Files
Yusarina f4dc74d091 Fixes
2024-12-14 01:10:24 +00:00

793 lines
30 KiB
Python

import bpy
from mathutils import Vector
from typing import Dict, List, Tuple, Set, Optional
from bpy.types import Object, Armature, EditBone, Bone, Operator, Context
from ..core.logging_setup import logger
from ..core.common import (
ProgressTracker,
get_active_armature,
validate_armature,
get_vertex_weights,
transfer_vertex_weights,
get_all_meshes
)
from ..core.translations import t
from ..core.dictionaries import bone_names, dont_delete_these_main_bones
class AVATAR_TOOLKIT_OT_StandardizeMmd(Operator):
"""MMD Bone standardization system"""
bl_idname = "avatar_toolkit.standardize_mmd"
bl_label = t("MMD.standardize")
bl_options = {'REGISTER', 'UNDO'}
def __init__(self):
self.bone_mapping: Dict[str, str] = {}
self.processed_bones: Set[str] = set()
def execute(self, context: Context) -> Set[str]:
self.armature = get_active_armature(context)
if not self.armature:
self.report({'ERROR'}, t("MMD.no_armature"))
return {'CANCELLED'}
try:
with ProgressTracker(context, 5, "MMD Standardization") as progress:
# Step 1: Process bone names
self.process_bone_names(context)
progress.step("Processed bone names")
# Step 2: Fix bone structure
self.fix_bone_structure(context)
progress.step("Fixed bone structure")
# Step 3: Process weights
self.process_weights(context)
progress.step("Processed weights")
# Step 4: Clean up
self.cleanup_armature(context)
progress.step("Cleaned up armature")
# Step 5: Final validation
self.validate_results(context)
progress.step("Validated results")
self.report({'INFO'}, t("MMD.standardization_complete"))
return {'FINISHED'}
except Exception as e:
logger.error(f"MMD Standardization failed: {str(e)}")
self.report({'ERROR'}, str(e))
return {'CANCELLED'}
def process_bone_names(self, context: Context) -> None:
"""Process and standardize bone names"""
bpy.ops.object.mode_set(mode='EDIT')
edit_bones = self.armature.data.edit_bones
# First pass - handle IK bones
ik_bones = [bone for bone in edit_bones if 'IK' in bone.name or 'IK' in bone.name]
for bone in ik_bones:
new_name = f"ik_{self.standardize_bone_name(bone.name.replace('IK', '').replace('IK', ''))}"
self.bone_mapping[bone.name] = new_name
bone.name = new_name
# Second pass - standard bones
for bone in edit_bones:
if bone not in ik_bones:
new_name = self.standardize_bone_name(bone.name)
if new_name != bone.name:
self.bone_mapping[bone.name] = new_name
bone.name = new_name
def translate_japanese_bone_name(self, name: str) -> str:
"""Translate Japanese bone names to English standardized names"""
name_lower = name.lower()
for bone_category, variations in bone_names.items():
for variation in variations:
if variation in name_lower:
return bone_category
return name
def standardize_bone_name(self, name: str) -> str:
"""Standardize individual bone names"""
result = self.translate_japanese_bone_name(name)
prefixes = ['ValveBiped_', 'Bip01_', 'MMD_', 'Armature|']
for prefix in prefixes:
if result.lower().startswith(prefix.lower()):
result = result[len(prefix):]
if result.endswith('_L') or result.endswith('.L'):
result = f"{result[:-2]}.L"
elif result.endswith('_R') or result.endswith('.R'):
result = f"{result[:-2]}.R"
return result
return result
def fix_bone_structure(self, context: Context) -> None:
"""Fix bone hierarchy and orientations"""
bpy.ops.object.mode_set(mode='EDIT')
edit_bones = self.armature.data.edit_bones
self.process_spine_chain(context)
self.fix_bone_orientations(context)
self.connect_bones(context)
def process_weights(self, context: Context) -> None:
"""Process and clean up vertex weights"""
for mesh in self.get_associated_meshes(context):
# Transfer weights based on bone mapping
for old_name, new_name in self.bone_mapping.items():
if old_name != new_name:
transfer_vertex_weights(mesh, old_name, new_name)
# Clean up zero weights
self.cleanup_vertex_groups(mesh, context)
def cleanup_armature(self, context: Context) -> None:
"""Perform final cleanup operations"""
self.remove_unused_bones(context)
self.cleanup_constraints(context)
self.fix_zero_length_bones(context)
def get_associated_meshes(self, context: Context) -> List[Object]:
"""Get all mesh objects associated with the armature"""
return [obj for obj in bpy.data.objects
if obj.type == 'MESH'
and obj.parent == self.armature]
def process_spine_chain(self, context: Context) -> None:
"""Process and fix spine bone chain hierarchy"""
bpy.ops.object.mode_set(mode='EDIT')
edit_bones = self.armature.data.edit_bones
spine_bones = {
'hips': None,
'spine': None,
'chest': None,
'upper_chest': None,
'neck': None,
'head': None
}
# Find spine bones using bone_names dictionary
for bone in edit_bones:
for spine_part, _ in spine_bones.items():
if any(alt_name in bone.name.lower() for alt_name in bone_names[spine_part]):
spine_bones[spine_part] = bone
break
# Set up spine hierarchy
hierarchy = [
('hips', 'spine'),
('spine', 'chest'),
('chest', 'neck'),
('neck', 'head')
]
for parent_name, child_name in hierarchy:
parent = spine_bones.get(parent_name)
child = spine_bones.get(child_name)
if parent and child:
child.parent = parent
child.use_connect = True
def fix_bone_orientations(self, context: Context) -> None:
"""Fix bone orientations for standard pose compatibility"""
edit_bones = self.armature.data.edit_bones
# Define standardized roll values for key bones
roll_values = {
'upper_arm.L': -0.1,
'upper_arm.R': 0.1,
'forearm.L': -0.1,
'forearm.R': 0.1,
'thigh.L': 0.0,
'thigh.R': 0.0,
'shin.L': 0.0,
'shin.R': 0.0,
'foot.L': 0.0,
'foot.R': 0.0,
'spine': 0.0,
'chest': 0.0,
'neck': 0.0
}
# Apply roll corrections
for bone in edit_bones:
if bone.name.lower() in roll_values:
bone.roll = roll_values[bone.name.lower()]
# Process arm chains
arm_pairs = [
('upper_arm', 'forearm'),
('forearm', 'hand')
]
for side in ['.L', '.R']:
for parent, child in arm_pairs:
parent_bone = next((b for b in edit_bones if b.name.lower().startswith(parent) and b.name.endswith(side)), None)
child_bone = next((b for b in edit_bones if b.name.lower().startswith(child) and b.name.endswith(side)), None)
if parent_bone and child_bone:
child_bone.use_connect = True
child_bone.use_inherit_rotation = True
# Process leg chains
leg_pairs = [
('thigh', 'shin'),
('shin', 'foot')
]
for side in ['.L', '.R']:
for parent, child in leg_pairs:
parent_bone = next((b for b in edit_bones if b.name.lower().startswith(parent) and b.name.endswith(side)), None)
child_bone = next((b for b in edit_bones if b.name.lower().startswith(child) and b.name.endswith(side)), None)
if parent_bone and child_bone:
child_bone.use_connect = True
child_bone.use_inherit_rotation = True
# Align twist bones if present
twist_bones = [b for b in edit_bones if 'twist' in b.name.lower()]
for twist_bone in twist_bones:
if twist_bone.parent:
twist_bone.roll = twist_bone.parent.roll
def remove_unused_bones(self, context: Context) -> None:
"""Remove unused and unnecessary bones from the armature"""
bpy.ops.object.mode_set(mode='EDIT')
edit_bones = self.armature.data.edit_bones
# Get list of bones that have vertex weights
used_bones = set()
for mesh in self.get_associated_meshes(context):
for group in mesh.vertex_groups:
used_bones.add(group.name)
# Get list of essential bones to always keep
essential_bones = {
'hips', 'spine', 'chest', 'upper_chest', 'neck', 'head',
'left_leg', 'right_leg', 'left_knee', 'right_knee',
'left_ankle', 'right_ankle', 'left_toe', 'right_toe'
}
# Add any additional bones you want to preserve
essential_bones.update(dont_delete_these_main_bones)
# Remove unused bones
for bone in edit_bones:
# Skip if bone is essential
if bone.name.lower() in essential_bones:
continue
# Skip if bone has weights
if bone.name in used_bones:
continue
# Remove the bone
edit_bones.remove(bone)
def connect_bones(self, context: Context) -> None:
"""Connect bones that should be connected in the hierarchy"""
edit_bones = self.armature.data.edit_bones
connect_chains = [
['hips', 'spine', 'chest', 'neck', 'head'],
['shoulder.L', 'upper_arm.L', 'forearm.L', 'hand.L'],
['shoulder.R', 'upper_arm.R', 'forearm.R', 'hand.R'],
['thigh.L', 'shin.L', 'foot.L', 'toe.L'],
['thigh.R', 'shin.R', 'foot.R', 'toe.R']
]
for chain in connect_chains:
prev_bone = None
for bone_name in chain:
bone = next((b for b in edit_bones if b.name.lower().endswith(bone_name.lower())), None)
if bone and prev_bone:
bone.parent = prev_bone
bone.use_connect = True
prev_bone = bone
def cleanup_vertex_groups(self, mesh_obj: Object, context: Context) -> None:
"""Clean up vertex groups by removing zero weights and merging similar groups"""
threshold = context.scene.avatar_toolkit.merge_weights_threshold
vertex_groups = mesh_obj.vertex_groups
groups_to_remove = set()
for group in vertex_groups:
weights = get_vertex_weights(mesh_obj, group.name)
if not any(weight > threshold for weight in weights.values()):
groups_to_remove.add(group.name)
for group_name in groups_to_remove:
group = vertex_groups.get(group_name)
if group:
vertex_groups.remove(group)
def validate_results(self, context: Context) -> None:
"""Validate the results of standardization"""
valid, messages = validate_armature(self.armature)
if not valid:
raise ValueError("\n".join(messages))
def cleanup_constraints(self, context: Context) -> None:
"""Remove all constraints from the armature."""
bpy.ops.object.mode_set(mode='POSE')
for pose_bone in self.armature.pose.bones:
constraints_to_remove = [constraint for constraint in pose_bone.constraints]
for constraint in constraints_to_remove:
pose_bone.constraints.remove(constraint)
def fix_zero_length_bones(self, context: Context) -> None:
"""Fix zero-length bones by setting minimal length"""
bpy.ops.object.mode_set(mode='EDIT')
edit_bones = self.armature.data.edit_bones
min_length = 0.01 # Minimum bone length in Blender units
for bone in edit_bones:
bone_length = (bone.tail - bone.head).length
if bone_length < min_length:
if bone.parent:
direction = bone.parent.tail - bone.parent.head
direction.normalize()
else:
direction = Vector((0, 0, 1))
bone.tail = bone.head + (direction * min_length)
class ReparentMeshesOperator(bpy.types.Operator):
bl_idname = "avatar_toolkit.reparent_meshes"
bl_label = t("MMD.reparent_meshes")
bl_description = t("MMD.reparent_meshes_desc")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
armature = get_active_armature(context)
return armature is not None and get_all_meshes(context)
def execute(self, context):
armature = get_active_armature(context)
if not armature:
self.report({'ERROR'}, t("MMD.no_armature"))
return {'CANCELLED'}
meshes = get_all_meshes(context)
if not meshes:
self.report({'ERROR'}, t("MMD.no_meshes"))
return {'CANCELLED'}
try:
with ProgressTracker(context, len(meshes) + 1, "Reparenting Meshes") as progress:
# Get or create main collection
main_collection = self._get_main_collection(context)
progress.step("Setting up collections")
# Process each mesh
for mesh in meshes:
progress.step(f"Processing {mesh.name}")
self._process_mesh(mesh, armature, main_collection)
self.report({'INFO'}, t("MMD.reparenting_complete"))
return {'FINISHED'}
except Exception as e:
logger.error(f"Error reparenting meshes: {str(e)}")
self.report({'ERROR'}, str(e))
return {'CANCELLED'}
def _get_main_collection(self, context) -> bpy.types.Collection:
"""Get or create the main collection for the armature"""
if hasattr(context.scene, 'collection'):
return context.scene.collection
return context.scene.collection
def _process_mesh(self, mesh: bpy.types.Object,
armature: bpy.types.Object,
main_collection: bpy.types.Collection) -> None:
"""Process individual mesh parenting and collection management"""
# Unlink from other collections
for col in mesh.users_collection:
if col != main_collection:
col.objects.unlink(mesh)
# Ensure mesh is in main collection
if mesh.name not in main_collection.objects:
main_collection.objects.link(mesh)
# Set parent to armature
mesh.parent = armature
if not mesh.parent_type == 'ARMATURE':
mesh.parent_type = 'ARMATURE'
class AVATAR_TOOLKIT_OT_ConvertMmdMorphs(Operator):
"""Convert MMD morph data to shape keys"""
bl_idname = "avatar_toolkit.convert_mmd_morphs"
bl_label = t("MMD.convert_morphs")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
armature = get_active_armature(context)
return armature is not None and get_all_meshes(context)
def execute(self, context):
armature = get_active_armature(context)
if not armature:
self.report({'ERROR'}, t("MMD.no_armature"))
return {'CANCELLED'}
try:
with ProgressTracker(context, 3, "Converting MMD Morphs") as progress:
# Convert bone morphs to shape keys
if hasattr(armature, 'mmd_root') and armature.mmd_root.bone_morphs:
self.process_bone_morphs(context, armature, progress)
progress.step("Processed bone morphs")
# Clean up unused data
self.cleanup_unused_data(context)
progress.step("Cleaned up data")
# Validate results
self.validate_results(context)
progress.step("Validated results")
self.report({'INFO'}, t("MMD.conversion_complete"))
return {'FINISHED'}
except Exception as e:
logger.error(f"Error converting MMD morphs: {str(e)}")
self.report({'ERROR'}, str(e))
return {'CANCELLED'}
def process_bone_morphs(self, context, armature, progress):
"""Process bone morphs into shape keys"""
for morph in armature.mmd_root.bone_morphs:
for mesh in get_all_meshes(context):
# Create armature modifier
mod = mesh.modifiers.new(morph.name, 'ARMATURE')
mod.object = armature
# Apply as shape key
with context.temp_override(object=mesh):
bpy.ops.object.modifier_apply(modifier=mod.name)
class AVATAR_TOOLKIT_OT_CleanupMmdModel(Operator):
"""Clean up MMD model by removing unused data and fixing display settings"""
bl_idname = "avatar_toolkit.cleanup_mmd"
bl_label = t("MMD.cleanup")
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
armature = get_active_armature(context)
if not armature:
self.report({'ERROR'}, t("MMD.no_armature"))
return {'CANCELLED'}
try:
with ProgressTracker(context, 4, "Cleaning MMD Model") as progress:
# Remove rigid bodies and joints
self.remove_physics_objects(armature)
progress.step("Removed physics objects")
# Clean up collections and hierarchy
self.cleanup_hierarchy(context, armature)
progress.step("Cleaned hierarchy")
# Fix viewport settings
self.fix_viewport_settings(context)
progress.step("Fixed viewport")
# Final cleanup
clear_unused_data_blocks()
progress.step("Cleared unused data")
self.report({'INFO'}, t("MMD.cleanup_complete"))
return {'FINISHED'}
except Exception as e:
logger.error(f"Error cleaning MMD model: {str(e)}")
self.report({'ERROR'}, str(e))
return {'CANCELLED'}
def remove_physics_objects(self, armature):
"""Remove physics-related objects"""
to_delete = []
for child in armature.children:
if any(x in child.name.lower() for x in ['rigidbodies', 'joints', 'physics']):
to_delete.append(child)
for obj in to_delete:
bpy.data.objects.remove(obj, do_unlink=True)
def cleanup_hierarchy(self, context, armature):
"""Clean up object hierarchy and collections"""
meshes = get_all_meshes(context)
for mesh in meshes:
# Ensure proper parenting
mesh.parent = armature
mesh.parent_type = 'ARMATURE'
# Clean up collections
for col in mesh.users_collection:
if col != context.scene.collection:
col.objects.unlink(mesh)
if mesh.name not in context.scene.collection.objects:
context.scene.collection.objects.link(mesh)
def fix_viewport_settings(self, context):
"""Fix viewport display settings"""
# Set armature display
armature = get_active_armature(context)
armature.data.display_type = 'OCTAHEDRAL'
armature.show_in_front = True
# Set viewport shading
for area in context.screen.areas:
if area.type == 'VIEW_3D':
space = area.spaces[0]
space.shading.type = 'MATERIAL'
space.clip_start = 0.01
space.clip_end = 300
class AVATAR_TOOLKIT_OT_FixMeshes(Operator):
"""Clean up and optimize mesh materials, shading, and shape keys"""
bl_idname = "avatar_toolkit.fix_meshes"
bl_label = t("Optimization.fix_meshes")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
armature = get_active_armature(context)
return armature is not None and get_all_meshes(context)
def execute(self, context):
try:
meshes = get_all_meshes(context)
if not meshes:
self.report({'ERROR'}, t("Optimization.no_meshes"))
return {'CANCELLED'}
with ProgressTracker(context, len(meshes), "Fixing Meshes") as progress:
for mesh in meshes:
self.process_mesh(context, mesh)
progress.step(f"Processed {mesh.name}")
self.report({'INFO'}, t("Optimization.meshes_fixed"))
return {'FINISHED'}
except Exception as e:
logger.error(f"Error fixing meshes: {str(e)}")
self.report({'ERROR'}, str(e))
return {'CANCELLED'}
def process_mesh(self, context: Context, mesh: Object) -> None:
"""Process and fix individual mesh"""
# Unlock transforms
for i in range(3):
mesh.lock_location[i] = False
mesh.lock_rotation[i] = False
mesh.lock_scale[i] = False
# Process shape keys
if mesh.data.shape_keys:
self.fix_shape_keys(mesh)
# Process materials
self.fix_materials(context, mesh)
def fix_shape_keys(self, mesh: Object) -> None:
"""Fix and clean up shape keys"""
if not mesh.data.shape_keys:
return
shape_keys = mesh.data.shape_keys.key_blocks
# Rename basis
if shape_keys[0].name != "Basis":
shape_keys[0].name = "Basis"
# Clean up names
for key in shape_keys:
# Remove common prefixes/suffixes
clean_name = key.name
for prefix in ['Face.M F00 000 Fcl ', 'Face.M F00 000 00 Fcl ']:
clean_name = clean_name.replace(prefix, '')
# Replace underscores with spaces
clean_name = clean_name.replace('_', ' ')
key.name = clean_name
# Sort shape keys by category
categories = ['MTH', 'EYE', 'BRW', 'ALL']
# Create sorted list of shape key names
ordered_names = []
# Add categorized keys first
for category in categories:
category_keys = [key.name for key in shape_keys if key.name.startswith(category)]
ordered_names.extend(sorted(category_keys))
# Add remaining keys
remaining = [key.name for key in shape_keys if not any(key.name.startswith(c) for c in categories)]
ordered_names.extend(sorted(remaining))
# Reorder using context override
with bpy.context.temp_override(active_object=mesh, selected_objects=[mesh]):
for idx, name in enumerate(ordered_names):
mesh.active_shape_key_index = shape_keys.find(name)
while mesh.active_shape_key_index > idx:
bpy.ops.object.shape_key_move(type='UP')
def fix_materials(self, context: Context, mesh: Object) -> None:
"""Fix and optimize materials"""
for slot in mesh.material_slots:
if not slot.material:
continue
material = slot.material
# Set up basic material properties
material.use_backface_culling = True
material.blend_method = 'HASHED'
material.shadow_method = 'HASHED'
# Clean up material name
material.name = self.clean_material_name(material.name)
# Consolidate similar materials
for other_slot in mesh.material_slots:
if other_slot.material and other_slot.material != material:
if materials_match(material, other_slot.material):
other_slot.material = material
def clean_material_name(self, name: str) -> str:
"""Clean up material name"""
# Remove common prefixes/suffixes
prefixes = ['material', 'mat', 'mtl', 'material.']
for prefix in prefixes:
if name.lower().startswith(prefix):
name = name[len(prefix):]
# Remove numbers at end
while name and name[-1].isdigit():
name = name[:-1]
return name.strip()
class AVATAR_TOOLKIT_OT_ValidateMeshes(Operator):
"""Validate meshes and UV maps for common issues"""
bl_idname = "avatar_toolkit.validate_meshes"
bl_label = t("Validation.check_meshes")
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
armature = get_active_armature(context)
if not armature:
self.report({'ERROR'}, t("Validation.no_armature"))
return {'CANCELLED'}
try:
with ProgressTracker(context, 3, "Validating Meshes") as progress:
# Check bone hierarchy
hierarchy_issues = self.validate_bone_hierarchy(armature)
progress.step("Checked bone hierarchy")
# Check UV coordinates
uv_issues = self.validate_uv_maps(context)
progress.step("Checked UV maps")
# Generate report
self.generate_validation_report(context, hierarchy_issues, uv_issues)
progress.step("Generated report")
return {'FINISHED'}
except Exception as e:
logger.error(f"Error validating meshes: {str(e)}")
self.report({'ERROR'}, str(e))
return {'CANCELLED'}
def validate_bone_hierarchy(self, armature: Object) -> List[str]:
"""Validate bone hierarchy against standard structure"""
issues = []
# Define expected hierarchy
hierarchy = [
['hips', 'spine', 'chest', 'neck', 'head'],
['hips', 'left_leg', 'left_knee', 'left_ankle'],
['hips', 'right_leg', 'right_knee', 'right_ankle'],
['chest', 'left_shoulder', 'left_arm', 'left_elbow', 'left_wrist'],
['chest', 'right_shoulder', 'right_arm', 'right_elbow', 'right_wrist']
]
for chain in hierarchy:
previous = None
for bone_name in chain:
# Check if bone exists
bone = None
for alt_name in bone_names[bone_name]:
if alt_name in armature.data.bones:
bone = armature.data.bones[alt_name]
break
if not bone:
issues.append(t("Validation.missing_bone", bone=bone_name))
continue
# Check parent relationship
if previous:
if not bone.parent:
issues.append(t("Validation.no_parent", bone=bone.name))
elif bone.parent.name != previous.name:
issues.append(t("Validation.wrong_parent",
bone=bone.name,
expected=previous.name,
actual=bone.parent.name))
previous = bone
return issues
def validate_uv_maps(self, context: Context) -> Dict[str, int]:
"""Check UV maps for issues"""
issues = {'nan_coords': 0, 'missing_uvs': 0}
for mesh in get_all_meshes(context):
if not mesh.data.uv_layers:
issues['missing_uvs'] += 1
continue
for uv_layer in mesh.data.uv_layers:
for uv in uv_layer.data:
if math.isnan(uv.uv.x):
uv.uv.x = 0
issues['nan_coords'] += 1
if math.isnan(uv.uv.y):
uv.uv.y = 0
issues['nan_coords'] += 1
return issues
def generate_validation_report(self, context: Context,
hierarchy_issues: List[str],
uv_issues: Dict[str, int]) -> None:
"""Generate and display validation report"""
report_lines = []
# Add hierarchy issues
if hierarchy_issues:
report_lines.append(t("Validation.hierarchy_issues"))
report_lines.extend(hierarchy_issues)
# Add UV issues
if uv_issues['nan_coords'] > 0:
report_lines.append(t("Validation.uv_nan_coords",
count=uv_issues['nan_coords']))
if uv_issues['missing_uvs'] > 0:
report_lines.append(t("Validation.missing_uvs",
count=uv_issues['missing_uvs']))
# Show report
if report_lines:
self.report({'WARNING'}, "\n".join(report_lines))
else:
self.report({'INFO'}, t("Validation.no_issues"))