deaada347a
- Viesmes will now use selected armature. - New dropdown menu in the viseme UI so the user can select which mesh to create visemes on. - New helper function get_armature_meshes - Added a new check before we create the new visemes to see if any exist, if there do we will remove them and create the new ones. - fixed several issues and errors.
99 lines
4.2 KiB
Python
99 lines
4.2 KiB
Python
import bpy
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from ..core import common
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from ..core.register import register_wrap
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from ..functions.translations import t
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from typing import List, Tuple
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from ..core.common import get_selected_armature, is_valid_armature, get_all_meshes
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@register_wrap
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class AutoVisemeButton(bpy.types.Operator):
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bl_idname = 'avatar_toolkit.create_visemes'
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bl_label = t('AutoVisemeButton.label')
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bl_description = t('AutoVisemeButton.desc')
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context: bpy.types.Context) -> bool:
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armature = get_selected_armature(context)
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return armature is not None and is_valid_armature(armature) and get_all_meshes(context)
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def execute(self, context: bpy.types.Context) -> set:
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print("Starting viseme creation...")
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mesh = bpy.data.objects.get(context.scene.selected_mesh)
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if not mesh or not common.has_shapekeys(mesh):
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self.report({'ERROR'}, t('AutoVisemeButton.error.noShapekeys'))
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return {'CANCELLED'}
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# Remove existing VRC shape keys
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self.remove_existing_vrc_shapekeys(mesh)
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shape_a = context.scene.mouth_a
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shape_o = context.scene.mouth_o
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shape_ch = context.scene.mouth_ch
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print(f"Selected shapes: A={shape_a}, O={shape_o}, CH={shape_ch}")
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if shape_a == "Basis" or shape_o == "Basis" or shape_ch == "Basis":
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self.report({'ERROR'}, t('AutoVisemeButton.error.selectShapekeys'))
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return {'CANCELLED'}
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# Create visemes
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visemes: List[Tuple[str, List[Tuple[str, float]]]] = [
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('vrc.v_aa', [(shape_a, 0.9998)]),
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('vrc.v_ch', [(shape_ch, 0.9996)]),
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('vrc.v_dd', [(shape_a, 0.3), (shape_ch, 0.7)]),
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('vrc.v_e', [(shape_a, 0.5), (shape_ch, 0.2)]),
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('vrc.v_ff', [(shape_a, 0.2), (shape_ch, 0.4)]),
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('vrc.v_ih', [(shape_ch, 0.7), (shape_o, 0.3)]),
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('vrc.v_kk', [(shape_a, 0.7), (shape_ch, 0.4)]),
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('vrc.v_nn', [(shape_a, 0.2), (shape_ch, 0.7)]),
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('vrc.v_oh', [(shape_a, 0.2), (shape_o, 0.8)]),
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('vrc.v_ou', [(shape_o, 0.9994)]),
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('vrc.v_pp', [(shape_a, 0.0004), (shape_o, 0.0004)]),
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('vrc.v_rr', [(shape_ch, 0.5), (shape_o, 0.3)]),
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('vrc.v_sil', [(shape_a, 0.0002), (shape_ch, 0.0002)]),
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('vrc.v_ss', [(shape_ch, 0.8)]),
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('vrc.v_th', [(shape_a, 0.4), (shape_o, 0.15)])
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]
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for viseme_name, shape_mix in visemes:
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print(f"Creating viseme: {viseme_name}")
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self.create_viseme(mesh, viseme_name, shape_mix, context.scene.shape_intensity)
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print("Sorting shape keys...")
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common.sort_shape_keys(mesh)
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print("Viseme creation completed.")
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self.report({'INFO'}, t('AutoVisemeButton.success'))
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return {'FINISHED'}
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def create_viseme(self, mesh: bpy.types.Object, viseme_name: str, shape_mix: List[Tuple[str, float]], intensity: float) -> None:
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print(f" Creating viseme: {viseme_name}")
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shape_keys = mesh.data.shape_keys.key_blocks
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# Remove existing viseme if it exists
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if viseme_name in shape_keys:
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print(f" Removing existing viseme: {viseme_name}")
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mesh.shape_key_remove(shape_keys[viseme_name])
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# Create new viseme
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new_key = mesh.shape_key_add(name=viseme_name, from_mix=False)
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new_key.value = 0.0
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# Mix shapes
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for shape_name, value in shape_mix:
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if shape_name in shape_keys:
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source_shape = shape_keys[shape_name]
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print(f" Mixing shape: {shape_name} with value: {value * intensity}")
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for i, vert in enumerate(new_key.data):
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vert.co += (source_shape.data[i].co - shape_keys['Basis'].data[i].co) * value * intensity
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print(f" Viseme {viseme_name} created successfully.")
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def remove_existing_vrc_shapekeys(self, mesh: bpy.types.Object) -> None:
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vrc_prefixes = ['vrc.v_', 'vrc.blink_', 'vrc.lowerlid_']
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shape_keys = mesh.data.shape_keys.key_blocks
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for key in reversed(shape_keys):
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if any(key.name.startswith(prefix) for prefix in vrc_prefixes):
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mesh.shape_key_remove(key)
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