Files
Avatar-Toolkit/functions/tools/vrm_unity_conversion.py
T
Yusarina 29f728442a Initial VRM Conversion
VRM Conversion, converts the vrm armature and removes colliders as there are not used in Unity. There some bugs and i need to optimise it and etc. Also we need to remove root empty bone as it's useless in Unity.

Ran out of time to finish it but proof of concept it works lol. However dont want to release it unto Alpha 4 as it need to be tested and i may seperate some things into different buttons but i have not decided.
2025-08-01 14:40:49 +01:00

86 lines
3.8 KiB
Python

import bpy
from bpy.types import Operator
from ...core.common import get_active_armature
from ...core.translations import t
from ...core.vrm_unity_converter import convert_vrm_to_unity, validate_unity_hierarchy
from ...core.logging_setup import logger
from ...core.armature_validation import validate_armature
class AvatarToolkit_OT_ConvertVRMToUnity(Operator):
"""Convert VRM armature bone names to Unity humanoid format"""
bl_idname = "avatar_toolkit.convert_vrm_to_unity"
bl_label = "Convert VRM to Unity"
bl_description = "Convert VRM armature bone names to Unity humanoid naming convention"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
armature = get_active_armature(context)
return armature is not None
def execute(self, context):
armature = get_active_armature(context)
if not armature:
logger.warning("No active armature found for VRM conversion")
self.report({'ERROR'}, "No active armature selected")
return {'CANCELLED'}
logger.info(f"Starting VRM to Unity conversion for armature: {armature.name}")
# Get collider removal setting
remove_colliders = context.scene.avatar_toolkit.vrm_remove_colliders
logger.info(f"Collider removal setting: {remove_colliders}")
# Log all objects with 'collider' in name for debugging
collider_objects = [obj.name for obj in bpy.data.objects if 'collider' in obj.name.lower()]
if collider_objects:
logger.info(f"Found {len(collider_objects)} objects with 'collider' in name:")
for obj_name in collider_objects:
logger.info(f" - {obj_name}")
success, messages, converted_count = convert_vrm_to_unity(armature, remove_colliders)
if not success:
logger.warning(f"VRM conversion failed: {messages}")
for msg in messages:
self.report({'WARNING'}, msg)
return {'CANCELLED'}
logger.info(f"VRM conversion completed successfully. Converted {converted_count} bones")
for msg in messages:
self.report({'INFO'}, msg)
# Validate the converted armature
try:
is_valid, validation_messages = validate_unity_hierarchy(armature)
if is_valid:
logger.info("Unity hierarchy validation passed")
self.report({'INFO'}, "Unity hierarchy validation passed")
else:
logger.warning("Unity hierarchy validation found issues")
self.report({'WARNING'}, "Conversion completed but hierarchy validation found issues:")
for msg in validation_messages:
self.report({'WARNING'}, msg)
try:
armature_valid, armature_messages, _ = validate_armature(armature)
if armature_valid:
logger.info("Full armature validation passed")
self.report({'INFO'}, "Armature passes standard validation")
else:
logger.info("Full armature validation found minor issues")
# Don't report these as errors since the conversion was successful
# Just log them for debugging
for msg in armature_messages[:3]:
logger.debug(f"Armature validation: {msg}")
except Exception as e:
logger.warning(f"Error during full armature validation: {str(e)}")
# Don't fail the operation for validation errors
except Exception as e:
logger.error(f"Error during hierarchy validation: {str(e)}")
self.report({'WARNING'}, f"Conversion completed but validation failed: {str(e)}")
return {'FINISHED'}