1333b4d2d4
Not Complete Yet however this is almost ready for Prime time. This converts the basic human armature for righfy to a Unity standard. This may work for the more advanced human rigfy armatures as well and I planning to improve this before Alpha 2.
78 lines
3.7 KiB
Python
78 lines
3.7 KiB
Python
import bpy
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from typing import Set
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from bpy.types import Panel, Context, UILayout, Operator
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from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
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from ..core.translations import t
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class AvatarToolKit_PT_ToolsPanel(Panel):
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"""Panel containing various tools for avatar customization and optimization"""
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bl_label: str = t("Tools.label")
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bl_idname: str = "OBJECT_PT_avatar_toolkit_tools"
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bl_space_type: str = 'VIEW_3D'
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bl_region_type: str = 'UI'
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bl_category: str = CATEGORY_NAME
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bl_parent_id: str = AvatarToolKit_PT_AvatarToolkitPanel.bl_idname
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bl_order: int = 2
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context: Context) -> None:
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"""Draw the tools panel interface"""
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layout: UILayout = self.layout
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# General Tools
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tools_box: UILayout = layout.box()
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col: UILayout = tools_box.column(align=True)
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col.label(text=t("Tools.general_title"), icon='TOOL_SETTINGS')
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col.separator(factor=0.5)
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col.operator("avatar_toolkit.convert_resonite", text=t("Tools.convert_resonite"), icon='EXPORT')
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# Separation Tools
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sep_box: UILayout = layout.box()
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col = sep_box.column(align=True)
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col.label(text=t("Tools.separate_title"), icon='MOD_EXPLODE')
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col.separator(factor=0.5)
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row: UILayout = col.row(align=True)
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row.operator("avatar_toolkit.separate_materials", text=t("Tools.separate_materials"), icon='MATERIAL')
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row.operator("avatar_toolkit.separate_loose", text=t("Tools.separate_loose"), icon='MESH_DATA')
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# Bone Tools
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bone_box: UILayout = layout.box()
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col = bone_box.column(align=True)
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col.label(text=t("Tools.bone_title"), icon='BONE_DATA')
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col.separator(factor=0.5)
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col.operator("avatar_toolkit.create_digitigrade", text=t("Tools.create_digitigrade"), icon='BONE_DATA')
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# Weight Tools
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weight_box: UILayout = bone_box.box()
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col = weight_box.column(align=True)
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col.prop(context.scene.avatar_toolkit, "merge_twist_bones", text=t("Tools.merge_twist_bones"))
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row = col.row(align=True)
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row.operator("avatar_toolkit.clean_weights", text=t("Tools.clean_weights"), icon='GROUP_BONE')
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row.operator("avatar_toolkit.clean_constraints", text=t("Tools.clean_constraints"), icon='CONSTRAINT_BONE')
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# Merge Tools
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merge_box: UILayout = layout.box()
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col = merge_box.column(align=True)
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col.label(text=t("Tools.merge_title"), icon='AUTOMERGE_ON')
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col.separator(factor=0.5)
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row = col.row(align=True)
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row.operator("avatar_toolkit.merge_to_active", text=t("Tools.merge_to_active"), icon='BONE_DATA')
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row.operator("avatar_toolkit.merge_to_parent", text=t("Tools.merge_to_parent"), icon='BONE_DATA')
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col.operator("avatar_toolkit.connect_bones", text=t("Tools.connect_bones"), icon='BONE_DATA')
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# Additional Tools
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extra_box: UILayout = layout.box()
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col = extra_box.column(align=True)
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col.label(text=t("Tools.additional_title"), icon='TOOL_SETTINGS')
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col.separator(factor=0.5)
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col.operator("avatar_toolkit.apply_transforms", text=t("Tools.apply_transforms"), icon='OBJECT_DATA')
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col.operator("avatar_toolkit.clean_shapekeys", text=t("Tools.clean_shapekeys"), icon='SHAPEKEY_DATA')
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# Rigify Tools
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rigify_box: UILayout = layout.box()
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col = rigify_box.column(align=True)
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col.label(text=t("Tools.rigify_title"), icon='ARMATURE_DATA')
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col.separator(factor=0.5)
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col.operator("avatar_toolkit.convert_rigify_to_unity", icon='ARMATURE_DATA')
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col.prop(context.scene.avatar_toolkit, "merge_twist_bones")
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