07b2dba51f
Does not work yet, but it's the start
115 lines
3.7 KiB
Python
115 lines
3.7 KiB
Python
import bpy
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import numpy as np
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from .dictionaries import bone_names
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from typing import List, Optional
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from bpy.types import Object, ShapeKey, Mesh, Context
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from functools import lru_cache
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### Clean up material names in the given mesh by removing the '.001' suffix.
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def clean_material_names(mesh: Mesh) -> None:
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for j, mat in enumerate(mesh.material_slots):
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if mat.name.endswith(('.0+', ' 0+')):
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mesh.active_material_index = j
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mesh.active_material.name = mat.name[:-len(mat.name.rstrip('0')) - 1]
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# This will fix faulty uv coordinates, cats did this a other way which can have unintended consequences,
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# this is the best way i could of think of doing this for the time being, however may need improvements.
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def fix_uv_coordinates(context: Context) -> None:
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obj = context.object
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# Check if the object is in Edit Mode
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if obj.mode != 'EDIT':
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bpy.ops.object.mode_set(mode='EDIT')
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# Check if the object has any mesh data
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if obj.type == 'MESH' and obj.data:
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bpy.context.view_layer.objects.active = obj
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.uv.average_islands_scale()
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# Switch back to Object Mode
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bpy.ops.object.mode_set(mode='OBJECT')
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else:
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print("Object is not a valid mesh with UV data")
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def has_shapekeys(mesh_obj: Object) -> bool:
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return mesh_obj.data.shape_keys is not None
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@lru_cache(maxsize=None)
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def _get_shape_key_co(shape_key: ShapeKey) -> np.ndarray:
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return np.array([v.co for v in shape_key.data])
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def simplify_bonename(n):
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return n.lower().translate(dict.fromkeys(map(ord, u" _.")))
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def get_armature(context, armature_name=None) -> Optional[Object]:
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if armature_name:
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obj = bpy.data.objects[armature_name]
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if obj.type == "ARMATURE":
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return obj
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else:
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return None
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if context.view_layer.objects.active:
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obj = context.view_layer.objects.active
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if obj.type == "ARMATURE":
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return obj
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return next((obj for obj in context.view_layer.objects if obj.type == 'ARMATURE'), None)
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def has_shapekeys(mesh_obj):
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return mesh_obj.data.shape_keys is not None
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def has_shapekeys(mesh_obj):
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return mesh_obj.data.shape_keys is not None
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def sort_shape_keys(mesh):
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if not has_shapekeys(mesh):
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return
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order = [
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'Basis',
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'vrc.blink_left',
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'vrc.blink_right',
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'vrc.lowerlid_left',
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'vrc.lowerlid_right',
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'vrc.v_aa',
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'vrc.v_ch',
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'vrc.v_dd',
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'vrc.v_e',
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'vrc.v_ff',
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'vrc.v_ih',
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'vrc.v_kk',
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'vrc.v_nn',
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'vrc.v_oh',
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'vrc.v_ou',
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'vrc.v_pp',
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'vrc.v_rr',
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'vrc.v_sil',
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'vrc.v_ss',
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'vrc.v_th',
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]
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shape_keys = mesh.data.shape_keys.key_blocks
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for i, name in enumerate(order):
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if name in shape_keys:
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index = shape_keys.find(name)
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if index != i:
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bpy.context.object.active_shape_key_index = index
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for _ in range(abs(index - i)):
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bpy.ops.object.shape_key_move(type='UP' if index > i else 'DOWN')
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# Move any remaining shape keys to the end
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for key in shape_keys:
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if key.name not in order:
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index = shape_keys.find(key.name)
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bpy.context.object.active_shape_key_index = index
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for _ in range(len(shape_keys) - index - 1):
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bpy.ops.object.shape_key_move(type='DOWN')
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def get_shapekeys(mesh, prefix=''):
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if not has_shapekeys(mesh):
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return []
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return [(key.name, key.name, key.name) for key in mesh.data.shape_keys.key_blocks if key.name != 'Basis' and key.name.startswith(prefix)]
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