- 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
27 lines
747 B
Python
27 lines
747 B
Python
# SPDX-License-Identifier: MIT OR GPL-3.0-or-later
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from bpy.types import Context, Menu
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from ...common.logger import get_logger
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from ..ops import layout_operator
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from ..search import current_armature
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from .ops import VRM_OT_restore_vrm1_expression_morph_target_bind_object
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logger = get_logger(__name__)
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class VRM_MT_vrm1_expression(Menu):
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bl_label = "Expression Menu"
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bl_idname = "VRM_MT_vrm1_expression"
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def draw(self, context: Context) -> None:
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layout = self.layout
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armature = current_armature(context)
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if not armature:
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return
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op = layout_operator(
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layout, VRM_OT_restore_vrm1_expression_morph_target_bind_object
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)
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op.armature_object_name = armature.name
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