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Author SHA1 Message Date
Yusarina 37b92ded6d Change allowed version series to 0.5 2025-11-29 22:52:13 +00:00
Yusarina fb470f19da Merge pull request #217 from Yusarina/Current
Fix garbled Japanese/Unicode text in armature and mesh dropdowns
2025-11-29 22:45:11 +00:00
Yusarina 843147db69 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 22:44:26 +00:00
Yusarina fe2b0d50cb Merge pull request #216 from Yusarina/Current
Fix swapped operator IDs for Apply Pose as Rest/Shapekey buttons #211
2025-11-29 22:26:40 +00:00
Yusarina c4dca2455d Fix swapped operator IDs for Apply Pose as Rest/Shapekey buttons #211 2025-11-29 22:22:58 +00:00
9 changed files with 85 additions and 267 deletions
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@@ -0,0 +1,79 @@
# Fix for Garbled Japanese/Non-ASCII Text in Dropdowns
## Problem
Japanese, Korean, Chinese, and other non-ASCII characters were displaying as garbled/corrupted text in dropdown menus for:
- Armature selection in Quick Access panel
- Mesh selection in Visemes panel
This is a known issue with Blender's EnumProperty system when using dynamic callbacks that return Unicode strings.
## Root Cause
Blender's EnumProperty RNA system can have encoding issues when:
1. The enum items function is called multiple times with changing data
2. Unicode strings in display names aren't properly cached
3. The internal C API receives the same Python string object in different states
## Solution
Implemented proper caching with invalidation for EnumProperty items:
### Changes Made
1. **core/common.py** - Enhanced `get_armature_list()` function
- Added cache key based on (name, pointer) tuples
- Cache is invalidated only when actual objects change
- Prevents Blender from re-encoding strings on every access
- Added `clear_enum_caches()` helper function
2. **core/properties.py** - Enhanced `get_mesh_objects()` function
- Added same caching mechanism as armature list
- Cache key based on mesh objects (name, pointer)
- Stable cache prevents encoding corruption
3. **core/common.py** - `get_mesh_from_identifier()` helper
- Converts safe identifier back to mesh object
- Handles both new format (`MESH_{pointer}`) and legacy format
- Returns None if mesh not found
4. **ui/visemes_panel.py** - Updated mesh retrieval
- Uses `get_mesh_from_identifier()` instead of direct lookup
5. **functions/visemes.py** - Updated all mesh access points
- All operators now use the helper function consistently
## Technical Details
### ASCII-Safe Identifiers
- Dropdown identifier: `ARM_{memory_pointer}` or `MESH_{memory_pointer}` (ASCII-safe, unique)
- Dropdown display: Original object name (preserves Unicode characters)
- Backwards compatibility: Falls back to direct name lookup
### Caching Strategy
The cache uses function attributes to store:
- `_cache_key`: Tuple of (name, pointer) for all relevant objects
- `_cached_items`: The actual list of enum items
Cache is invalidated when:
- Objects are added/removed
- Objects are renamed
- Object pointers change (object recreated)
This ensures Blender's RNA system receives the exact same Python string objects on subsequent calls, preventing encoding corruption.
## Testing
To verify the fix works:
1. Create armature/mesh objects with Japanese/Korean/Chinese names (e.g., "アバター", "아바타", "化身")
2. Open Quick Access panel - armature dropdown should display correctly
3. Open Visemes panel - mesh dropdown should display correctly
4. Select items - operations should work with the selected objects
5. Rename objects - dropdowns should update and still display correctly
## Related Files
- `core/properties.py` - Property definitions and mesh enumeration
- `core/common.py` - Common utility functions and armature enumeration
- `ui/visemes_panel.py` - Visemes UI panel
- `ui/quick_access_panel.py` - Quick Access UI panel
- `functions/visemes.py` - Viseme operators
## Note on prop_search
The `prop_search` widget used for shape key/bone selection inherently handles non-ASCII characters correctly since it searches Blender's internal data structures directly, not custom enum properties.
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@@ -3,7 +3,7 @@
schema_version = "1.0.0"
id = "avatar_toolkit"
version = "0.6.0"
version = "0.5.2"
name = "Avatar Toolkit"
tagline = "A modern tool for importing and optimizing models for VRChat, Resonite, and other similar games."
maintainer = "Team NekoNeo"
-124
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@@ -174,130 +174,6 @@ 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] = {}
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@@ -735,67 +735,6 @@ 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"),
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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 = ["0.6"]
ALLOWED_VERSION_SERIES = ["0.5"]
is_checking_for_update: bool = False
update_needed: bool = False
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@@ -1,7 +1,7 @@
{
"authors": ["Avatar Toolkit Team"],
"messages": {
"AvatarToolkit.label": "Avatar Toolkit (Alpha 0.6.0)",
"AvatarToolkit.label": "Avatar Toolkit (Alpha 0.5.2)",
"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.",
@@ -601,79 +601,6 @@
"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",
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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 0.6.0)",
"AvatarToolkit.label": "アバターツールキット (アルファ 0.5.2)",
"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。",
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@@ -1,7 +1,7 @@
{
"authors": ["Avatar Toolkit Team"],
"messages": {
"AvatarToolkit.label": "아바타 툴킷 (알파 0.6.0)",
"AvatarToolkit.label": "아바타 툴킷 (알파 0.5.2)",
"AvatarToolkit.desc1": "아바타 툴킷은 초기 액세스 단계에 있으므로",
"AvatarToolkit.desc2": "문제가 있을 수 있습니다. 문제를 발견하시면",
"AvatarToolkit.desc3": "Github에 보고해 주세요.",
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@@ -14,8 +14,7 @@ VISEMES_ORDER = 6
EYE_TRACKING_ORDER = 7
TEXTURE_ATLAS_ORDER = 8
VRM_UNITY_ORDER = 9
MMD_ORDER = 10
SETTINGS_ORDER = 11
SETTINGS_ORDER = 10
# Panel open/closed by default
PANELS_OPEN_BY_DEFAULT = {
@@ -28,7 +27,6 @@ PANELS_OPEN_BY_DEFAULT = {
'EYE_TRACKING': True,
'TEXTURE_ATLAS': True,
'VRM_UNITY': True,
'MMD': True,
'SETTINGS': True,
'TRANSLATION': True,
}
@@ -46,7 +44,6 @@ 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)