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22 Commits

Author SHA1 Message Date
Yusarina 1b7f6632ea Merge pull request #218 from Yusarina/atk-next
Bring ATK Next up to date with Current
2025-11-29 22:50:29 +00:00
Yusarina 24b489f7a2 Fix swapped operator IDs for Apply Pose as Rest/Shapekey buttons 2025-11-29 22:49:18 +00:00
Yusarina 1e734a518e Fix garbled Japanese/Unicode text in armature and mesh dropdowns
- Add proper caching to EnumProperty callbacks to prevent encoding corruption
- Use ASCII-safe identifiers (ARM_/MESH_ + pointer) with Unicode display names
- Add get_mesh_from_identifier() helper for safe mesh retrieval
- Update visemes panel to use new mesh identifier system
- Ensure stable string objects prevent Blender RNA encoding issues
2025-11-29 22:48:25 +00:00
Yusarina 4b538cb8b2 Restart 2025-11-26 19:35:20 +00:00
Yusarina d85231b62b meh 2025-11-23 02:50:19 +00:00
Yusarina b13ca15ece Removal of IK bones and etc, zero weight bones and more 2025-11-23 02:21:30 +00:00
Yusarina 84bacca923 Armature Re-strutring and etc 2025-11-22 17:49:09 +00:00
Yusarina 53d2ac10b7 Add bone Translation
- Uses MMD Tools Dictionary to convert things into English then uses Translation service to do the rest

This i useful for the rest of our converter, it's better to have standard english names then trying to use a service first as each service translate things differnetly my orignal approach was bad due to this.
2025-11-22 16:57:26 +00:00
Yusarina 95cb726485 Start of the MMD Converter 2025-11-22 16:39:28 +00:00
Yusarina cb5b891d0d Merge pull request #215 from Yusarina/atk-next
Bring Translation Service Changes and UTF 8 decoding to ATK Next from Current
2025-11-22 16:23:15 +00:00
Yusarina aedd83e078 Version Bump 2025-11-22 16:21:49 +00:00
Yusarina 5719a55ae5 Merge pull request #9 from Yusarina/Current
Bring Updated UTF 8 decoding to ATK next Branch
2025-11-22 16:20:22 +00:00
Yusarina 659f3eb91e Update version label in Korean translation 2025-11-22 15:26:19 +00:00
Yusarina ff19a895dc Update AvatarToolkit label version to 0.5.2 2025-11-22 15:26:07 +00:00
Yusarina e6e5a98e58 Update Avatar Toolkit version to Alpha 0.5.2 2025-11-22 15:25:55 +00:00
Yusarina 3fe00da569 Bump version from 0.5.1 to 0.5.2 2025-11-22 15:25:17 +00:00
Yusarina 108f9d3bc8 Merge pull request #214 from Yusarina/Current
Fix to translation service
2025-11-22 14:11:16 +00:00
Yusarina 1847628dc8 Fix to translation service 2025-11-22 13:12:48 +00:00
Yusarina 25a43afdbc Merge pull request #213 from Yusarina/atk-next
Logging Fix
2025-11-20 03:22:12 +00:00
Yusarina baaf4049f6 Logging Fix 2025-11-20 03:21:31 +00:00
Yusarina 299800e5c2 Update allowed version series to 0.6 2025-11-19 06:41:43 +00:00
Yusarina f6197ccbbf Merge pull request #210 from teamneoneko/Current
Bring Next Up To Speed
2025-11-19 06:41:05 +00:00
15 changed files with 570 additions and 48 deletions
+1 -1
View File
@@ -3,7 +3,7 @@
schema_version = "1.0.0"
id = "avatar_toolkit"
version = "0.5.1"
version = "0.6.0"
name = "Avatar Toolkit"
tagline = "A modern tool for importing and optimizing models for VRChat, Resonite, and other similar games."
maintainer = "Team NekoNeo"
+118 -9
View File
@@ -92,23 +92,132 @@ class ProgressTracker:
def get_active_armature(context: Context) -> Optional[Object]:
"""Get the currently selected armature from Avatar Toolkit properties"""
armature_name = str(context.scene.avatar_toolkit.active_armature)
if armature_name and armature_name != 'NONE':
return bpy.data.objects.get(armature_name)
try:
# Get the safe identifier from the enum property
armature_id = context.scene.avatar_toolkit.active_armature
if not armature_id or armature_id == 'NONE':
return None
# The identifier format is "ARM_{pointer_value}"
if armature_id.startswith('ARM_'):
try:
pointer_str = armature_id[4:]
pointer_value = int(pointer_str)
# Find the armature with this pointer value
for obj in context.scene.objects:
if obj.type == 'ARMATURE' and obj.as_pointer() == pointer_value:
return obj
logger.warning(f"Armature with pointer {pointer_value} not found")
except (ValueError, AttributeError) as e:
logger.error(f"Failed to parse armature identifier: {e}")
# Fallback for old-style identifiers (direct name)
# This handles backward compatibility
return bpy.data.objects.get(armature_id)
except (UnicodeDecodeError, UnicodeEncodeError, AttributeError) as e:
# Handle encoding issues as a last resort
logger.warning(f"Encoding issue with active_armature property: {e}")
# Final fallback: return active object if it's an armature, or first armature found
if context.view_layer.objects.active and context.view_layer.objects.active.type == 'ARMATURE':
return context.view_layer.objects.active
for obj in context.scene.objects:
if obj.type == 'ARMATURE':
logger.info(f"Falling back to first armature found: {obj.name}")
return obj
return None
def set_active_armature(context: Context, armature: Object) -> None:
"""Set the active armature for Avatar Toolkit operations"""
context.scene.avatar_toolkit.active_armature = armature
"""Set the active armature for Avatar Toolkit operations using safe identifier"""
if armature and armature.type == 'ARMATURE':
# Use the same safe identifier format as get_armature_list
safe_id = f"ARM_{armature.as_pointer()}"
context.scene.avatar_toolkit.active_armature = safe_id
else:
context.scene.avatar_toolkit.active_armature = 'NONE'
def get_mesh_from_identifier(mesh_id: str) -> Optional[Object]:
"""Get mesh object from safe identifier
Args:
mesh_id: Safe identifier in format "MESH_{pointer}" or direct object name
Returns:
Mesh object or None if not found
"""
if not mesh_id or mesh_id == 'NONE':
return None
# Handle new-style identifiers (MESH_{pointer})
if mesh_id.startswith('MESH_'):
try:
pointer_str = mesh_id[5:] # Remove "MESH_" prefix
target_pointer = int(pointer_str)
# Search for object with matching pointer
for obj in bpy.data.objects:
if obj.type == 'MESH' and obj.as_pointer() == target_pointer:
return obj
except (ValueError, AttributeError):
pass
# Fallback for old-style identifiers (direct name)
return bpy.data.objects.get(mesh_id)
def clear_enum_caches() -> None:
"""Clear all enum property caches to force refresh of dropdown lists"""
if hasattr(get_armature_list, '_cache_key'):
delattr(get_armature_list, '_cache_key')
if hasattr(get_armature_list, '_cached_items'):
delattr(get_armature_list, '_cached_items')
def get_armature_list(self: Optional[Any] = None, context: Optional[Context] = None) -> List[Tuple[str, str, str]]:
"""Get list of all armature objects in the scene"""
"""Get list of all armature objects in the scene
Returns tuples of (identifier, display_name, description) where:
- identifier: ASCII-safe unique ID (uses object's memory address)
- display_name: The actual object name (can contain Japanese characters)
- description: Empty string
Uses caching to prevent encoding issues with Blender's EnumProperty system
"""
if context is None:
context = bpy.context
armatures = [(obj.name, obj.name, "") for obj in context.scene.objects if obj.type == 'ARMATURE']
# Create a cache key based on armature objects in scene
armature_objects = [obj for obj in context.scene.objects if obj.type == 'ARMATURE']
cache_key = tuple((obj.name, obj.as_pointer()) for obj in armature_objects)
# Check if we have a cached result
if hasattr(get_armature_list, '_cache_key') and get_armature_list._cache_key == cache_key:
if hasattr(get_armature_list, '_cached_items'):
return get_armature_list._cached_items
# Build the list
armatures = []
for obj in armature_objects:
# Create a safe ASCII identifier using the object pointer
safe_id = f"ARM_{obj.as_pointer()}"
# Use the name directly - Blender should handle Unicode in display names
display_name = obj.name
armatures.append((safe_id, display_name, ""))
if not armatures:
return [('NONE', t("Armature.validation.no_armature"), '')]
return armatures
result = [('NONE', t("Armature.validation.no_armature"), '')]
else:
result = armatures
# Cache the result
get_armature_list._cache_key = cache_key
get_armature_list._cached_items = result
return result
def auto_select_single_armature(context: Context) -> None:
"""Automatically select armature if only one exists in scene"""
+124
View File
@@ -174,6 +174,130 @@ physics_names: Dict[str, List[str]] = {
"breast_tip": ["胸先", "むねさき", "ブレストティップ", "breasttip"],
}
# MMD bone name patterns (for detection)
mmd_bone_patterns: List[str] = [
# Japanese bone names
'全ての親', 'センター', '上半身', '下半身', '', '',
'右腕', '左腕', '右ひじ', '左ひじ', '右手首', '左手首',
'右足', '左足', '右ひざ', '左ひざ', '右足首', '左足首',
'両目', '左目', '右目', '右肩', '左肩',
# English bone names (common in MMD exports)
'center', 'groove', 'waist', 'upperbody', 'upperbody2', 'lowerbody',
'neck', 'head',
'shoulder_r', 'shoulder_l', 'arm_r', 'arm_l',
'elbow_r', 'elbow_l', 'wrist_r', 'wrist_l',
'leg_r', 'leg_l', 'knee_r', 'knee_l',
'ankle_r', 'ankle_l', 'toe_r', 'toe_l',
# Mixed/Romanized patterns
'센터', 'グルーブ', 'ウエスト',
# Common MMD suffixes
'_r', '_l', '.r', '.l'
]
# MMD to Unity bone mapping
# Maps MMD bone names (after English translation) to Unity humanoid bone names
mmd_to_unity_bone_map: Dict[str, Optional[str]] = {
# Root and core
"ParentNode": None, # Remove this
"Center": "Hips",
"センター": "Hips",
"Groove": None, # Remove this
"グルーブ": None,
"Waist": None, # Will be merged into Hips
# Spine chain
"LowerBody": "Hips",
"下半身": "Hips",
"UpperBody": "Spine",
"上半身": "Spine",
"UpperBody2": "Chest",
"上半身2": "Chest",
"Neck": "Neck",
"": "Neck",
"Head": "Head",
"": "Head",
# Right leg
"RightLeg": "Right leg",
"右足": "Right leg",
"RightLegD": None, # Remove D variant
"RightKnee": "Right knee",
"右ひざ": "Right knee",
"RightAnkle": "Right ankle",
"右足首": "Right ankle",
"RightToe": "Right toe",
"右つま先": "Right toe",
# Left leg
"LeftLeg": "Left leg",
"左足": "Left leg",
"LeftLegD": None, # Remove D variant
"LeftKnee": "Left knee",
"左ひざ": "Left knee",
"LeftAnkle": "Left ankle",
"左足首": "Left ankle",
"LeftToe": "Left toe",
"左つま先": "Left toe",
# Right arm
"RightShoulder": "Right shoulder",
"右肩": "Right shoulder",
"RightArm": "Right arm",
"右腕": "Right arm",
"RightElbow": "Right elbow",
"右ひじ": "Right elbow",
"RightWrist": "Right wrist",
"右手首": "Right wrist",
# Left arm
"LeftShoulder": "Left shoulder",
"左肩": "Left shoulder",
"LeftArm": "Left arm",
"左腕": "Left arm",
"LeftElbow": "Left elbow",
"左ひじ": "Left elbow",
"LeftWrist": "Left wrist",
"左手首": "Left wrist",
# Cancel/Helper bones (remove these)
"WaistCancelRight": None,
"WaistCancelLeft": None,
"LegIKParentRight": None,
"LegIKParentLeft": None,
}
# Unity humanoid bone hierarchy
# Defines parent-child relationships for Unity standard
unity_bone_hierarchy: Dict[str, Optional[str]] = {
"Hips": None, # Root bone
"Spine": "Hips",
"Chest": "Spine",
"Neck": "Chest",
"Head": "Neck",
# Arms
"Left shoulder": "Chest",
"Left arm": "Left shoulder",
"Left elbow": "Left arm",
"Left wrist": "Left elbow",
"Right shoulder": "Chest",
"Right arm": "Right shoulder",
"Right elbow": "Right arm",
"Right wrist": "Right elbow",
# Legs
"Left leg": "Hips",
"Left knee": "Left leg",
"Left ankle": "Left knee",
"Left toe": "Left ankle",
"Right leg": "Hips",
"Right knee": "Right leg",
"Right ankle": "Right knee",
"Right toe": "Right ankle",
}
# Create reverse lookup dictionaries
reverse_shapekey_lookup: Dict[str, str] = {}
reverse_material_lookup: Dict[str, str] = {}
+3 -2
View File
@@ -33,9 +33,10 @@ def configure_logging(enabled: bool = False, level: str = "WARNING") -> None:
logger.addHandler(handler)
def error_with_traceback(msg, *args, **kwargs):
if isinstance(kwargs.get('exception', None), Exception):
# If exc_info is True, include traceback in the message
if kwargs.get('exc_info', False):
full_msg = f"{msg}\n{traceback.format_exc()}"
_original_error(full_msg, *args, **{**kwargs, 'exc_info': False})
_original_error(full_msg, *args, **{k: v for k, v in kwargs.items() if k != 'exc_info'})
else:
_original_error(msg, *args, **kwargs)
+116 -17
View File
@@ -67,10 +67,42 @@ def highlight_problem_bones(self: PropertyGroup, context: Context) -> None:
save_preference("highlight_problem_bones", self.highlight_problem_bones)
def get_mesh_objects(self, context):
meshes = [(obj.name, obj.name, "") for obj in bpy.data.objects if obj.type == 'MESH']
"""Get list of all mesh objects with ASCII-safe identifiers
Returns tuples of (identifier, display_name, description) where:
- identifier: ASCII-safe unique ID (uses object's memory address)
- display_name: The actual object name (can contain Japanese/non-ASCII characters)
- description: Empty string
Uses caching to prevent encoding issues with Blender's EnumProperty system
"""
# Create a cache key based on mesh objects
mesh_objects = [obj for obj in bpy.data.objects if obj.type == 'MESH']
cache_key = tuple((obj.name, obj.as_pointer()) for obj in mesh_objects)
# Check if we have a cached result
if hasattr(get_mesh_objects, '_cache_key') and get_mesh_objects._cache_key == cache_key:
if hasattr(get_mesh_objects, '_cached_items'):
return get_mesh_objects._cached_items
# Build the list
meshes = []
for obj in mesh_objects:
safe_id = f"MESH_{obj.as_pointer()}"
# Use the name directly - Blender should handle Unicode in display names
display_name = obj.name
meshes.append((safe_id, display_name, ""))
if not meshes:
return [('NONE', t("Visemes.no_meshes"), '')]
return meshes
result = [('NONE', t("Visemes.no_meshes"), '')]
else:
result = meshes
# Cache the result
get_mesh_objects._cache_key = cache_key
get_mesh_objects._cached_items = result
return result
def auto_populate_merge_armatures(context: Context) -> None:
"""Auto-populate merge armature fields when there are 2+ armatures"""
@@ -703,6 +735,67 @@ class AvatarToolkitSceneProperties(PropertyGroup):
default=True
)
# MMD Conversion Properties
mmd_make_parent: BoolProperty(
name=t("MMD.make_armature_parent"),
description="Remove parent Empty object and make armature the main parent",
default=True
)
mmd_rename_armature: BoolProperty(
name=t("MMD.rename_to_armature"),
description="Rename the armature object to 'Armature'",
default=True
)
mmd_translate_names: BoolProperty(
name=t("MMD.translate_names"),
description="Translate Japanese names to English using MMD dictionary and translation services",
default=True
)
mmd_translate_bones: BoolProperty(
name=t("MMD.translate_bones"),
description="Translate bone names",
default=True
)
mmd_translate_materials: BoolProperty(
name=t("MMD.translate_materials"),
description="Translate material names",
default=True
)
mmd_translate_shapekeys: BoolProperty(
name=t("MMD.translate_shapekeys"),
description="Translate shape key names",
default=True
)
mmd_translate_objects: BoolProperty(
name=t("MMD.translate_objects"),
description="Translate object names",
default=True
)
mmd_restructure_bones: BoolProperty(
name=t("MMD.restructure_bones"),
description="Restructure bone hierarchy to Unity humanoid format (Hips, Spine, Chest, etc.)",
default=True
)
mmd_remove_twist_bones: BoolProperty(
name=t("MMD.remove_twist_bones"),
description="Remove twist bones",
default=True
)
mmd_remove_zero_weight_bones: BoolProperty(
name=t("MMD.remove_zero_weight_bones"),
description="Remove bones with zero or near-zero vertex weights",
default=False
)
# Translation System Properties
translation_service: EnumProperty(
name=t("Translation.service"),
@@ -812,21 +905,27 @@ def update_translation_mode(self: PropertyGroup, context: Context) -> None:
def update_active_armature(self: PropertyGroup, context: Context) -> None:
"""Update the active armature when selection changes"""
if self.active_armature:
logger.info(f"Active armature set to: {self.active_armature}")
# Deselect all objects first
bpy.ops.object.select_all(action='DESELECT')
# Select and make active the chosen armature
self.active_armature.select_set(True)
context.view_layer.objects.active = self.active_armature
logger.info(f"Selected and activated armature: {self.active_armature.name}")
if self.active_armature and self.active_armature != 'NONE':
# Get the actual armature object from the identifier
armature = get_active_armature(context)
# Clear armature caches when armature changes to ensure fresh validation
try:
from ..ui.quick_access_panel import clear_armature_caches
clear_armature_caches()
except ImportError:
pass # UI module might not be loaded yet
if armature:
logger.info(f"Active armature set to: {armature.name}")
# Deselect all objects first
bpy.ops.object.select_all(action='DESELECT')
# Select and make active the chosen armature
armature.select_set(True)
context.view_layer.objects.active = armature
logger.info(f"Selected and activated armature: {armature.name}")
# Clear armature caches when armature changes to ensure fresh validation
try:
from ..ui.quick_access_panel import clear_armature_caches
clear_armature_caches()
except ImportError:
pass # UI module might not be loaded yet
else:
logger.warning("Failed to get armature object from identifier")
else:
logger.info("No armature selected")
+63 -6
View File
@@ -67,8 +67,14 @@ class TranslationCache:
"""Load cache from file"""
try:
if os.path.exists(self._cache_file):
with open(self._cache_file, 'r', encoding='utf-8') as f:
self._cache = json.load(f)
# Try UTF-8 first, fallback to other encodings
try:
with open(self._cache_file, 'r', encoding='utf-8') as f:
self._cache = json.load(f)
except UnicodeDecodeError:
# Try with UTF-8 error handling
with open(self._cache_file, 'r', encoding='utf-8', errors='replace') as f:
self._cache = json.load(f)
logger.debug(f"Loaded translation cache with {len(self._cache)} entries")
else:
self._cache = {}
@@ -147,6 +153,15 @@ class AvatarToolkitTranslationManager:
def translate_single(self, name: str, category: str = "auto",
source_lang: str = "ja", target_lang: str = "en") -> TranslationResult:
"""Translate a single name with comprehensive fallback logic"""
# Import safe_decode_text from translation_service
from .translation_service import safe_decode_text
# Ensure name is properly encoded
try:
name = safe_decode_text(name)
except Exception as e:
logger.warning(f"Failed to decode name: {e}")
if not name or not name.strip():
return TranslationResult(name, name, "skipped")
@@ -300,6 +315,8 @@ class AvatarToolkitTranslationManager:
def _process_category_batch_optimized(self, category_jobs: List[TranslationJob],
completed: int, total_jobs: int, start_time: float) -> Optional[List[TranslationResult]]:
"""Process a batch of jobs from the same category using optimized API batch translation"""
from .translation_service import safe_decode_text
if not category_jobs:
return []
@@ -315,6 +332,14 @@ class AvatarToolkitTranslationManager:
results[i] = TranslationResult(job.name, job.name, "skipped", category=job.category)
continue
# Ensure name is properly encoded
try:
original_name = safe_decode_text(job.name.strip())
except Exception as e:
logger.warning(f"Failed to decode job name: {e}")
original_name = job.name.strip()
continue
original_name = job.name.strip()
# Check cache first
@@ -426,13 +451,21 @@ class AvatarToolkitTranslationManager:
def translate_armature_bones(self, armature: Object, apply_results: bool = True) -> List[TranslationResult]:
"""Translate all bone names in an armature"""
from .translation_service import safe_decode_text
if not armature or armature.type != 'ARMATURE':
return []
jobs = []
for bone in armature.data.bones:
try:
bone_name = safe_decode_text(bone.name)
except Exception as e:
logger.warning(f"Failed to decode bone name, using as-is: {e}")
bone_name = bone.name
jobs.append(TranslationJob(
name=bone.name,
name=bone_name,
category="bones",
object_ref=bone,
property_name="name"
@@ -442,13 +475,21 @@ class AvatarToolkitTranslationManager:
def translate_object_shapekeys(self, mesh_obj: Object, apply_results: bool = True) -> List[TranslationResult]:
"""Translate all shape key names in a mesh object"""
from .translation_service import safe_decode_text
if not mesh_obj or mesh_obj.type != 'MESH' or not mesh_obj.data.shape_keys:
return []
jobs = []
for shape_key in mesh_obj.data.shape_keys.key_blocks:
try:
sk_name = safe_decode_text(shape_key.name)
except Exception as e:
logger.warning(f"Failed to decode shape key name, using as-is: {e}")
sk_name = shape_key.name
jobs.append(TranslationJob(
name=shape_key.name,
name=sk_name,
category="shapekeys",
object_ref=shape_key,
property_name="name"
@@ -458,6 +499,8 @@ class AvatarToolkitTranslationManager:
def translate_scene_materials(self, apply_results: bool = True) -> List[TranslationResult]:
"""Translate all material names in the scene"""
from .translation_service import safe_decode_text
jobs = []
processed_materials: Set[str] = set()
@@ -465,8 +508,14 @@ class AvatarToolkitTranslationManager:
if obj.type == 'MESH' and obj.data.materials:
for material in obj.data.materials:
if material and material.name not in processed_materials:
try:
mat_name = safe_decode_text(material.name)
except Exception as e:
logger.warning(f"Failed to decode material name, using as-is: {e}")
mat_name = material.name
jobs.append(TranslationJob(
name=material.name,
name=mat_name,
category="materials",
object_ref=material,
property_name="name"
@@ -478,14 +527,22 @@ class AvatarToolkitTranslationManager:
def translate_scene_objects(self, object_types: Optional[Set[str]] = None,
apply_results: bool = True) -> List[TranslationResult]:
"""Translate all object names in the scene"""
from .translation_service import safe_decode_text
if object_types is None:
object_types = {'MESH', 'ARMATURE', 'EMPTY'}
jobs = []
for obj in bpy.data.objects:
if obj.type in object_types:
try:
obj_name = safe_decode_text(obj.name)
except Exception as e:
logger.warning(f"Failed to decode object name, using as-is: {e}")
obj_name = obj.name
jobs.append(TranslationJob(
name=obj.name,
name=obj_name,
category="objects",
object_ref=obj,
property_name="name"
+51
View File
@@ -14,6 +14,43 @@ from .logging_setup import logger
from .addon_preferences import save_preference, get_preference
def safe_decode_text(text: str) -> str:
"""Safely decode text that might be in various encodings (UTF-8, Shift-JIS, etc.)"""
if not text:
return text
# If it's already a proper string, return it
if isinstance(text, str):
try:
# Test if it's valid UTF-8
text.encode('utf-8')
return text
except (UnicodeDecodeError, UnicodeEncodeError):
pass
# Try common encodings for Japanese text
encodings = ['utf-8', 'shift-jis', 'cp932', 'euc-jp', 'iso-2022-jp']
for encoding in encodings:
try:
if isinstance(text, bytes):
return text.decode(encoding)
else:
# Try to re-encode and decode
return text.encode('latin-1', errors='ignore').decode(encoding, errors='ignore')
except (UnicodeDecodeError, UnicodeEncodeError, AttributeError):
continue
# Fallback: replace problematic characters
try:
if isinstance(text, bytes):
return text.decode('utf-8', errors='replace')
else:
return str(text).encode('utf-8', errors='replace').decode('utf-8')
except:
return str(text)
@dataclass
class TranslationRequest:
"""Represents a translation request"""
@@ -116,6 +153,8 @@ class DeepLService(TranslationService):
def translate_text(self, text: str, source_lang: str = "ja", target_lang: str = "en") -> str:
"""Translate text using DeepL API"""
# Ensure text is properly encoded
text = safe_decode_text(text)
logger.info(f"DeepL: Starting translation of '{text}' from {source_lang} to {target_lang}")
if not text or not text.strip():
@@ -220,6 +259,8 @@ class DeepLService(TranslationService):
if not texts:
return []
# Ensure all texts are properly encoded
texts = [safe_decode_text(text) for text in texts]
logger.info(f"DeepL: Starting batch translation of {len(texts)} texts from {source_lang} to {target_lang}")
results = [None] * len(texts)
@@ -341,6 +382,8 @@ class MyMemoryService(TranslationService):
def translate_text(self, text: str, source_lang: str = "ja", target_lang: str = "en") -> str:
"""Translate text using MyMemory free API"""
# Ensure text is properly encoded
text = safe_decode_text(text)
logger.info(f"MyMemory: Starting translation of '{text}' from {source_lang} to {target_lang}")
if not text or not text.strip():
@@ -430,6 +473,8 @@ class MyMemoryService(TranslationService):
if not texts:
return []
# Ensure all texts are properly encoded
texts = [safe_decode_text(text) for text in texts]
logger.info(f"MyMemory: Starting batch translation of {len(texts)} texts from {source_lang} to {target_lang}")
results = [None] * len(texts)
@@ -545,6 +590,8 @@ class LibreTranslateService(TranslationService):
def translate_text(self, text: str, source_lang: str = "ja", target_lang: str = "en") -> str:
"""Translate text using LibreTranslate API"""
# Ensure text is properly encoded
text = safe_decode_text(text)
logger.info(f"LibreTranslate: Starting translation of '{text}' from {source_lang} to {target_lang}")
if not text or not text.strip():
@@ -658,6 +705,8 @@ class LibreTranslateService(TranslationService):
if not texts:
return []
# Ensure all texts are properly encoded
texts = [safe_decode_text(text) for text in texts]
logger.info(f"LibreTranslate: Starting batch translation of {len(texts)} texts from {source_lang} to {target_lang}")
# Check cache and separate cached vs uncached texts
@@ -814,6 +863,8 @@ class TranslationServiceManager:
def translate_with_fallback(self, text: str, source_lang: str = "ja", target_lang: str = "en") -> Tuple[str, str]:
"""Translate text with automatic fallback to other services"""
# Ensure text is properly encoded
text = safe_decode_text(text)
if not text or not text.strip():
return text, "none"
+1 -1
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@@ -20,7 +20,7 @@ GITHUB_REPO = "teamneoneko/Avatar-Toolkit"
# Define which version series this installation can update to
# For example: ["0.1"] means only look for 0.1.x updates
# ["0.2", "0.3"] would look for both 0.2.x and 0.3.x
ALLOWED_VERSION_SERIES = ["0.5"]
ALLOWED_VERSION_SERIES = ["0.6"]
is_checking_for_update: bool = False
update_needed: bool = False
+2 -2
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@@ -92,7 +92,7 @@ class AvatarToolkit_OT_StopPoseMode(Operator):
self.report({'ERROR'}, t("PoseMode.error.stop", error=traceback.format_exc()))
return {'CANCELLED'}
class AvatarToolkit_OT_ApplyPoseAsRest(Operator, BatchPoseOperationMixin):
class AvatarToolkit_OT_ApplyPoseAsShapekey(Operator, BatchPoseOperationMixin):
bl_idname = 'avatar_toolkit.apply_pose_as_shapekey'
bl_label = t("QuickAccess.apply_pose_as_shapekey.label")
bl_description = t("QuickAccess.apply_pose_as_shapekey.desc")
@@ -136,7 +136,7 @@ class AvatarToolkit_OT_ApplyPoseAsRest(Operator, BatchPoseOperationMixin):
self.report({'ERROR'}, t("PoseMode.error.shapekey", error=traceback.format_exc()))
return {'CANCELLED'}
class AvatarToolkit_OT_ApplyPoseAsShapekey(Operator, BatchPoseOperationMixin):
class AvatarToolkit_OT_ApplyPoseAsRest(Operator, BatchPoseOperationMixin):
bl_idname = 'avatar_toolkit.apply_pose_as_rest'
bl_label = t("QuickAccess.apply_pose_as_rest.label")
bl_description = t("QuickAccess.apply_pose_as_rest.desc")
+8 -4
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@@ -137,15 +137,17 @@ class AvatarToolkit_OT_PreviewVisemes(Operator):
return False
# Get mesh from UI selection
from ..core.common import get_mesh_from_identifier
props = context.scene.avatar_toolkit
mesh_obj = bpy.data.objects.get(props.viseme_mesh)
mesh_obj = get_mesh_from_identifier(props.viseme_mesh)
# Validate mesh
return mesh_obj and mesh_obj.type == 'MESH'
def execute(self, context: Context) -> Set[str]:
from ..core.common import get_mesh_from_identifier
props = context.scene.avatar_toolkit
mesh = bpy.data.objects.get(props.viseme_mesh)
mesh = get_mesh_from_identifier(props.viseme_mesh)
if props.viseme_preview_mode:
VisemePreview.end_preview(mesh)
@@ -191,15 +193,17 @@ class AvatarToolkit_OT_CreateVisemes(Operator):
return False
# Get mesh from UI selection
from ..core.common import get_mesh_from_identifier
props = context.scene.avatar_toolkit
mesh_obj = bpy.data.objects.get(props.viseme_mesh)
mesh_obj = get_mesh_from_identifier(props.viseme_mesh)
# Validate mesh
return mesh_obj and mesh_obj.type == 'MESH'
def execute(self, context: Context) -> Set[str]:
from ..core.common import get_mesh_from_identifier
props = context.scene.avatar_toolkit
mesh = bpy.data.objects.get(props.viseme_mesh) # Changed from context.active_object
mesh = get_mesh_from_identifier(props.viseme_mesh)
if not mesh or not mesh.data.shape_keys:
self.report({'ERROR'}, t("Visemes.error.no_shapekeys"))
+74 -1
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@@ -1,7 +1,7 @@
{
"authors": ["Avatar Toolkit Team"],
"messages": {
"AvatarToolkit.label": "Avatar Toolkit (Alpha 0.5.1)",
"AvatarToolkit.label": "Avatar Toolkit (Alpha 0.6.0)",
"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.",
@@ -601,6 +601,79 @@
"VRM.remove_root": "Remove Root Bone",
"VRM.remove_root_desc": "Remove unnecessary VRM root bone and make Hips the root bone",
"MMD.panel.label": "MMD Converter",
"MMD.converter.title": "MMD Armature Converter",
"MMD.no_armature_selected": "No armature selected",
"MMD.select_armature_to_convert": "Select an armature to convert",
"MMD.armature_name": "Armature: {name}",
"MMD.armature_detected": "MMD armature detected",
"MMD.no_mmd_bones_detected": "No MMD bones detected",
"MMD.not_mmd_armature": "Selected armature does not appear to be MMD format",
"MMD.make_armature_parent": "Make Armature Main Parent",
"MMD.rename_to_armature": "Rename to 'Armature'",
"MMD.translate_names": "Translate Names to English",
"MMD.translate_bones": "Bones",
"MMD.translate_materials": "Materials",
"MMD.translate_shapekeys": "Shape Keys",
"MMD.translate_objects": "Objects",
"MMD.restructure_bones": "Restructure to Unity Format",
"MMD.bone_cleanup": "Bone Cleanup Options:",
"MMD.remove_ik_bones": "Remove IK Bones",
"MMD.remove_twist_bones": "Remove Twist Bones",
"MMD.remove_zero_weight_bones": "Remove Zero Weight Bones",
"MMD.translation_options": "Translation Options:",
"MMD.convert_armature_button": "Convert MMD Armature",
"MMD.convert_armature.label": "Convert MMD Armature",
"MMD.convert_armature.desc": "Convert MMD armature to standard Blender format",
"MMD.conversion_info.title": "Conversion Info:",
"MMD.conversion_info.removes_parent": "• Removes parent Empty object",
"MMD.conversion_info.renames_armature": "• Renames armature to 'Armature'",
"MMD.conversion_info.restructures_bones": "• Converts to Unity bone structure (Hips/Spine/Chest)",
"MMD.conversion_info.removes_ik_bones": "• Removes IK (Inverse Kinematics) bones",
"MMD.conversion_info.removes_twist_bones": "• Removes twist bones",
"MMD.conversion_info.removes_zero_weight_bones": "• Removes bones with zero vertex weights",
"MMD.conversion_info.maintains_hierarchy": "• Maintains object hierarchy",
"MMD.conversion_info.translates_names": "• Translates Japanese names to English",
"MMD.detection_failed.title": "MMD Detection Failed:",
"MMD.detection_failed.not_mmd_format": "• Selected armature is not MMD format",
"MMD.detection_failed.need_mmd_bones": "• Need at least 5 MMD bones detected",
"MMD.detection_failed.check_bone_names": "• Check armature bone names",
"MMD.error.invalid_armature": "Invalid armature object",
"MMD.error.not_mmd_armature": "Armature does not appear to be MMD format",
"MMD.error.rename_failed": "Failed to rename armature: {error}",
"MMD.armature_already_root": "Armature already has no parent",
"MMD.armature_already_named": "Armature is already named 'Armature'",
"MMD.parent_removed_and_reparented": "Removed parent '{parent_name}' and reparented {count} objects to armature",
"MMD.parent_unlinked_and_reparented": "Unlinked from parent '{parent_name}' and reparented {count} objects",
"MMD.parent_unlinked": "Unlinked armature from parent '{parent_name}'",
"MMD.armature_renamed": "Renamed armature from '{old_name}' to '{new_name}'",
"MMD.armature_renamed_with_suffix": "Renamed armature from '{old_name}' to '{new_name}' (name collision)",
"MMD.conversion_complete": "MMD armature conversion completed successfully",
"MMD.translation_starting": "Starting name translation...",
"MMD.bones_translated": "Translated {count} bones",
"MMD.bones_failed": "Failed to translate {count} bones",
"MMD.materials_translated": "Translated {count} materials",
"MMD.materials_failed": "Failed to translate {count} materials",
"MMD.shapekeys_translated": "Translated {count} shape keys",
"MMD.shapekeys_failed": "Failed to translate {count} shape keys",
"MMD.objects_translated": "Translated {count} objects",
"MMD.objects_failed": "Failed to translate {count} objects",
"MMD.translation_complete": "Translation complete: {total} items translated",
"MMD.restructure_starting": "Restructuring bones to Unity format...",
"MMD.bones_restructured": "Restructured {count} bones to Unity format",
"MMD.bones_removed": "Removed {count} unnecessary bones",
"MMD.bones_reparented": "Reparented {count} bones",
"MMD.restructure_failed": "Bone restructuring failed: {error}",
"MMD.ik_bones_removed": "Removed {count} IK bones",
"MMD.no_ik_bones_found": "No IK bones found to remove",
"MMD.ik_removal_failed": "IK bone removal failed: {error}",
"MMD.twist_bones_removed": "Removed {count} twist bones",
"MMD.no_twist_bones_found": "No twist bones found to remove",
"MMD.twist_removal_failed": "Twist bone removal failed: {error}",
"MMD.zero_weight_bones_removed": "Removed {count} zero weight bones",
"MMD.no_zero_weight_bones_found": "No zero weight bones found to remove",
"MMD.zero_weight_removal_failed": "Zero weight bone removal failed: {error}",
"Translation.label": "Translation",
"Translation.service": "Translation Service",
"Translation.service_desc": "Choose the translation service to use",
+1 -1
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@@ -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 0.5.1)",
"AvatarToolkit.label": "アバターツールキット (アルファ 0.6.0)",
"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 0.5.1)",
"AvatarToolkit.label": "아바타 툴킷 (알파 0.6.0)",
"AvatarToolkit.desc1": "아바타 툴킷은 초기 액세스 단계에 있으므로",
"AvatarToolkit.desc2": "문제가 있을 수 있습니다. 문제를 발견하시면",
"AvatarToolkit.desc3": "Github에 보고해 주세요.",
+4 -1
View File
@@ -14,7 +14,8 @@ VISEMES_ORDER = 6
EYE_TRACKING_ORDER = 7
TEXTURE_ATLAS_ORDER = 8
VRM_UNITY_ORDER = 9
SETTINGS_ORDER = 10
MMD_ORDER = 10
SETTINGS_ORDER = 11
# Panel open/closed by default
PANELS_OPEN_BY_DEFAULT = {
@@ -27,6 +28,7 @@ PANELS_OPEN_BY_DEFAULT = {
'EYE_TRACKING': True,
'TEXTURE_ATLAS': True,
'VRM_UNITY': True,
'MMD': True,
'SETTINGS': True,
'TRANSLATION': True,
}
@@ -44,6 +46,7 @@ def get_panel_order(panel_name: str) -> int:
'eye_tracking': EYE_TRACKING_ORDER,
'texture_atlas': TEXTURE_ATLAS_ORDER,
'vrm_unity': VRM_UNITY_ORDER,
'mmd': MMD_ORDER,
'settings': SETTINGS_ORDER,
}
return order_map.get(panel_name.lower(), 99)
+3 -2
View File
@@ -34,8 +34,9 @@ class AvatarToolKit_PT_VisemesPanel(Panel):
else:
col.label(text=t("Visemes.no_armature"), icon='ERROR')
# Get selected mesh
mesh_obj = bpy.data.objects.get(props.viseme_mesh)
# Get selected mesh using safe identifier
from ..core.common import get_mesh_from_identifier
mesh_obj = get_mesh_from_identifier(props.viseme_mesh)
if not mesh_obj or not mesh_obj.data or not mesh_obj.data.shape_keys:
layout.label(text=t("Visemes.no_shapekeys"))
return