546fec6039
- When i updated Wheels I used the Python 13 one, blender is Python 11 so provided the correct wheels packages. Also added macos 10.9 for Intel users. - Fixed issue where Join Meshes, made it faster as well. - Fixed issues with viseme generation and previewing. - Removed MMD Panel and Tools. - Fixed issue with armature merging - Fixed reset eye tracking button throwing errors in the SDK2 panel. - Added info in the SDK2 panel about this only being used for other games, VRChat Eye tracking is setup in Unity. - Fixed issue where if models have upper ears and lower ears the amrature validation system would mark it as problem bones. - Added instructions to armature validation about other bones and re the standardization button.
201 lines
8.7 KiB
Python
201 lines
8.7 KiB
Python
import bpy
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from typing import Set
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from bpy.types import Panel, Context, UILayout, Operator, Event, WindowManager
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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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from ..core.common import get_active_armature, get_all_meshes
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from ..functions.eye_tracking import (
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CreateEyesAV3Button,
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CreateEyesSDK2Button,
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StartTestingButton,
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StopTestingButton,
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ResetRotationButton,
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AdjustEyesButton,
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TestBlinking,
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TestLowerlid,
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ResetBlinkTest,
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ResetEyeTrackingButton,
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RotateEyeBonesForAv3Button
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)
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class AvatarToolKit_PT_EyeTrackingPanel(Panel):
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"""Panel containing eye tracking setup and testing tools"""
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bl_label: str = t("EyeTracking.label")
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bl_idname: str = "VIEW3D_PT_avatar_toolkit_eye_tracking"
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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 = 6
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bl_options: Set[str] = {'DEFAULT_CLOSED'}
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def draw(self, context: Context) -> None:
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"""Draw the eye tracking panel interface"""
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layout: UILayout = self.layout
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toolkit = context.scene.avatar_toolkit
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# SDK Version Selection Box
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sdk_box: UILayout = layout.box()
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col: UILayout = sdk_box.column(align=True)
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col.label(text=t("EyeTracking.sdk_version"), icon='PRESET')
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col.separator(factor=0.5)
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row: UILayout = col.row(align=True)
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row.prop(toolkit, "eye_tracking_type", expand=True)
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if toolkit.eye_tracking_type == 'SDK2':
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# SDK2 Warning Box
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warning_box: UILayout = layout.box()
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col: UILayout = warning_box.column(align=True)
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col.label(text=t("EyeTracking.sdk2_warning"), icon='INFO')
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col.separator(factor=0.5)
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col.label(text=t("EyeTracking.sdk2_warning_detail1"))
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col.label(text=t("EyeTracking.sdk2_warning_detail2"))
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col.label(text=t("EyeTracking.sdk2_warning_detail3"))
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col.label(text=t("EyeTracking.sdk2_warning_detail4"))
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# Mode Selection Box
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mode_box: UILayout = layout.box()
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col: UILayout = mode_box.column(align=True)
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col.label(text=t("EyeTracking.setup"), icon='TOOL_SETTINGS')
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col.separator(factor=0.5)
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col.prop(toolkit, "eye_mode", expand=True)
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if toolkit.eye_mode == 'CREATION':
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self.draw_creation_mode(context, layout)
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else:
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self.draw_testing_mode(context, layout)
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else:
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# AV3 bone setup only
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self.draw_av3_setup(context, layout)
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def draw_av3_setup(self, context: Context, layout: UILayout) -> None:
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"""Draw the AV3 eye tracking setup interface"""
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toolkit = context.scene.avatar_toolkit
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# Bone Setup Box
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bone_box: UILayout = layout.box()
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col: UILayout = bone_box.column(align=True)
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col.label(text=t("EyeTracking.bone_setup"), icon='BONE_DATA')
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col.separator(factor=0.5)
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armature = get_active_armature(context)
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if armature:
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col.prop_search(toolkit, "head", armature.data, "bones", text=t("EyeTracking.head_bone"))
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col.prop_search(toolkit, "eye_left", armature.data, "bones", text=t("EyeTracking.eye_left"))
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col.prop_search(toolkit, "eye_right", armature.data, "bones", text=t("EyeTracking.eye_right"))
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else:
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col.label(text=t("EyeTracking.no_armature"), icon='ERROR')
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# Create Button
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row: UILayout = layout.row(align=True)
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row.scale_y = 1.5
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row.operator(CreateEyesAV3Button.bl_idname, icon='PLAY')
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def draw_creation_mode(self, context: Context, layout: UILayout) -> None:
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"""Draw the eye tracking creation mode interface"""
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toolkit = context.scene.avatar_toolkit
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# Bone Setup Box
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bone_box: UILayout = layout.box()
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col: UILayout = bone_box.column(align=True)
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col.label(text=t("EyeTracking.bone_setup"), icon='BONE_DATA')
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col.separator(factor=0.5)
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armature = get_active_armature(context)
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if armature:
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col.prop_search(toolkit, "head", armature.data, "bones", text=t("EyeTracking.head_bone"))
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col.prop_search(toolkit, "eye_left", armature.data, "bones", text=t("EyeTracking.eye_left"))
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col.prop_search(toolkit, "eye_right", armature.data, "bones", text=t("EyeTracking.eye_right"))
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else:
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col.label(text=t("EyeTracking.no_armature"), icon='ERROR')
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# Mesh Setup Box
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mesh_box: UILayout = layout.box()
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col: UILayout = mesh_box.column(align=True)
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col.label(text=t("EyeTracking.mesh_setup"), icon='MESH_DATA')
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col.separator(factor=0.5)
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col.prop_search(toolkit, "mesh_name_eye", bpy.data, "objects", text="")
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# Shape Key Setup Box
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shape_box: UILayout = layout.box()
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col: UILayout = shape_box.column(align=True)
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col.label(text=t("EyeTracking.shapekey_setup"), icon='SHAPEKEY_DATA')
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col.separator(factor=0.5)
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mesh = bpy.data.objects.get(toolkit.mesh_name_eye)
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if mesh and mesh.data.shape_keys:
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col.prop_search(toolkit, "wink_left", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.wink_left"))
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col.prop_search(toolkit, "wink_right", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.wink_right"))
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col.prop_search(toolkit, "lowerlid_left", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.lowerlid_left"))
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col.prop_search(toolkit, "lowerlid_right", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.lowerlid_right"))
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else:
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col.label(text=t("EyeTracking.no_shapekeys"), icon='ERROR')
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# Options Box
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options_box: UILayout = layout.box()
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col: UILayout = options_box.column(align=True)
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col.label(text=t("EyeTracking.options"), icon='SETTINGS')
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col.separator(factor=0.5)
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col.prop(toolkit, "disable_eye_blinking")
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col.prop(toolkit, "disable_eye_movement")
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if not toolkit.disable_eye_movement:
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col.prop(toolkit, "eye_distance")
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# Create Button
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row: UILayout = layout.row(align=True)
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row.scale_y = 1.5
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row.operator(CreateEyesSDK2Button.bl_idname, icon='PLAY')
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def draw_testing_mode(self, context: Context, layout: UILayout) -> None:
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"""Draw the eye tracking testing mode interface"""
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toolkit = context.scene.avatar_toolkit
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if context.mode != 'POSE':
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# Testing Start Box
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test_box: UILayout = layout.box()
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col: UILayout = test_box.column(align=True)
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col.label(text=t("EyeTracking.testing"), icon='PLAY')
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col.separator(factor=0.5)
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row: UILayout = col.row(align=True)
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row.scale_y = 1.5
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row.operator(StartTestingButton.bl_idname, icon='PLAY')
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else:
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# Eye Rotation Box
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rotation_box: UILayout = layout.box()
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col: UILayout = rotation_box.column(align=True)
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col.label(text=t("EyeTracking.rotation_controls"), icon='DRIVER_ROTATIONAL_DIFFERENCE')
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col.separator(factor=0.5)
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col.prop(toolkit, "eye_rotation_x", text=t("EyeTracking.rotation.x"))
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col.prop(toolkit, "eye_rotation_y", text=t("EyeTracking.rotation.y"))
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col.operator(ResetRotationButton.bl_idname, icon='LOOP_BACK')
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# Eye Adjustment Box
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adjust_box: UILayout = layout.box()
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col: UILayout = adjust_box.column(align=True)
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col.label(text=t("EyeTracking.adjustments"), icon='MODIFIER')
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col.separator(factor=0.5)
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col.prop(toolkit, "eye_distance")
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col.operator(AdjustEyesButton.bl_idname, icon='CON_TRACKTO')
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# Blinking Test Box
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blink_box: UILayout = layout.box()
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col: UILayout = blink_box.column(align=True)
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col.label(text=t("EyeTracking.blink_testing"), icon='HIDE_OFF')
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col.separator(factor=0.5)
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row: UILayout = col.row(align=True)
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row.prop(toolkit, "eye_blink_shape")
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row.operator(TestBlinking.bl_idname, icon='RESTRICT_VIEW_OFF')
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row: UILayout = col.row(align=True)
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row.prop(toolkit, "eye_lowerlid_shape")
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row.operator(TestLowerlid.bl_idname, icon='RESTRICT_VIEW_OFF')
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col.operator(ResetBlinkTest.bl_idname, icon='LOOP_BACK')
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# Stop Testing Button
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row: UILayout = layout.row(align=True)
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row.scale_y = 1.5
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row.operator(StopTestingButton.bl_idname, icon='PAUSE')
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# Reset Button
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row: UILayout = layout.row(align=True)
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row.operator(ResetEyeTrackingButton.bl_idname, icon='FILE_REFRESH')
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