Files
Yusarina 29f728442a Initial VRM Conversion
VRM Conversion, converts the vrm armature and removes colliders as there are not used in Unity. There some bugs and i need to optimise it and etc. Also we need to remove root empty bone as it's useless in Unity.

Ran out of time to finish it but proof of concept it works lol. However dont want to release it unto Alpha 4 as it need to be tested and i may seperate some things into different buttons but i have not decided.
2025-08-01 14:40:49 +01:00

102 lines
4.0 KiB
Python

import bpy
from bpy.types import Operator
from ...core.logging_setup import logger
class AvatarToolkit_OT_RemoveAllColliders(Operator):
"""Remove all objects with 'collider' in their name"""
bl_idname = "avatar_toolkit.remove_all_colliders"
bl_label = "Remove All Colliders"
bl_description = "Remove all objects that have 'collider' in their name"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
logger.info("Starting standalone collider removal")
# Store current mode and active object
current_mode = bpy.context.mode
original_active = bpy.context.view_layer.objects.active
# Switch to object mode
if current_mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
try:
# Find all collider objects
collider_names = []
all_objects = list(bpy.data.objects)
logger.info(f"Scanning {len(all_objects)} objects for colliders")
for obj in all_objects:
if 'collider' in obj.name.lower():
collider_names.append(obj.name)
logger.info(f"Found collider: {obj.name}")
if not collider_names:
self.report({'INFO'}, "No collider objects found")
logger.info("No collider objects found")
return {'FINISHED'}
logger.info(f"Found {len(collider_names)} collider objects to remove")
self.report({'INFO'}, f"Found {len(collider_names)} collider objects")
# Remove each collider
removed_count = 0
failed_count = 0
for obj_name in collider_names:
try:
if obj_name in bpy.data.objects:
obj = bpy.data.objects[obj_name]
# Deselect all objects first
bpy.ops.object.select_all(action='DESELECT')
# Select and make active
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
# Delete the object
bpy.ops.object.delete(use_global=False)
removed_count += 1
logger.info(f"Removed collider: {obj_name}")
else:
logger.debug(f"Object {obj_name} no longer exists")
except Exception as e:
failed_count += 1
logger.error(f"Failed to remove {obj_name}: {str(e)}")
self.report({'WARNING'}, f"Failed to remove {obj_name}: {str(e)}")
# Report results
if removed_count > 0:
success_msg = f"Successfully removed {removed_count} collider objects"
logger.info(success_msg)
self.report({'INFO'}, success_msg)
if failed_count > 0:
failure_msg = f"Failed to remove {failed_count} collider objects"
logger.warning(failure_msg)
self.report({'WARNING'}, failure_msg)
except Exception as e:
error_msg = f"Error during collider removal: {str(e)}"
logger.error(error_msg)
self.report({'ERROR'}, error_msg)
return {'CANCELLED'}
finally:
# Restore original state
try:
if original_active and original_active.name in bpy.data.objects:
bpy.context.view_layer.objects.active = original_active
if current_mode != 'OBJECT':
bpy.ops.object.mode_set(mode=current_mode)
except:
pass
return {'FINISHED'}