finger bones for right hand
'thumb_0_r': ['Thumb0_R', 'ThumbO_R'],
'thumb_1_r': ['Thumb1_R'],
'thumb_2_r': ['Thumb2_R'],
'index_1_r': ['IndexFinger1_R'],
'index_2_r': ['IndexFinger2_R'],
'index_3_r': ['IndexFinger3_R'],
'middle_1_r': ['MiddleFinger1_R'],
'middle_2_r': ['MiddleFinger2_R'],
'middle_3_r': ['MiddleFinger3_R'],
'ring_1_r': ['RingFinger1_R'],
'ring_2_r': ['RingFinger2_R'],
'ring_3_r': ['RingFinger3_R'],
'thumb_0_r': ['Thumb0_R', 'Thumb0.R', 'ThumbO_R'],
'thumb_1_r': ['Thumb1_R', 'Thumb1.R', 'Thumb_R'],
'thumb_2_r': ['Thumb2_R', 'Thumb2.R', 'Thumb_R.001'],
'thumb_3_r': ['Thumb3_R', 'Thumb3.R', 'Thumb_R.002'],
'index_1_r': ['IndexFinger1_R', 'IndexFinger1.R', 'Index1.R', 'Index_R'],
'index_2_r': ['IndexFinger2_R', 'IndexFinger2.R', 'Index2.R', 'Index_R.001'],
'index_3_r': ['IndexFinger3_R', 'IndexFinger3.R', 'Index3.R', 'Index_R.002'],
'middle_1_r': ['MiddleFinger1_R', 'MiddleFinger1.R', 'Middle1.R', 'Middle_R'],
'middle_2_r': ['MiddleFinger2_R', 'MiddleFinger2.R', 'Middle2.R', 'Middle_R.001'],
'middle_3_r': ['MiddleFinger3_R', 'MiddleFinger3.R', 'Middle3.R', 'Middle_R.002'],
'ring_1_r': ['RingFinger1_R', 'RingFinger1.R', 'Ring1.R', 'Ring_R'],
'ring_2_r': ['RingFinger2_R', 'RingFinger2.R', 'Ring2.R', 'Ring_R.001'],
'ring_3_r': ['RingFinger3_R', 'RingFinger3.R', 'Ring3.R', 'Ring_R.002'],
'pinky_1_r': ['Pinky1_R', 'Pinky1.R', 'Pinky_R'],
'pinky_2_r': ['Pinky2_R', 'Pinky2.R', 'Pinky_R.001'],
'pinky_3_r': ['Pinky3_R', 'Pinky3.R', 'Pinky_R.002'],
'breast_upper_1_l': ['BreastUpper1_L'],
'breast_upper_2_l': ['BreastUpper2_L'],
'breast_upper_1_r': ['BreastUpper1_R'],
'breast_upper_2_r': ['BreastUpper2_R'],
'breast_upper_1_l': ['BreastUpper1_L', 'BreastUpper1.L'],
'breast_upper_2_l': ['BreastUpper2_L', 'BreastUpper2.L'],
'breast_upper_1_r': ['BreastUpper1_R', 'BreastUpper1.R'],
'breast_upper_2_r': ['BreastUpper2_R', 'BreastUpper2.R'],
# Little finger bones
'little_finger_1_l': ['LittleFinger1_L', 'LittleFinger1.L'],
'little_finger_2_l': ['LittleFinger2_L', 'LittleFinger2.L'],
'little_finger_3_l': ['LittleFinger3_L', 'LittleFinger3.L'],
'little_finger_1_r': ['LittleFinger1_R', 'LittleFinger1.R'],
'little_finger_2_r': ['LittleFinger2_R', 'LittleFinger2.R'],
'little_finger_3_r': ['LittleFinger3_R', 'LittleFinger3.R'],
'ear_upper_l': ['UpperEar.L', 'Upper Ear.L', 'Upper Ear_L'],
'ear_upper_r': ['UpperEar.R', 'Upper Ear.R', 'Upper Ear_R'],
@@ -695,17 +751,17 @@ non_standard_mappings = {
'left_arm': [
'mixamorig:LeftArm', 'mixamorig_LeftArm',
'ORG-upper_arm.L', 'upper_arm.L',
'lShldrBend', 'lShldrTwist', 'lArm'
'lShldrBend', 'lShldrTwist', 'lArm', 'UpperArm.L'
],
'left_elbow': [
'mixamorig:LeftForeArm', 'mixamorig_LeftForeArm',
'ORG-forearm.L', 'forearm.L',
'lForearmBend', 'lElbow', 'lForeArm'
'lForearmBend', 'lElbow', 'lForeArm', 'LowerArm.L'
],
'left_wrist': [
'mixamorig:LeftHand', 'mixamorig_LeftHand',
'ORG-hand.L', 'hand.L',
'lHand', 'lWrist'
'lHand', 'lWrist', 'Hand.L'
],
'right_shoulder': [
@@ -716,59 +772,59 @@ non_standard_mappings = {
'right_arm': [
'mixamorig:RightArm', 'mixamorig_RightArm',
'ORG-upper_arm.R', 'upper_arm.R',
'rShldrBend', 'rShldrTwist', 'rArm'
'rShldrBend', 'rShldrTwist', 'rArm', 'UpperArm.R'
],
'right_elbow': [
'mixamorig:RightForeArm', 'mixamorig_RightForeArm',
'ORG-forearm.R', 'forearm.R',
'rForearmBend', 'rElbow', 'rForeArm'
'rForearmBend', 'rElbow', 'rForeArm', 'LowerArm.R'
],
'right_wrist': [
'mixamorig:RightHand', 'mixamorig_RightHand',
'ORG-hand.R', 'hand.R',
'rHand', 'rWrist'
'rHand', 'rWrist', 'Hand.R'
],
'left_leg': [
'mixamorig:LeftUpLeg', 'mixamorig_LeftUpLeg',
'ORG-thigh.L', 'thigh.L',
'lThighBend', 'lThigh'
'lThighBend', 'lThigh', 'UpperLeg.L'
],
'left_knee': [
'mixamorig:LeftLeg', 'mixamorig_LeftLeg',
'ORG-shin.L', 'shin.L',
'lShin', 'lKnee', 'lLeg'
'lShin', 'lKnee', 'lLeg', 'LowerLeg.L'
],
'left_ankle': [
'mixamorig:LeftFoot', 'mixamorig_LeftFoot',
'ORG-foot.L', 'foot.L',
'lFoot', 'lAnkle'
'lFoot', 'lAnkle', 'Foot.L'
],
'left_toe': [
'mixamorig:LeftToeBase', 'mixamorig_LeftToeBase',
'ORG-toe.L', 'toe.L',
'lToe'
'lToe', 'Toes.L'
],
'right_leg': [
'mixamorig:RightUpLeg', 'mixamorig_RightUpLeg',
'ORG-thigh.R', 'thigh.R',
'rThighBend', 'rThigh'
'rThighBend', 'rThigh', 'UpperLeg.R'
],
'right_knee': [
'mixamorig:RightLeg', 'mixamorig_RightLeg',
'ORG-shin.R', 'shin.R',
'rShin', 'rKnee', 'rLeg'
'rShin', 'rKnee', 'rLeg', 'LowerLeg.R'
],
'right_ankle': [
'mixamorig:RightFoot', 'mixamorig_RightFoot',
'ORG-foot.R', 'foot.R',
'rFoot', 'rAnkle'
'rFoot', 'rAnkle', 'Foot.R'
],
'right_toe': [
'mixamorig:RightToeBase', 'mixamorig_RightToeBase',
'ORG-toe.R', 'toe.R',
'rToe'
'rToe', 'Toes.R'
],
'thumb_1_l': [
@@ -934,12 +990,12 @@ non_standard_mappings = {
'left_eye': [
'mixamorig:LeftEye', 'mixamorig_LeftEye',
'ORG-eye.L', 'eye.L',
'lEye'
'lEye', 'Eye.L'
],
'right_eye': [
'mixamorig:RightEye', 'mixamorig_RightEye',
'ORG-eye.R', 'eye.R',
'rEye'
'rEye', 'Eye.R'
]
}
+89 -2
View File
@@ -67,6 +67,74 @@ def get_mesh_objects(self, context):
return [('NONE', t("Visemes.no_meshes"), '')]
return meshes
def auto_populate_merge_armatures(context: Context) -> None:
"""Auto-populate merge armature fields when there are 2+ armatures"""
armatures = [obj for obj in bpy.data.objects if obj.type == 'ARMATURE']
if len(armatures) >= 2:
toolkit = context.scene.avatar_toolkit
if not toolkit.merge_armature_into and not toolkit.merge_armature:
toolkit.merge_armature_into = armatures[0].name
toolkit.merge_armature = armatures[1].name
logger.debug(f"Auto-populated merge armatures: {armatures[0].name} <- {armatures[1].name}")
elif toolkit.merge_armature_into and not toolkit.merge_armature:
for armature in armatures:
if armature.name != toolkit.merge_armature_into:
toolkit.merge_armature = armature.name
logger.debug(f"Auto-populated merge_armature: {armature.name}")
break
elif not toolkit.merge_armature_into and toolkit.merge_armature:
for armature in armatures:
if armature.name != toolkit.merge_armature:
toolkit.merge_armature_into = armature.name
logger.debug(f"Auto-populated merge_armature_into: {armature.name}")
break
def update_merge_armature_into(self: PropertyGroup, context: Context) -> None:
"""Update function for merge_armature_into property"""
auto_populate_merge_armatures(context)
def update_merge_armature(self: PropertyGroup, context: Context) -> None:
"""Update function for merge_armature property"""
auto_populate_merge_armatures(context)
@bpy.app.handlers.persistent
def depsgraph_update_handler(scene: Scene, depsgraph) -> None:
"""Handler to auto-populate merge armatures when objects change"""
# Check for any armature-related updates
armature_updated = False
for update in depsgraph.updates:
if hasattr(update, 'id') and update.id and hasattr(update.id, 'type'):
if update.id.type == 'ARMATURE':
armature_updated = True
break
if armature_updated:
# Use a timer to defer the update to avoid context issues
bpy.app.timers.register(lambda: auto_populate_safe(), first_interval=0.1)
def auto_populate_safe() -> None:
"""Safe auto-populate function that can be called from timer"""
try:
if bpy.context and hasattr(bpy.context, 'scene') and hasattr(bpy.context.scene, 'avatar_toolkit'):
auto_populate_merge_armatures(bpy.context)
except (AttributeError, ReferenceError):
pass
return None # Don't repeat the timer
@bpy.app.handlers.persistent
def undo_post_handler(scene: Scene) -> None:
"""Handler for undo operations that might add/remove armatures"""
bpy.app.timers.register(lambda: auto_populate_safe(), first_interval=0.1)
@bpy.app.handlers.persistent
def redo_post_handler(scene: Scene) -> None:
"""Handler for redo operations that might add/remove armatures"""
bpy.app.timers.register(lambda: auto_populate_safe(), first_interval=0.1)
class AvatarToolkitSceneProperties(PropertyGroup):
"""Property group containing Avatar Toolkit scene-level settings and properties"""
@@ -465,13 +533,15 @@ class AvatarToolkitSceneProperties(PropertyGroup):
merge_armature_into: StringProperty(
name=t('MergeArmature.into'),
description=t('MergeArmature.into_desc'),
default=""
default="",
update=update_merge_armature_into
)
merge_armature: StringProperty(
name=t('MergeArmature.from'),
description=t('MergeArmature.from_desc'),
default=""
default="",
update=update_merge_armature
)
attach_mesh: StringProperty(
@@ -614,6 +684,15 @@ def register() -> None:
# Only register the property, not the classes (auto_load will handle that)
bpy.types.Scene.avatar_toolkit = PointerProperty(type=AvatarToolkitSceneProperties)
# Register handlers for auto-populating merge armatures
bpy.app.handlers.depsgraph_update_post.append(depsgraph_update_handler)
bpy.app.handlers.undo_post.append(undo_post_handler)
bpy.app.handlers.redo_post.append(redo_post_handler)
# Initial auto-populate
bpy.app.timers.register(lambda: auto_populate_safe(), first_interval=1.0)
logger.debug("Properties registered successfully")
@@ -621,6 +700,14 @@ def unregister() -> None:
"""Unregister the Avatar Toolkit property group"""
logger.info("Unregistering Avatar Toolkit properties")
# Remove handlers
if depsgraph_update_handler in bpy.app.handlers.depsgraph_update_post:
bpy.app.handlers.depsgraph_update_post.remove(depsgraph_update_handler)
if undo_post_handler in bpy.app.handlers.undo_post:
bpy.app.handlers.undo_post.remove(undo_post_handler)
if redo_post_handler in bpy.app.handlers.redo_post:
bpy.app.handlers.redo_post.remove(redo_post_handler)
# Remove the property
if hasattr(bpy.types.Scene, "avatar_toolkit"):
try:
+55 -3
View File
@@ -8,6 +8,7 @@ from ...core.translations import t
import traceback
from ...core.common import (
get_all_meshes,
get_meshes_for_armature,
fix_zero_length_bones,
remove_unused_vertex_groups,
clear_unused_data_blocks,
@@ -28,10 +29,32 @@ class AvatarToolkit_OT_MergeArmature(bpy.types.Operator):
@classmethod
def poll(cls, context: Context) -> bool:
return len(get_all_meshes(context)) > 1
# Check if we have valid armature selections for merging
base_armature_name: str = context.scene.avatar_toolkit.merge_armature_into
merge_armature_name: str = context.scene.avatar_toolkit.merge_armature
if not base_armature_name or not merge_armature_name:
return False
base_armature: Optional[Object] = bpy.data.objects.get(base_armature_name)
merge_armature: Optional[Object] = bpy.data.objects.get(merge_armature_name)
return (base_armature is not None and
merge_armature is not None and
base_armature.type == 'ARMATURE' and
merge_armature.type == 'ARMATURE' and
base_armature != merge_armature)
def execute(self, context: Context) -> Set[str]:
try:
# Store original mode to restore later
original_mode: str = context.mode
logger.debug(f"Original mode: {original_mode}")
# Switch to object mode if not already
if context.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
wm = context.window_manager
wm.progress_begin(0, 100)
@@ -49,6 +72,9 @@ class AvatarToolkit_OT_MergeArmature(bpy.types.Operator):
data_breaking_base = store_breaking_settings_armature(base_armature)
data_breaking_merge = store_breaking_settings_armature(merge_armature)
# Store the merge armature name before it gets removed during join
merge_armature_name_stored = merge_armature.name
# Remove Rigid Bodies and Joints
delete_rigidbodies_and_joints(base_armature)
delete_rigidbodies_and_joints(merge_armature)
@@ -77,15 +103,41 @@ class AvatarToolkit_OT_MergeArmature(bpy.types.Operator):
wm.progress_end()
restore_breaking_settings_armature(base_armature, data_breaking_base)
restore_breaking_settings_armature(merge_armature, data_breaking_merge)
if merge_armature_name_stored in bpy.data.objects:
merge_armature_obj = bpy.data.objects[merge_armature_name_stored]
restore_breaking_settings_armature(merge_armature_obj, data_breaking_merge)
# Restore original mode if it wasn't OBJECT
try:
if original_mode == 'EDIT_ARMATURE':
bpy.ops.object.mode_set(mode='EDIT')
elif original_mode == 'POSE':
bpy.ops.object.mode_set(mode='POSE')
elif original_mode != 'OBJECT':
logger.debug(f"Restoring to original mode: {original_mode}")
# For other modes, stay in object mode as it's safest
except Exception:
logger.warning(f"Could not restore original mode: {original_mode}")
self.report({'INFO'}, t('MergeArmature.success'))
return {'FINISHED'}
except Exception as e:
logger.error(f"Error merging armatures:", exception=e)
logger.error(f"Error merging armatures: {str(e)}\n{traceback.format_exc()}")
self.report({'ERROR'}, traceback.format_exc())
# Try to restore original mode even on error
try:
if 'original_mode' in locals() and original_mode != 'OBJECT':
if original_mode == 'EDIT_ARMATURE':
bpy.ops.object.mode_set(mode='EDIT')
elif original_mode == 'POSE':
bpy.ops.object.mode_set(mode='POSE')
except Exception:
logger.warning("Could not restore mode after error")
return {'CANCELLED'}
def delete_rigidbodies_and_joints(armature: Object) -> None:
+33 -29
View File
@@ -186,7 +186,6 @@ class AvatarToolKit_OT_RemoveZeroWeightBones(Operator):
if not armature:
return {'CANCELLED'}
# Store initial transforms
bpy.ops.object.mode_set(mode='EDIT')
initial_transforms: Dict[str, Dict[str, Any]] = {}
data_breaking = store_breaking_settings_armature(armature)
@@ -200,56 +199,61 @@ class AvatarToolKit_OT_RemoveZeroWeightBones(Operator):
'parent': bone.parent.name if bone.parent else None
}
# Get weighted bones
# Get bones with any weight
weighted_bones: List[str] = []
meshes = get_all_meshes(context)
zero_weight_bones: List[str] = []
for mesh in meshes:
mesh_data: Mesh = mesh.data
for vertex in mesh_data.vertices:
for vertex in mesh.data.vertices:
for group in vertex.groups:
if group.weight > context.scene.avatar_toolkit.merge_weights_threshold:
weighted_bones.append(mesh.vertex_groups[group.group].name)
vg = mesh.vertex_groups[group.group]
if vg.name not in weighted_bones:
weighted_bones.append(vg.name)
# Process bone removal
bpy.ops.object.mode_set(mode='EDIT')
armature_data: Armature = armature.data
armature_data = armature.data
removed_count = 0
zero_weight_bones: List[str] = []
for bone in armature_data.edit_bones[:]: # Create a copy of the list
if (bone.name not in weighted_bones and
not self.should_preserve_bone(bone.name, context)):
def is_zero_weight_chain(bone, weighted_bones, preserve_check_fn):
if bone.name in weighted_bones or preserve_check_fn(bone.name, context):
return False
return all(is_zero_weight_chain(child, weighted_bones, preserve_check_fn) for child in bone.children)
for bone in armature_data.edit_bones[:]:
if bone.name in weighted_bones or self.should_preserve_bone(bone.name, context):
continue
if not is_zero_weight_chain(bone, weighted_bones, self.should_preserve_bone):
continue
if context.scene.avatar_toolkit.list_only_mode:
zero_weight_bones.append(bone.name)
continue
# Store children data
children = bone.children
children_data = {child.name: initial_transforms[child.name] for child in children}
# Traverse and collect the full empty chain
stack = [bone]
chain = []
# Reparent children
for child in children:
while stack:
b = stack.pop()
chain.append(b)
stack.extend(b.children)
for b in reversed(chain): # Remove children before parents
for child in b.children:
child.use_connect = False
if bone.parent:
child.parent = bone.parent
# Remove bone
armature_data.edit_bones.remove(bone)
if b.parent:
child.parent = b.parent
if b.name in armature_data.edit_bones:
armature_data.edit_bones.remove(b)
removed_count += 1
# Restore children positions
for child_name, data in children_data.items():
if child_name in armature_data.edit_bones:
child = armature_data.edit_bones[child_name]
restore_bone_transforms(child, data)
bpy.ops.object.mode_set(mode='OBJECT')
if context.scene.avatar_toolkit.list_only_mode:
self.populate_bone_list(context, zero_weight_bones)
return {'FINISHED'}
restore_breaking_settings_armature(armature, data_breaking)
self.report({'INFO'}, t("Tools.clean_weights_success", count=removed_count))
return {'FINISHED'}
+4 -2
View File
@@ -119,8 +119,10 @@ class AvatarToolkit_OT_ExplodeMesh(Operator):
@classmethod
def poll(cls, context: Context) -> bool:
return context.view_layer.objects.active.type == "MESH" and len(context.view_layer.objects.selected) == 1
active_obj = context.view_layer.objects.active
return (active_obj is not None and
active_obj.type == "MESH" and
len(context.view_layer.objects.selected) == 1)
+62 -3
View File
@@ -2,7 +2,7 @@ import traceback
import bpy
from typing import Dict, List, Set, Optional, Tuple, Any
from bpy.types import Operator, Context, Object, PoseBone, EditBone, Bone, Constraint
from ...core.common import get_active_armature
from ...core.common import get_active_armature, transfer_vertex_weights, get_all_meshes
from ...core.logging_setup import logger
from ...core.translations import t
from ...core.dictionaries import rigify_unity_names, rigify_basic_unity_names, rigify_unnecessary_bones
@@ -69,19 +69,50 @@ class AvatarToolkit_OT_ConvertRigifyToUnity(Operator):
# Set armature as active object before mode switch
bpy.context.view_layer.objects.active = armature
# Get all meshes for weight transfer
meshes = get_all_meshes(bpy.context)
bpy.ops.object.mode_set(mode='EDIT')
bones_to_remove: List[str] = []
for bone in armature.data.edit_bones:
if any(pattern in bone.name.lower() for pattern in rigify_unnecessary_bones):
bone_name_lower = bone.name.lower()
if any(bone_name_lower.startswith(pattern) or bone_name_lower == pattern
for pattern in rigify_unnecessary_bones):
bones_to_remove.append(bone.name)
# Check for neck bones that need merging
merge_neck_bones = 'spine.004' in armature.data.edit_bones and 'spine.005' in armature.data.edit_bones
bpy.ops.object.mode_set(mode='OBJECT')
# Transfer weights from bones being removed
for bone_name in bones_to_remove:
if bone_name in armature.data.bones:
logger.debug(f"Transferring weights from bone: {bone_name}")
for mesh in meshes:
if bone_name in mesh.vertex_groups:
# Remove the vertex group since we don't need the weights
mesh.vertex_groups.remove(mesh.vertex_groups[bone_name])
# Transfer weights for neck bone merging
if merge_neck_bones:
logger.debug("Transferring weights from spine.005 to spine.004")
for mesh in meshes:
if 'spine.005' in mesh.vertex_groups:
transfer_vertex_weights(mesh, 'spine.005', 'spine.004')
bpy.ops.object.mode_set(mode='EDIT')
# Remove unnecessary bones
for bone_name in bones_to_remove:
if bone_name in armature.data.edit_bones:
logger.debug(f"Removing bone: {bone_name}")
armature.data.edit_bones.remove(armature.data.edit_bones[bone_name])
if 'spine.004' in armature.data.edit_bones and 'spine.005' in armature.data.edit_bones:
# Merge neck bones
if merge_neck_bones:
logger.debug("Merging neck bones")
neck_start = armature.data.edit_bones['spine.004']
neck_end = armature.data.edit_bones['spine.005']
@@ -89,6 +120,7 @@ class AvatarToolkit_OT_ConvertRigifyToUnity(Operator):
armature.data.edit_bones.remove(neck_end)
neck_start.name = "Neck"
# Rename head bone
if 'spine.006' in armature.data.edit_bones:
logger.debug("Renaming head bone")
head_bone = armature.data.edit_bones['spine.006']
@@ -137,6 +169,22 @@ class AvatarToolkit_OT_ConvertRigifyToUnity(Operator):
if bone_name in armature.data.bones:
armature.data.bones[bone_name].use_deform = False
# Get all meshes for weight transfer
meshes = get_all_meshes(bpy.context)
bpy.ops.object.mode_set(mode='OBJECT')
for bone_name in remove_bones_in_chain:
if bone_name in armature.data.bones:
parent_name = armature.data.bones[bone_name].parent.name if armature.data.bones[bone_name].parent else None
if parent_name:
logger.debug(f"Transferring weights from {bone_name} to {parent_name}")
for mesh in meshes:
if bone_name in mesh.vertex_groups and parent_name in mesh.vertex_groups:
transfer_vertex_weights(mesh, bone_name, parent_name)
elif bone_name in mesh.vertex_groups:
# Remove weights if no parent to merge to
mesh.vertex_groups.remove(mesh.vertex_groups[bone_name])
bpy.ops.object.mode_set(mode='EDIT')
for bone_name in remove_bones_in_chain:
if bone_name in armature.data.bones:
@@ -190,6 +238,17 @@ class AvatarToolkit_OT_ConvertRigifyToUnity(Operator):
("DEF-thigh_twist.R", "DEF-thigh.R")
]
# Get all meshes for weight transfer
meshes = get_all_meshes(bpy.context)
bpy.ops.object.mode_set(mode='OBJECT')
for twist_bone, parent_bone in twist_bones:
if twist_bone in armature.data.bones and parent_bone in armature.data.bones:
logger.debug(f"Transferring weights from {twist_bone} to {parent_bone}")
for mesh in meshes:
if twist_bone in mesh.vertex_groups:
transfer_vertex_weights(mesh, twist_bone, parent_bone)
bpy.ops.object.mode_set(mode='EDIT')
for twist_bone, parent_bone in twist_bones:
if twist_bone in armature.data.edit_bones and parent_bone in armature.data.edit_bones:
+14 -27
View File
@@ -13,7 +13,9 @@ from ...core.dictionaries import (
bone_hierarchy,
acceptable_bone_names,
acceptable_bone_hierarchy,
non_standard_mappings
non_standard_mappings,
reverse_bone_lookup,
simplify_bonename
)
class AvatarToolkit_OT_StandardizeArmature(Operator):
@@ -53,12 +55,6 @@ class AvatarToolkit_OT_StandardizeArmature(Operator):
logger.info(f"Starting armature standardization for {armature.name}")
is_valid, _, _ = validate_armature(armature)
if is_valid:
logger.info("Armature already meets standards, no changes needed")
self.report({'INFO'}, t("Tools.standardize_already_valid"))
return {'FINISHED'}
original_mode: str = context.mode
logger.debug(f"Original mode: {original_mode}")
bpy.ops.object.mode_set(mode='OBJECT')
@@ -88,7 +84,7 @@ class AvatarToolkit_OT_StandardizeArmature(Operator):
logger.info(f"Fixed {fixed_scale} scale issues")
bpy.ops.object.mode_set(mode='OBJECT')
is_valid, messages, _ = validate_armature(armature)
is_valid, messages, _ = validate_armature(armature, override_mode='STRICT')
if is_valid:
logger.info("Armature successfully standardized")
@@ -134,17 +130,14 @@ class AvatarToolkit_OT_StandardizeArmature(Operator):
existing_standard_bones.add(bone.name)
logger.debug(f"Found existing standard bone: {bone.name}")
# Build a mapping of non-standard bone names to standard names
# Use the reverse bone lookup that's already built and simplified
name_mapping: Dict[str, str] = {}
for category, standard_name in standard_bones.items():
for simplified_name, category in reverse_bone_lookup.items():
if category in standard_bones:
standard_name = standard_bones[category]
# Skip if this standard bone already exists
if standard_name in existing_standard_bones:
continue
# Get all variants for this category
if category in non_standard_mappings:
for variant in non_standard_mappings[category]:
name_mapping[variant.lower()] = standard_name
if standard_name not in existing_standard_bones:
name_mapping[simplified_name] = standard_name
# First pass: identify bones to rename
bones_to_rename: Dict[str, str] = {}
@@ -155,20 +148,14 @@ class AvatarToolkit_OT_StandardizeArmature(Operator):
if original_name in standard_bones.values():
continue
simplified_name: str = original_name.lower().replace(' ', '').replace('_', '').replace('.', '')
# Check if this bone matches any known pattern
for variant, standard_name in name_mapping.items():
# More precise matching - exact match or with common separators
if (variant == simplified_name or
variant == original_name.lower() or
f"{variant}_" in simplified_name or
f"{variant}." in simplified_name):
simplified_name: str = simplify_bonename(original_name)
# Check if this simplified bone name has a standard mapping
if simplified_name in name_mapping:
standard_name = name_mapping[simplified_name]
if original_name != standard_name:
bones_to_rename[original_name] = standard_name
logger.debug(f"Identified bone to rename: {original_name} -> {standard_name}")
break
# Special case for spine/chest hierarchy
# If we don't have an upper chest, don't rename chest to upper chest because it will break hierarchy
+1 -1
View File
@@ -1,7 +1,7 @@
{
"authors": ["Avatar Toolkit Team"],
"messages": {
"AvatarToolkit.label": "Avatar Toolkit (Alpha 0.3.0)",
"AvatarToolkit.label": "Avatar Toolkit (Alpha 0.3.2)",
"AvatarToolkit.desc1": "Avatar Toolkit is in Early Access there",
"AvatarToolkit.desc2": "will be issues, if you find any issues,",
"AvatarToolkit.desc3": "please report it on our Github.",
+1 -1
View File
@@ -1,7 +1,7 @@
{
"authors": ["Avatar Toolkit Team"],
"messages": {
"AvatarToolkit.label": "アバターツールキット (アルファ 0.3.0)",
"AvatarToolkit.label": "アバターツールキット (アルファ 0.3.2)",
"AvatarToolkit.desc1": "アバターツールキットは早期アクセス中であり、",
"AvatarToolkit.desc2": "問題が発生する可能性があります。問題を見つけた場合は、",
"AvatarToolkit.desc3": "GitHubで報告してください。",
+1 -1
View File
@@ -1,7 +1,7 @@
{
"authors": ["Avatar Toolkit Team"],
"messages": {
"AvatarToolkit.label": "아바타 툴킷 (알파 0.3.0)",
"AvatarToolkit.label": "아바타 툴킷 (알파 0.3.2)",
"AvatarToolkit.desc1": "아바타 툴킷은 초기 액세스 단계에 있으므로",
"AvatarToolkit.desc2": "문제가 있을 수 있습니다. 문제를 발견하시면",
"AvatarToolkit.desc3": "Github에 보고해 주세요.",