- Add core VRM addon infrastructure with manifest and registration - Add common utilities module with file system, logging, and conversion helpers - Add human bone mapper with support for multiple rigging standards (Mixamo, MMD, Unreal, Rigify, etc.) - Add VRM 0.x and 1.x format support with property groups and handlers - Add editor UI panels for VRM metadata, spring bones, and MToon materials - Add exporter with glTF2 extension support for VRM format serialization - Add importer with scene reconstruction and armature generation - Add MToon shader support with auto-setup and material migration - Add spring bone physics simulation with constraint handling - Add node constraint editor for advanced rigging control - Add comprehensive validation and error handling with user dialogs - Add scene watcher for real-time property synchronization - Add workspace management and preference system - Include Python cache files and Blender manifest configuration - This is the initial commit establishing the complete VRM addon ecosystem for Blender
68 lines
2.2 KiB
Python
68 lines
2.2 KiB
Python
# This code is auto generated.
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# To regenerate, run the `uv run tools/property_typing.py` command.
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from collections.abc import Mapping, Sequence
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from typing import Optional, Union
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import bpy
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# This code is auto generated.
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# To regenerate, run the `uv run tools/property_typing.py` command.
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def vrm(
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execution_context: str = "EXEC_DEFAULT",
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/,
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*,
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filter_glob: str = "*.vrm",
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use_addon_preferences: bool = False,
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export_invisibles: bool = False,
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export_only_selections: bool = False,
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enable_advanced_preferences: bool = False,
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export_all_influences: bool = False,
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export_lights: bool = False,
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export_gltf_animations: bool = False,
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export_try_sparse_sk: bool = False,
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errors: Optional[Sequence[Mapping[str, Union[str, int, float, bool]]]] = None,
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armature_object_name: str = "",
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ignore_warning: bool = False,
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filepath: str = "",
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check_existing: bool = True,
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) -> set[str]:
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return bpy.ops.export_scene.vrm( # type: ignore[attr-defined, no-any-return]
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execution_context,
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filter_glob=filter_glob,
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use_addon_preferences=use_addon_preferences,
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export_invisibles=export_invisibles,
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export_only_selections=export_only_selections,
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enable_advanced_preferences=enable_advanced_preferences,
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export_all_influences=export_all_influences,
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export_lights=export_lights,
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export_gltf_animations=export_gltf_animations,
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export_try_sparse_sk=export_try_sparse_sk,
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errors=errors if errors is not None else [],
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armature_object_name=armature_object_name,
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ignore_warning=ignore_warning,
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filepath=filepath,
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check_existing=check_existing,
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)
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# This code is auto generated.
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# To regenerate, run the `uv run tools/property_typing.py` command.
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def vrma(
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execution_context: str = "EXEC_DEFAULT",
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/,
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*,
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filter_glob: str = "*.vrma",
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armature_object_name: str = "",
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filepath: str = "",
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check_existing: bool = True,
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) -> set[str]:
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return bpy.ops.export_scene.vrma( # type: ignore[attr-defined, no-any-return]
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execution_context,
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filter_glob=filter_glob,
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armature_object_name=armature_object_name,
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filepath=filepath,
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check_existing=check_existing,
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)
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