import bpy from ..core.register import register_wrap from ..functions.translations import t @register_wrap class AvatarToolkitVisemePanel(bpy.types.Panel): bl_label = t("VisemePanel.label") bl_idname = "OBJECT_PT_avatar_toolkit_viseme" bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_category = "Avatar Toolkit" bl_parent_id = "OBJECT_PT_avatar_toolkit" def draw(self, context: bpy.types.Context) -> None: layout = self.layout # Check if there's an active object and it's a mesh if context.active_object and context.active_object.type == 'MESH': mesh = context.active_object # Check if the mesh has shape keys if mesh.data.shape_keys: layout.prop_search(context.scene, "mouth_a", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_a.label')) layout.prop_search(context.scene, "mouth_o", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_o.label')) layout.prop_search(context.scene, "mouth_ch", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_ch.label')) layout.prop(context.scene, 'shape_intensity') layout.operator("avatar_toolkit.create_visemes", icon='TRIA_RIGHT') else: layout.label(text=t('VisemePanel.error.noShapekeys'), icon='ERROR') else: layout.label(text=t('VisemePanel.error.noMesh'), icon='ERROR') # Always show some information or options layout.separator() layout.label(text=t('VisemePanel.info.selectMesh'))