Files
Avatar-Toolkit/core/common.py
T
Yusarina 07b2dba51f Basic Viseme Creation Support
Does not work yet, but it's the start
2024-07-08 09:41:46 +01:00

115 lines
3.7 KiB
Python

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