345 lines
14 KiB
Python
345 lines
14 KiB
Python
import bpy
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from ..core.register import register_wrap
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from ..ui.panel import AvatarToolkitPanel
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from bpy.types import Context, Mesh, Panel, Operator, Armature, EditBone
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from ..functions.translations import t
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from ..core.common import get_selected_armature, get_all_meshes
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from ..core import common
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@register_wrap
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class AvatarToolkit_OT_StartPoseMode(Operator):
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bl_idname = 'avatar_toolkit.start_pose_mode'
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bl_label = t("Quick_Access.start_pose_mode.label")
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bl_description = t("Quick_Access.start_pose_mode.desc")
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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return get_selected_armature(context) != None and context.mode != "POSE"
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def execute(self, context: Context) -> set[str]:
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#give an active object so the next line doesn't throw an error.
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context.view_layer.objects.active = get_selected_armature(context)
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bpy.ops.object.mode_set(mode='OBJECT')
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#deselect everything and select just our armature, then go into pose on just our selected armature. - @989onan
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bpy.ops.object.select_all(action='DESELECT')
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context.view_layer.objects.active = get_selected_armature(context)
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context.view_layer.objects.active.select_set(True)
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bpy.ops.object.mode_set(mode='POSE')
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return {'FINISHED'}
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@register_wrap
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class AvatarToolkit_OT_StopPoseMode(Operator):
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bl_idname = 'avatar_toolkit.stop_pose_mode'
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bl_label = t("Quick_Access.stop_pose_mode.label")
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bl_description = t("Quick_Access.stop_pose_mode.desc")
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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return get_selected_armature(context) != None and context.mode == "POSE"
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def execute(self, context: Context) -> set[str]:
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#this is done so that transforms are cleared but user selection is respected. - @989onan
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bpy.ops.pose.transforms_clear()
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bpy.ops.pose.select_all(action="INVERT")
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bpy.ops.pose.transforms_clear()
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bpy.ops.pose.select_all(action="INVERT")
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bpy.ops.object.mode_set(mode='OBJECT')
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return {'FINISHED'}
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@register_wrap
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class AvatarToolkit_OT_ApplyPoseAsShapekey(Operator):
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bl_idname = 'avatar_toolkit.apply_pose_as_shapekey'
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bl_label = t("Quick_Access.apply_pose_as_shapekey.label")
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bl_description = t("Quick_Access.apply_pose_as_shapekey.desc")
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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return get_selected_armature(context) != None and context.mode == "POSE"
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def execute(self, context: Context):
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bpy.ops.object.mode_set(mode="OBJECT")
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for obj in get_all_meshes(context):
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modifier_armature_name: str = ""
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context.view_layer.objects.active = obj
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.select_all(action="DESELECT")
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context.view_layer.objects.active = obj
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obj.select_set(True)
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for modifier in obj.modifiers:
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if modifier.type == "ARMATURE":
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arm_modifier: bpy.types.ArmatureModifier = modifier
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modifier_armature_name = arm_modifier.object.name
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bpy.ops.object.modifier_apply_as_shapekey(modifier=modifier_armature_name,keep_modifier=True,report=True)
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return {'FINISHED'}
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@register_wrap
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class AvatarToolkit_OT_ApplyPoseAsRest(Operator):
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bl_idname = 'avatar_toolkit.apply_pose_as_rest'
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bl_label = t("Quick_Access.apply_pose_as_rest.label")
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bl_description = t("Quick_Access.apply_pose_as_rest.desc")
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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return get_selected_armature(context) != None and context.mode == "POSE"
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def execute(self, context: Context):
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for obj in get_all_meshes(context):
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mesh_data: Mesh = obj.data
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if mesh_data.shape_keys:
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shape_key_obj_list: list[bpy.types.Object] = []
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modifier_armature_name: str = ""
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for modifier in obj.modifiers:
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if modifier.type == "ARMATURE":
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arm_modifier: bpy.types.ArmatureModifier = modifier
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modifier_armature_name = arm_modifier.object.name
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for idx,shape in enumerate(mesh_data.shape_keys.key_blocks):
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if idx == 0:
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continue
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context.view_layer.objects.active = obj
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.select_all(action="DESELECT")
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context.view_layer.objects.active = obj
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obj.select_set(True)
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#create duplicate of object
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bpy.ops.object.duplicate()
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shape_obj = context.view_layer.objects.active
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#make current shapekey a separate object
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shape_obj.active_shape_key_index = idx
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shape_obj.name = shape.name
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bpy.ops.object.shape_key_move(type="TOP")
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bpy.ops.object.mode_set(mode="EDIT")
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.shape_key_remove(all=True)
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bpy.ops.object.modifier_apply(modifier=modifier_armature_name)
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#for modifier_name in [i.name for i in shape_obj.modifiers]:
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# bpy.ops.object.modifier_remove(modifier=modifier_name)
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shape_key_obj_list.append(shape_obj) #add to a list of shape key objects
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context.view_layer.objects.active = obj
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bpy.ops.object.mode_set(mode="OBJECT")
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context.view_layer.objects.active.select_set(True)
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bpy.ops.object.shape_key_remove(all=True)
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bpy.ops.object.modifier_apply(modifier=modifier_armature_name)
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bpy.ops.object.select_all(action="DESELECT")
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for shapekey_obj in shape_key_obj_list:
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shapekey_obj.select_set(True)
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context.view_layer.objects.active = obj
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context.view_layer.objects.active.select_set(True)
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try:
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bpy.ops.object.join_shapes()
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except:
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self.report({'ERROR'}, t("Quick_Access.apply_armature_failed"))
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#delete shapekey objects to not leave ourselves in a bad exit state - @989onan
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context.view_layer.objects.active = shape_key_obj_list[0]
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obj.select_set(False)
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bpy.ops.object.delete(confirm=False)
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return {'CANCELLED'}
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context.view_layer.objects.active = shape_key_obj_list[0]
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obj.select_set(False)
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bpy.ops.object.delete(confirm=False)
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else:
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modifier_armature_name: str = ""
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for modifier in obj.modifiers:
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if modifier.type == "ARMATURE":
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arm_modifier: bpy.types.ArmatureModifier = modifier
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modifier_armature_name = arm_modifier.object.name
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context.view_layer.objects.active = obj
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.select_all(action="DESELECT")
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context.view_layer.objects.active.select_set(True)
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bpy.ops.object.modifier_apply(modifier=modifier_armature_name)
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armature_obj: bpy.types.Object = get_selected_armature(context)
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context.view_layer.objects.active = armature_obj
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armature_obj.select_set(True)
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.mode_set(mode="POSE")
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bpy.ops.pose.armature_apply(selected=False)
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return {'FINISHED'}
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@register_wrap
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class AvatarToolkit_OT_RemoveZeroWeightBones(Operator):
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bl_idname = "avatar_toolkit.remove_zero_weight_bones"
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bl_label = t("Tools.remove_zero_weight_bones.label")
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bl_description = t("Tools.remove_zero_weight_bones.desc")
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bl_options = {'REGISTER', 'UNDO'}
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threshold: bpy.props.FloatProperty(
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default=0.01,
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name=t("Tools.remove_zero_weight_bones.threshold.label"),
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description=t("Tools.remove_zero_weight_bones.threshold.desc"),
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min=0.0000001,
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max=0.9999999)
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@classmethod
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def poll(cls, context: Context) -> bool:
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return common.get_selected_armature(context) is not None
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def execute(self, context: Context) -> set[str]:
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armature = common.get_selected_armature(context)
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if not common.is_valid_armature(armature):
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self.report({'ERROR'}, t("Tools.apply_transforms.invalid_armature"))
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return {'CANCELLED'}
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weighted_bones: list[str] = []
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.select_all(action='DESELECT')
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armature.select_set(True)
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context.view_layer.objects.active = armature
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meshes = common.get_all_meshes(context)
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for mesh in meshes:
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mesh_data: Mesh = mesh.data
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for vertex in mesh_data.vertices:
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for group in vertex.groups:
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if group.weight > self.threshold:
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weighted_bones.append(mesh.vertex_groups[group.group].name) #add bone name to list of bones that are greater than the weight threshold
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bpy.ops.object.mode_set(mode='EDIT')
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amature_data: Armature = armature.data
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unweighted_bones: list[str] = []
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#doing 2 loops to prevent modification of array during iteration
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for bone in amature_data.edit_bones:
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if bone.name not in weighted_bones:
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unweighted_bones.append(bone.name) #add bones that arent in the list of bones that have weight into the list of bones that don't
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for bone_name in unweighted_bones:
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for edit_bone in amature_data.edit_bones[bone_name].children:
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edit_bone.use_connect = False #to fix randomly moving bones
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edit_bone.parent = amature_data.edit_bones[bone_name].parent #to fix unparented bones.
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amature_data.edit_bones.remove(amature_data.edit_bones[bone_name]) #delete list of unweighted bones from the armature
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self.report({'INFO'}, t("Tools.remove_zero_weight_bones.success"))
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return {'FINISHED'}
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@register_wrap
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class AvatarToolkit_OT_MergeBonesToActive(Operator):
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bl_idname = "avatar_toolkit.merge_bones_to_active"
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bl_label = t("Tools.merge_bones_to_active.label")
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bl_description = t("Tools.merge_bones_to_active.desc")
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bl_options = {'REGISTER', 'UNDO'}
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delete_old: bpy.props.BoolProperty(name=t("Tools.merge_bones_to_active.delete_old.label"), description=t("Tools.merge_bones_to_active.delete_old.desc"), default=False)
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@classmethod
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def poll(cls, context: Context) -> bool:
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if common.get_selected_armature(context) is not None:
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if common.get_selected_armature(context) == context.view_layer.objects.active:
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if context.mode == "POSE":
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return len(context.selected_pose_bones) > 1
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elif context.mode == "EDIT_ARMATURE":
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return len(context.selected_bones) > 1
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return False
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def execute(cls, context: Context) -> set[str]:
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prev_mode: str = "EDIT"
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if context.mode == "POSE":
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prev_mode = "POSE"
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#get active bone and a list of all other selected bones
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bpy.ops.object.mode_set(mode='EDIT')
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target_bone: str = context.active_bone.name
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armature_data: Armature = context.view_layer.objects.active.data
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bones: list[str] = [i.name for i in context.selected_bones]
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bones.remove(target_bone)
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for obj in common.get_all_meshes(context):
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for bone in bones:
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bone_name: str = armature_data.edit_bones[bone].name
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common.transfer_vertex_weights(context=context,obj=obj,source_group=bone_name,target_group=armature_data.edit_bones[target_bone].name)
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bpy.ops.object.mode_set(mode='EDIT')
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for bone in bones:
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if cls.delete_old:
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for bone_child in armature_data.edit_bones[bone].children:
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bone_child.parent = armature_data.edit_bones[bone].parent
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armature_data.edit_bones.remove(armature_data.edit_bones[bone])
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bpy.ops.object.mode_set(mode=prev_mode)
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return {'FINISHED'}
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@register_wrap
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class AvatarToolkit_OT_MergeBonesToParents(Operator):
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bl_idname = "avatar_toolkit.merge_bones_to_parents"
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bl_label = t("Tools.merge_bones_to_parents.label")
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bl_description = t("Tools.merge_bones_to_parents.desc")
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bl_options = {'REGISTER', 'UNDO'}
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delete_old: bpy.props.BoolProperty(name=t("Tools.merge_bones_to_parents.delete_old.label"), description=t("Tools.merge_bones_to_parents.delete_old.desc"), default=False)
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@classmethod
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def poll(cls, context: Context) -> bool:
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if common.get_selected_armature(context) is not None:
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if common.get_selected_armature(context) == context.view_layer.objects.active:
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if context.mode == "POSE":
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return len(context.selected_pose_bones) > 0
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elif context.mode == "EDIT_ARMATURE":
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return len(context.selected_bones) > 0
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return False
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def execute(cls, context: Context) -> set[str]:
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prev_mode: str = "EDIT"
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if context.mode == "POSE":
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prev_mode = "POSE"
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#get active bone and a list of all other selected bones
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bpy.ops.object.mode_set(mode='EDIT')
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armature_data: Armature = context.view_layer.objects.active.data
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for obj in common.get_all_meshes(context):
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for bone in [i.name for i in context.selected_bones]:
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if armature_data.edit_bones[bone].parent != None:
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bone_name: str = armature_data.edit_bones[bone].name
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common.transfer_vertex_weights(context=context,obj=obj,source_group=bone_name,target_group=armature_data.edit_bones[bone].parent.name)
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bpy.ops.object.mode_set(mode='EDIT')
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for bone in [i.name for i in context.selected_bones]:
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if cls.delete_old:
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for bone_child in armature_data.edit_bones[bone].children:
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bone_child.parent = armature_data.edit_bones[bone].parent
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armature_data.edit_bones.remove(armature_data.edit_bones[bone])
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bpy.ops.object.mode_set(mode=prev_mode)
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return {'FINISHED'}
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