Files
Avatar-Toolkit/core/common.py
T
Yusarina 2107c11e66 Organise Code and fixes.
- Organised some of the code better.
- Fixed sort order loop.
- Added typing in some places there wasn't.

This is a very basic start to Viesme creation, I still need to add translations for some stuff and improve it. This is very much inspired from the Cats Version.
2024-07-08 10:14:30 +01:00

132 lines
4.2 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: str) -> str:
return n.lower().translate(dict.fromkeys(map(ord, u" _.")))
def get_armature(context: Context, armature_name: Optional[str] = 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: Object) -> bool:
return mesh_obj.data.shape_keys is not None
def has_shapekeys(mesh_obj: Object) -> bool:
return mesh_obj.data.shape_keys is not None
def sort_shape_keys(mesh: Object) -> None:
print("Starting shape key sorting...")
if not has_shapekeys(mesh):
print("No shape keys found. Exiting sort function.")
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
print(f"Total shape keys: {len(shape_keys)}")
# Create a list of shape key names in their current order
current_order = [key.name for key in shape_keys]
# Create a new order list
new_order = []
# First, add all the keys that are in the predefined order
for name in order:
if name in current_order:
new_order.append(name)
current_order.remove(name)
# Then add any remaining keys that weren't in the predefined order
new_order.extend(current_order)
print("New order:", new_order)
# Now, rearrange the shape keys based on the new order
for i, name in enumerate(new_order):
index = shape_keys.find(name)
if index != i:
print(f"Moving {name} from index {index} to {i}")
bpy.context.object.active_shape_key_index = index
while bpy.context.object.active_shape_key_index > i:
bpy.ops.object.shape_key_move(type='UP')
print("Shape key sorting completed.")
def get_shapekeys(mesh: Object, prefix: str = '') -> List[tuple]:
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)]