Add Easy_Weight
to Addons
#47
@ -1,4 +1,4 @@
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from typing import List, Tuple
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from typing import List
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import bpy, sys
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import bpy, sys
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from bpy.props import IntProperty, CollectionProperty, PointerProperty, StringProperty, BoolProperty
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from bpy.props import IntProperty, CollectionProperty, PointerProperty, StringProperty, BoolProperty
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@ -8,6 +8,7 @@ import itertools
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import bmesh
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import bmesh
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from .vertex_group_operators import get_deforming_armature, get_deforming_vgroups
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from .vertex_group_operators import get_deforming_armature, get_deforming_vgroups
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from .utils.naming import flip_name
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"""
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"""
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This module creates a workflow for hunting down and cleaning up rogue weights in the most efficient way possible.
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This module creates a workflow for hunting down and cleaning up rogue weights in the most efficient way possible.
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@ -120,6 +121,24 @@ def select_vertices(mesh: Mesh, vert_indicies: List[int]):
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for vi in vert_indicies:
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for vi in vert_indicies:
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mesh.vertices[vi].select = True
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mesh.vertices[vi].select = True
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def update_active_islands_index(obj):
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"""Make sure the active entry is visible, keep incrementing index until that is the case."""
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new_active_index = obj.active_islands_index + 1
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looped = False
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while True:
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if new_active_index >= len(obj.island_groups):
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new_active_index = 0
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if looped:
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break
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looped = True
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island_group = obj.island_groups[new_active_index]
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if len(island_group.islands) < 2 or \
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len(island_group.islands) == island_group.num_expected_islands:
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new_active_index += 1
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continue
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break
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obj.active_islands_index = new_active_index
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class MarkIslandsAsOkay(Operator):
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class MarkIslandsAsOkay(Operator):
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"""Mark this number of vertex islands to be the intended amount. Vertex group will be hidden from the list until this number changes"""
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"""Mark this number of vertex islands to be the intended amount. Vertex group will be hidden from the list until this number changes"""
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bl_idname = "object.set_expected_island_count"
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bl_idname = "object.set_expected_island_count"
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@ -133,7 +152,6 @@ class MarkIslandsAsOkay(Operator):
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)
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)
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def execute(self, context):
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def execute(self, context):
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rig = context.pose_object
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obj = context.object
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obj = context.object
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mesh = obj.data
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mesh = obj.data
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org_mode = obj.mode
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org_mode = obj.mode
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@ -157,6 +175,7 @@ class MarkIslandsAsOkay(Operator):
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return {'FINISHED'}
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return {'FINISHED'}
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island_group.num_expected_islands = new_num_islands
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island_group.num_expected_islands = new_num_islands
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update_active_islands_index(obj)
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return {'FINISHED'}
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return {'FINISHED'}
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class FocusSmallestIsland(Operator):
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class FocusSmallestIsland(Operator):
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@ -189,22 +208,32 @@ class FocusSmallestIsland(Operator):
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assert self.vgroup in obj.vertex_groups, f"Vertex Group {self.vgroup} not found in object {obj.name}, aborting."
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assert self.vgroup in obj.vertex_groups, f"Vertex Group {self.vgroup} not found in object {obj.name}, aborting."
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if self.vgroup in obj.island_groups:
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# Also update the opposite side vertex group
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# Update existing island data first
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vgroup_names = [self.vgroup]
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island_group = obj.island_groups[self.vgroup]
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flipped = flip_name(self.vgroup)
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vgroup = obj.vertex_groups[self.vgroup]
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if flipped != self.vgroup:
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vgroup_names.append(flipped)
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.object.mode_set(mode='EDIT')
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vert_index_map = build_vert_index_map(mesh)
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vert_index_map = build_vert_index_map(mesh)
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bpy.ops.object.mode_set(mode=org_mode)
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bpy.ops.object.mode_set(mode=org_mode)
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hid_islands = False
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for vg_name in vgroup_names:
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if vg_name in obj.island_groups:
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# Update existing island data first
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island_group = obj.island_groups[vg_name]
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vgroup = obj.vertex_groups[vg_name]
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org_num_islands = len(island_group.islands)
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org_num_islands = len(island_group.islands)
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island_group = update_vgroup_islands(mesh, vgroup, vert_index_map, obj.island_groups, island_group)
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island_group = update_vgroup_islands(mesh, vgroup, vert_index_map, obj.island_groups, island_group)
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new_num_islands = len(island_group.islands)
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new_num_islands = len(island_group.islands)
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if new_num_islands != org_num_islands:
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if new_num_islands < 2:
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if new_num_islands == 1:
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hid_islands = True
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self.report({'INFO'}, f"Vertex group is now a single island, hidden from list.")
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self.report({'INFO'}, f"Vertex group {vg_name} no longer has multiple islands, hidden from list.")
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return {'FINISHED'}
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if hid_islands:
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self.report({'INFO'}, f"Vertex group island count changed from {org_num_islands} to {new_num_islands}. Click again to focus smallest island.")
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update_active_islands_index(obj)
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return {'FINISHED'}
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return {'FINISHED'}
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# self.report({'INFO'}, f"Vertex group island count changed from {org_num_islands} to {new_num_islands}. Click again to focus smallest island.")
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# return {'FINISHED'}
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if org_mode != 'EDIT':
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if org_mode != 'EDIT':
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.object.mode_set(mode='EDIT')
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@ -234,6 +263,15 @@ class FocusSmallestIsland(Operator):
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if self.enter_wp and org_mode != 'WEIGHT_PAINT':
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if self.enter_wp and org_mode != 'WEIGHT_PAINT':
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bpy.ops.object.weight_paint_toggle()
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bpy.ops.object.weight_paint_toggle()
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# Select the bone
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if context.mode == 'PAINT_WEIGHT':
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rig = context.pose_object
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if rig:
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for pb in rig.pose.bones:
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pb.bone.select = False
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if self.vgroup in rig.pose.bones:
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rig.pose.bones[self.vgroup].bone.select = True
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mesh.use_paint_mask_vertex = True
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mesh.use_paint_mask_vertex = True
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return {'FINISHED'}
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return {'FINISHED'}
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@ -301,8 +339,6 @@ class EASYWEIGHT_UL_weight_island_groups(UIList):
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def filter_items(self, context, data, propname):
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def filter_items(self, context, data, propname):
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flt_flags = []
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flt_flags = []
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flt_neworder = []
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flt_neworder = []
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list_items = getattr(data, propname)
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island_groups = getattr(data, propname)
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island_groups = getattr(data, propname)
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helper_funcs = bpy.types.UI_UL_list
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helper_funcs = bpy.types.UI_UL_list
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Block a user