3e187bd18a
- The idea is to have several buttons which kinda mimic what Cats used to do. - These are very basic, don't work very well, will improve before Alpha 1.
498 lines
19 KiB
Python
498 lines
19 KiB
Python
import bpy
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import numpy as np
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from typing import Set, Dict, List, Optional, Tuple
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from bpy.types import Operator, Context, Object, EditBone, Mesh
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from ..core.logging_setup import logger
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from ..core.translations import t
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from ..core.common import (
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get_active_armature,
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validate_armature,
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get_all_meshes,
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ProgressTracker,
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transfer_vertex_weights,
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remove_unused_shapekeys
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)
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from ..core.dictionaries import bone_names, mmd_bone_renames
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class AvatarToolkit_OT_FixBoneNames(Operator):
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"""Standardize and fix bone names"""
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bl_idname = "avatar_toolkit.fix_bone_names"
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bl_label = t("MMDTools.fix_bone_names")
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bl_description = t("MMDTools.fix_bone_names_desc")
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context: Context) -> bool:
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armature = get_active_armature(context)
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if not armature:
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return False
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valid, _ = validate_armature(armature)
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return valid
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def execute(self, context: Context) -> Set[str]:
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armature = get_active_armature(context)
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with ProgressTracker(context, 3, "Fixing Bone Names") as progress:
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bpy.ops.object.mode_set(mode='EDIT')
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# First pass - standardize names
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for bone in armature.data.edit_bones:
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bone.name = self.standardize_bone_name(bone.name)
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progress.step("Standardized names")
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# Second pass - apply MMD mappings
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for bone in armature.data.edit_bones:
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if bone.name in mmd_bone_renames:
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bone.name = mmd_bone_renames[bone.name]
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progress.step("Applied MMD mappings")
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# Third pass - fix common names
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for bone in armature.data.edit_bones:
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self.fix_common_names(bone)
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progress.step("Fixed common names")
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self.report({'INFO'}, t("MMDTools.bones_renamed"))
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return {'FINISHED'}
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def standardize_bone_name(self, name: str) -> str:
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"""Standardize bone naming convention"""
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prefixes = ['def-', 'def_', 'sk_', 'b_', 'bone_', 'mmd_']
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name_lower = name.lower()
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# Remove common prefixes
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for prefix in prefixes:
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if name_lower.startswith(prefix):
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name = name[len(prefix):]
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break
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# Fix side indicators
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name = name.replace('_l', '_L').replace('_r', '_R')
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name = name.replace('.l', '_L').replace('.r', '_R')
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name = name.replace('左', '_L').replace('右', '_R')
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return name
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def fix_common_names(self, bone: EditBone) -> None:
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"""Fix common bone names to standard names"""
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for standard_name, variations in bone_names.items():
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if bone.name.lower() in variations:
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bone.name = standard_name
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break
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class AvatarToolkit_OT_FixBoneHierarchy(Operator):
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"""Fix bone parenting and hierarchy"""
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bl_idname = "avatar_toolkit.fix_bone_hierarchy"
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bl_label = t("MMDTools.fix_hierarchy")
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bl_description = t("MMDTools.fix_hierarchy_desc")
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context: Context) -> bool:
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armature = get_active_armature(context)
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if not armature:
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return False
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valid, _ = validate_armature(armature)
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return valid
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def execute(self, context: Context) -> Set[str]:
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armature = get_active_armature(context)
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with ProgressTracker(context, 3, "Fixing Bone Hierarchy") as progress:
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bpy.ops.object.mode_set(mode='EDIT')
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# Fix spine chain
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self.fix_spine_chain(armature)
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progress.step("Fixed spine chain")
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# Fix limb chains
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self.fix_limb_chains(armature)
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progress.step("Fixed limb chains")
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# Fix bone orientations
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self.fix_bone_orientations(armature)
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progress.step("Fixed bone orientations")
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self.report({'INFO'}, t("MMDTools.hierarchy_fixed"))
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return {'FINISHED'}
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def fix_spine_chain(self, armature: Object) -> None:
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"""Fix the spine bone chain hierarchy"""
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edit_bones = armature.data.edit_bones
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spine_chain = ['Hips', 'Spine', 'Chest', 'Neck', 'Head']
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previous = None
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for bone_name in spine_chain:
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if bone_name in edit_bones:
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bone = edit_bones[bone_name]
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if previous:
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bone.parent = edit_bones[previous]
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previous = bone_name
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def fix_limb_chains(self, armature: Object) -> None:
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"""Fix arm and leg bone chains"""
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edit_bones = armature.data.edit_bones
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limb_chains = {
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'Left': {
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'arm': ['Left shoulder', 'Left arm', 'Left elbow', 'Left wrist'],
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'leg': ['Left leg', 'Left knee', 'Left ankle', 'Left toe']
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},
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'Right': {
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'arm': ['Right shoulder', 'Right arm', 'Right elbow', 'Right wrist'],
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'leg': ['Right leg', 'Right knee', 'Right ankle', 'Right toe']
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}
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}
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for side in limb_chains:
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for chain in limb_chains[side].values():
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previous = None
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for bone_name in chain:
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if bone_name in edit_bones:
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bone = edit_bones[bone_name]
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if previous:
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bone.parent = edit_bones[previous]
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previous = bone_name
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def fix_bone_orientations(self, armature: Object) -> None:
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"""Fix bone roll and axis orientations"""
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edit_bones = armature.data.edit_bones
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# Fix spine chain orientations
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spine_bones = ['Hips', 'Spine', 'Chest']
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for name in spine_bones:
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if name in edit_bones:
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bone = edit_bones[name]
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bone.roll = 0
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bone.tail.y = bone.head.y
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# Fix arm orientations
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arm_bones = ['Left arm', 'Right arm', 'Left elbow', 'Right elbow']
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for name in arm_bones:
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if name in edit_bones:
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bone = edit_bones[name]
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bone.roll = 0 if 'Left' in name else np.pi
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class AvatarToolkit_OT_FixBoneWeights(Operator):
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"""Fix and clean up bone weights"""
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bl_idname = "avatar_toolkit.fix_bone_weights"
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bl_label = t("MMDTools.fix_weights")
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bl_description = t("MMDTools.fix_weights_desc")
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context: Context) -> bool:
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armature = get_active_armature(context)
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if not armature:
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return False
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valid, _ = validate_armature(armature)
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return valid
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def execute(self, context: Context) -> Set[str]:
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armature = get_active_armature(context)
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meshes = get_all_meshes(context)
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if not meshes:
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self.report({'WARNING'}, t("MMDTools.no_meshes"))
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return {'CANCELLED'}
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with ProgressTracker(context, len(meshes), "Fixing Bone Weights") as progress:
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for mesh in meshes:
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# Clean weights
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self.clean_weights(mesh, context.scene.avatar_toolkit.clean_weights_threshold)
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# Handle twist bones
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if context.scene.avatar_toolkit.merge_twist_bones:
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self.process_twist_bones(mesh)
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# Remove empty groups
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self.remove_empty_groups(mesh)
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# Normalize weights
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self.normalize_weights(mesh)
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progress.step(f"Processed {mesh.name}")
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self.report({'INFO'}, t("MMDTools.weights_fixed"))
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return {'FINISHED'}
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def clean_weights(self, mesh: Object, threshold: float) -> None:
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"""Remove weights below threshold"""
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for vertex_group in mesh.vertex_groups:
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for vertex in mesh.data.vertices:
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try:
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weight = vertex_group.weight(vertex.index)
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if weight < threshold:
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vertex_group.remove([vertex.index])
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except RuntimeError:
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continue
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def process_twist_bones(self, mesh: Object) -> None:
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"""Process and merge twist bone weights"""
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twist_groups = [g for g in mesh.vertex_groups if 'twist' in g.name.lower()]
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for group in twist_groups:
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base_name = group.name.lower().replace('twist', '').strip('_')
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for target in mesh.vertex_groups:
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if target.name.lower() == base_name:
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transfer_vertex_weights(mesh, group.name, target.name)
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break
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def remove_empty_groups(self, mesh: Object) -> None:
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"""Remove vertex groups with no weights"""
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empty_groups = []
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for group in mesh.vertex_groups:
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has_weights = False
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for vert in mesh.data.vertices:
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for g in vert.groups:
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if g.group == group.index and g.weight > 0:
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has_weights = True
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break
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if has_weights:
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break
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if not has_weights:
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empty_groups.append(group)
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for group in empty_groups:
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mesh.vertex_groups.remove(group)
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def normalize_weights(self, mesh: Object) -> None:
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"""Normalize vertex weights"""
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for vertex in mesh.data.vertices:
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total_weight = sum(group.weight for group in vertex.groups)
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if total_weight > 0:
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for group in vertex.groups:
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group.weight /= total_weight
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class AvatarToolkit_OT_FixMMDFeatures(Operator):
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"""Fix MMD-specific features and settings"""
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bl_idname = "avatar_toolkit.fix_mmd_features"
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bl_label = t("MMDTools.fix_mmd_features")
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bl_description = t("MMDTools.fix_mmd_features_desc")
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context: Context) -> bool:
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armature = get_active_armature(context)
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if not armature:
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return False
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valid, _ = validate_armature(armature)
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return valid
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def execute(self, context: Context) -> Set[str]:
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armature = get_active_armature(context)
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meshes = get_all_meshes(context)
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with ProgressTracker(context, 4, "Fixing MMD Features") as progress:
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# Process shape keys
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for mesh in meshes:
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self.process_shape_keys(mesh)
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progress.step("Processed shape keys")
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# Fix MMD shading
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self.fix_mmd_shading(meshes)
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progress.step("Fixed MMD shading")
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# Handle physics cleanup
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self.cleanup_physics(armature)
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progress.step("Cleaned up physics")
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# Remove unused data
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self.cleanup_unused_data(context)
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progress.step("Cleaned up unused data")
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return {'FINISHED'}
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def process_shape_keys(self, mesh: Object) -> None:
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"""Process and clean up shape keys"""
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if not mesh.data.shape_keys:
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return
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# Clean unused shape keys
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remove_unused_shapekeys(mesh)
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# Sort and rename shape keys
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shape_keys = mesh.data.shape_keys.key_blocks
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for key in shape_keys:
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# Handle Japanese prefixes
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if key.name.startswith('防'):
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key.name = key.name[1:]
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# Handle common MMD prefixes
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if key.name.startswith('表情'):
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key.name = key.name[2:]
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def fix_mmd_shading(self, meshes: List[Object]) -> None:
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"""Fix MMD material shading settings"""
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for mesh in meshes:
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for material in mesh.data.materials:
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if material:
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material.use_backface_culling = True
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material.blend_method = 'HASHED'
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if material.node_tree:
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for node in material.node_tree.nodes:
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if node.type == 'BSDF_PRINCIPLED':
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node.inputs['Alpha'].default_value = 1.0
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def cleanup_physics(self, armature: Object) -> None:
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"""Clean up MMD physics objects"""
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physics_objects = [obj for obj in bpy.data.objects
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if obj.parent == armature and
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(obj.rigid_body or obj.rigid_body_constraint)]
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for obj in physics_objects:
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bpy.data.objects.remove(obj, do_unlink=True)
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def cleanup_unused_data(self, context: Context) -> None:
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"""Clean up unused MMD data"""
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# Remove unused actions
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for action in bpy.data.actions:
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if not action.users:
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bpy.data.actions.remove(action)
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# Remove empty vertex groups
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for mesh in get_all_meshes(context):
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self.remove_empty_groups(mesh)
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def remove_empty_groups(self, mesh: Object) -> None:
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"""Remove empty vertex groups"""
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empty_groups = []
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for group in mesh.vertex_groups:
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has_weights = False
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for vert in mesh.data.vertices:
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for g in vert.groups:
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if g.group == group.index and g.weight > 0:
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has_weights = True
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break
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if has_weights:
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break
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if not has_weights:
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empty_groups.append(group)
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for group in empty_groups:
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mesh.vertex_groups.remove(group)
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class AvatarToolkit_OT_AdvancedBoneOps(Operator):
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"""Advanced bone operations and fixes"""
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bl_idname = "avatar_toolkit.advanced_bone_ops"
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bl_label = t("MMDTools.advanced_bone_ops")
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bl_description = t("MMDTools.advanced_bone_ops_desc")
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context: Context) -> Set[str]:
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armature = get_active_armature(context)
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with ProgressTracker(context, 4, "Advanced Bone Operations") as progress:
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# Fix zero length bones
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self.fix_zero_length_bones(armature)
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progress.step("Fixed zero length bones")
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# Connect bones with children
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self.connect_bone_chains(armature)
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progress.step("Connected bone chains")
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# Handle bone roll values
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self.fix_bone_rolls(armature)
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progress.step("Fixed bone rolls")
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# Fix bone orientations
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self.fix_bone_orientations(armature)
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progress.step("Fixed bone orientations")
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return {'FINISHED'}
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def fix_zero_length_bones(self, armature: Object) -> None:
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"""Fix bones with zero length by extending them"""
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min_length = 0.001
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for bone in armature.data.edit_bones:
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length = (bone.tail - bone.head).length
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if length < min_length:
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if bone.parent:
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bone.tail = bone.head + bone.parent.vector * 0.1
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else:
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bone.tail.z = bone.head.z + 0.1
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def connect_bone_chains(self, armature: Object) -> None:
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"""Connect bones that should form chains"""
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min_distance = bpy.context.scene.avatar_toolkit.connect_bones_min_distance
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for bone in armature.data.edit_bones:
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if len(bone.children) == 1:
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child = bone.children[0]
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distance = (bone.tail - child.head).length
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if distance < min_distance:
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child.use_connect = True
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child.head = bone.tail
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def fix_bone_rolls(self, armature: Object) -> None:
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"""Fix bone roll values for proper orientation"""
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for bone in armature.data.edit_bones:
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if 'spine' in bone.name.lower() or 'chest' in bone.name.lower():
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bone.roll = 0
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elif 'shoulder' in bone.name.lower():
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bone.roll = 0 if 'left' in bone.name.lower() else np.pi
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class AvatarToolkit_OT_CleanupOperations(Operator):
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"""Cleanup unused data and objects"""
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bl_idname = "avatar_toolkit.cleanup_operations"
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bl_label = t("MMDTools.cleanup_operations")
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bl_description = t("MMDTools.cleanup_operations_desc")
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context: Context) -> Set[str]:
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armature = get_active_armature(context)
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with ProgressTracker(context, 4, "Cleanup Operations") as progress:
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# Remove rigidbodies and joints
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self.remove_physics_objects(armature)
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progress.step("Removed physics objects")
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# Clear unused animation data
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self.clear_unused_animations(armature)
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progress.step("Cleared unused animations")
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# Remove empty objects
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self.remove_empty_objects()
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progress.step("Removed empty objects")
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# Clean up collections
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self.cleanup_collections(armature)
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progress.step("Cleaned up collections")
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return {'FINISHED'}
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def remove_physics_objects(self, armature: Object) -> None:
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"""Remove all physics objects and constraints"""
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physics_objects = [obj for obj in bpy.data.objects
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if obj.parent == armature and
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(obj.rigid_body or obj.rigid_body_constraint)]
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for obj in physics_objects:
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bpy.data.objects.remove(obj, do_unlink=True)
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def clear_unused_animations(self, armature: Object) -> None:
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"""Remove unused animation data"""
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if armature.animation_data:
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if armature.animation_data.action and armature.animation_data.action.users == 0:
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bpy.data.actions.remove(armature.animation_data.action)
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# Clear unused NLA tracks
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if armature.animation_data.nla_tracks:
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for track in armature.animation_data.nla_tracks:
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if not track.strips:
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armature.animation_data.nla_tracks.remove(track)
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def remove_empty_objects(self) -> None:
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"""Remove empty objects from the scene"""
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empty_objects = [obj for obj in bpy.data.objects
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if obj.type == 'EMPTY' and not obj.children]
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for obj in empty_objects:
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bpy.data.objects.remove(obj, do_unlink=True)
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def cleanup_collections(self, armature: Object) -> None:
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"""Clean up and organize collections"""
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# Remove empty collections
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for collection in bpy.data.collections:
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if not collection.objects and not collection.children:
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bpy.data.collections.remove(collection)
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# Ensure armature is in main collection
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if armature.users_collection[0] != bpy.context.scene.collection:
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bpy.context.scene.collection.objects.link(armature) |