Hogarth-MMD
Hogarth-MMD
@lordscales91 That bug fix seems to work, thank you.
@powroupi is the current developer of mmd_tools. You can find lots of great bug fixes and additional features in the version of mmd_tools by @powroupi: https://github.com/powroupi/blender_mmd_tools/archive/dev_test.zip https://github.com/powroupi/blender_mmd_tools https://github.com/powroupi/blender_mmd_tools/issues
At the present time, if you import and export a .pmx model with mmd_tools, all of the English names are lost(deleted). This should be changed to the opposite of this...
``` bpy.context.active_object['english_name'] = 'smile' ``` (creates a custom property of the active object whose key is 'english_name' and whose value is 'smile" Try to create a custom property for a...
In Blender python, is there not some method by which we can create these 3 attributes(Shape Key English name, Japanese name, and category)?: ``` bpy.types.ShapeKey(bpy.data.shape_keys[0]).key_blocks[1].name_e bpy.types.ShapeKey(bpy.data.shape_keys[0]).key_blocks[1].name_j bpy.types.ShapeKey(bpy.data.shape_keys[0]).key_blocks[1].category bpy.context.active_object.data.shape_keys.key_blocks[1].name_e bpy.context.active_object.data.shape_keys.key_blocks[1].name_j bpy.context.active_object.data.shape_keys.key_blocks[1].category...
Is there possibly a technique by which we can give each shapekey key_block its own ID data? What is ID data? To answer this question, I am quoting from the...
"@Hogarth-MMD Why do you want to store the English names on the ShapeKey itself? " I want the English names and categories to be stored in a way that they...
Here is a simple method of implementing dual names for shape keys and shape key categories: For example: ``` bpy.context.active_object.data.shape_keys.key_blocks[1].name = '["笑い", "smile", 2]' >>> eval(bpy.context.active_object.data.shape_keys.key_blocks[1].name)[0] '笑い' >>> eval(bpy.context.active_object.data.shape_keys.key_blocks[1].name)[1] 'smile'...
Well, I have successfully created an english_name attribute for shape_key key_blocks, but exactly the same English name is assigned to each and every key_block. :-( ``` >>> bpy.types.ShapeKey.english_name = bpy.props.StringProperty(name='english_name',...
"that will automatically sync with the shapekeys (via code logic of course)" Sorry, but this is not clear to me. Are you talking about using the Blender game engine logic...