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panels.py
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panels.py
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import bpy
from . import register_wrap
from . import model
from . import addon_preferences
@register_wrap
class ImportModelPanel_MTH(bpy.types.Panel):
#Import Model panel
bl_label = "Import FFXIV Model"
bl_idname = "OBJECT_PT_ImportModelPanel_MTH"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS" if bpy.app.version < (2,80,0) else "UI"
bl_category = "FFXIV MMD"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 1
def draw(self, context):
layout = self.layout
# Add a help button
row = layout.row()
row.operator("wm.url_open", text="Help / User Guide", icon='QUESTION').url = "https://github.com/wikid24/ffxiv_mmd_tools_helper/tree/master/documentation"
row = layout.row()
row.operator("ffxiv_mmd.ffxiv_file_browser_operator", text="Import FFXIV .fbx File", icon='IMPORT')
row = layout.row()
col = layout.column(align=True)
grid = col.grid_flow(row_major=True, align=True)
#split = row.split(factor=0.66)
grid.row(align=True).prop(context.scene, "selected_ffxiv_test_model")
grid.row(align=True).operator("ffxiv_mmd.import_ffxiv_model", text = "Load Sample", icon='IMPORT')
row = layout.row()
row.label(text="FFXIV Conversion:")
row = layout.row()
#row.operator_context = 'INVOKE_DEFAULT'
row.operator('mmd_tools.convert_to_mmd_model', text='Initialize MMD Struture', icon='ARMATURE_DATA')
row = layout.row()
row.label(text="Anamnesis .chara File:")
row = layout.row()
col = layout.column(align=True)
grid = col.grid_flow(row_major=True, align=True)
split = row.split(factor=0.5)
grid.row(align=True).operator("ffxiv_mmd.read_ffxiv_chara_file_browser_operator", text="Read", icon='VIEWZOOM')
grid.row(align=True).operator("ffxiv_mmd.apply_ffxiv_chara_file_browser_operator", text="Apply to Model", icon='IMPORT')
row = layout.row()
row.prop(context.scene,"color_skin", text='',icon_only=True,icon='OUTLINER_DATA_MESH')
row.prop(context.scene,"color_hair", text='',icon_only=True,icon='OUTLINER_DATA_MESH')
row.prop(context.scene,"color_hair_highlights", text='',icon_only=True,icon='OUTLINER_DATA_MESH')
row.prop(context.scene,"color_tattoo_limbal", text='',icon_only=True,icon='OUTLINER_DATA_MESH')
row.prop(context.scene,"color_eyes", text='',icon_only=True,icon='OUTLINER_DATA_MESH')
row.prop(context.scene,"color_odd_eye", text='',icon_only=True,icon='OUTLINER_DATA_MESH')
row.prop(context.scene,"color_lips", text='',icon_only=True,icon='OUTLINER_DATA_MESH')
row.prop(context.scene,"color_facepaint", text='',icon_only=True,icon='OUTLINER_DATA_MESH')
#row = layout.row()
#row.operator("ffxiv_mmd.create_joints_from_csv", text = "Add Base Joints", icon = "RIGID_BODY_CONSTRAINT")
@register_wrap
class LanguageTranslationPanel_MTH(bpy.types.Panel):
#Creates the Bones Renamer Panel in a VIEW_3D TOOLS tab
bl_label = "Language and Translation"
bl_idname = "OBJECT_PT_LanguageTranslationPanel_MTH"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS" if bpy.app.version < (2,80,0) else "UI"
bl_category = "FFXIV MMD"
bl_order = 2
def draw(self, context):
obj = None
if context.object is not None:
obj = context.object
layout = self.layout
row = layout.row()
row.label(text="Mass Rename Bones", icon="GROUP_BONE")
row = layout.row()
col = layout.column(align=True)
grid = col.grid_flow(row_major=True, align=True)
grid.column(align=True).prop(context.scene, "Origin_Armature_Type")
grid.column(align=True).prop(context.scene, "Destination_Armature_Type")
grid = col.grid_flow(align=True)
row = grid.row(align=True)
row.operator("ffxiv_mmd.bones_renamer", text = "Mass Rename Bones",icon='IMPORT')
if obj:
if obj.type=='ARMATURE':
row.prop(context.object.data,"show_names",toggle=True ,text = "",icon_only=True,icon='SORTALPHA')
row = layout.row(align=True)
col = layout.column(align=True)
grid = col.grid_flow(align=True)
grid.column(align=True).operator("ffxiv_mmd.blender_to_japanese_bone_names", text = "Blender to MMD Jap",icon='TRACKING_REFINE_FORWARDS')
grid.column(align=True).operator("ffxiv_mmd.reverse_japanese_english", text = "Swap Jap/Eng",icon='UV_SYNC_SELECT')
@register_wrap
class BonesAndIKPanel_MTH(bpy.types.Panel):
#Mass add bone groups
bl_idname = "OBJECT_PT_BonesAndIKPanel_MTH"
bl_label = "Bones and IK"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS" if bpy.app.version < (2,80,0) else "UI"
bl_category = "FFXIV MMD"
bl_order = 3
def draw(self, context):
obj = None
root = None
if context.object is not None:
obj = context.object
if model.findRoot(obj):
root = model.findRoot(obj)
layout = self.layout
row = layout.row(align=True)
grid = row.grid_flow(columns=1,align=True)
row = grid.row(align=True)
row.prop(context.space_data.overlay, 'show_bones', toggle=True, text='',icon_only=True,icon='HIDE_OFF' if context.space_data.overlay.show_bones else 'HIDE_ON' )
if obj:
if obj.type == 'ARMATURE':
row.prop(obj.data,"show_names",toggle=True ,text = "",icon_only=True,icon='SORTALPHA')
row.prop(obj,"show_in_front",toggle=True ,text = "",icon_only=True,icon='COMMUNITY')
row.prop(obj.data, 'display_type',text='')
else:
row.label(text=' Bone Visibility')
if root:
row.prop(root.mmd_root, 'show_armature', toggle=True, icon_only=True, icon='ARMATURE_DATA')
row = layout.row()
row.label(text="MMD Conversion")
split = layout.split( factor=0.80, align=True)
split.prop(context.scene, "selected_bone_tool")
split.operator("ffxiv_mmd.bone_tools", text = "Run", icon='ORIENTATION_NORMAL')
row = layout.row(align=True)
col = row.column(align=True)
grid = col.grid_flow(columns=1,align=True)
##### start new box####
box = layout.box()
grid = box.grid_flow(columns=1,align=True)
grid.prop(context.scene,"find_bone_name_mode",text='Search')
grid = box.grid_flow(columns=2,align=True)
row = grid.row(align=True)
col = row.column(align=True)
grid = col.grid_flow(columns=1,align=True)
grid.label(text="Find in name:")
grid.prop(context.scene,"find_bone_string",text='')
grid.operator("ffxiv_mmd.find_bones", text = "Find", icon='VIEWZOOM').append_to_selected=False
col = row.column(align=True)
grid = col.grid_flow(columns=1,align=True)
grid.label(text="Replace with:")
grid.prop(context.scene,"replace_bone_string",text='')
grid.operator("ffxiv_mmd.replace_bones_renaming", text = "Replace", icon='CON_ROTLIMIT')
grid.prop(context.scene, "bones_all_or_selected",text='Selected Only')
#row = layout.row(align=True)
#col = row.column(align=True)
#grid = col.grid_flow(row_major=True,align=True)
#grid.label(text="IK", icon="CONSTRAINT_BONE")
#grid.operator("ffxiv_mmd.add_foot_leg_ik", text = "Leg/Foot IK")
#grid.operator("ffxiv_mmd.add_hand_arm_ik", text = "Hand/Arm IK")
row = layout.row(align=True)
col = row.column(align=True)
col.label(text="Bone Groups", icon="GROUP_BONE")
col = row.column(align=True)
col.operator("ffxiv_mmd.add_bone_groups", text = "Auto-Generate")
@register_wrap
class RigidBodiesPanel_MTH(bpy.types.Panel):
#Rigid Body panel#
bl_label = "Rigid Bodies"
bl_idname = "OBJECT_PT_RigidBodiesPanel_MTH"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS" if bpy.app.version < (2,80,0) else "UI"
bl_category = "FFXIV MMD"
bl_order = 4
def draw(self, context):
root = model.findRoot(context.object)
layout = self.layout
# Display the active object's name in a text box
row = layout.row()
col = row.column()
grid = col.grid_flow(align=True,columns=5)
if model.findRoot(bpy.context.object) is not None:
grid.prop(root.mmd_root,"show_rigid_bodies", toggle=True, text='',icon_only=True,icon='HIDE_OFF' if root.mmd_root.show_rigid_bodies else 'HIDE_ON' )
grid.prop(root.mmd_root,"show_names_of_rigid_bodies", toggle=True, text='',icon_only=True,icon='SORTALPHA')
grid.label(text="Rigid Body Visibility")
grid.prop(root.mmd_root,"show_meshes", toggle=True, text='',icon_only=True,icon='OUTLINER_DATA_MESH')
if not root.mmd_root.is_built:
row.operator('mmd_tools.build_rig',text='',icon='PHYSICS',depress=False)
else:
row.operator('mmd_tools.clean_rig',text='', icon='PHYSICS',depress=True)
else:
grid.label(text="Rigid Body Visibility")
row = layout.row()
col = row.column()
grid = col.grid_flow(align=True,columns=2)
grid.label(text="Active Rigid: ")
grid.label(text='Bone: ')
grid = col.grid_flow(align=True,columns=2)
if(context.active_object):
if context.active_object.mmd_type == 'RIGID_BODY':
grid.prop(context.active_object,"name",text="")
grid.operator("ffxiv_mmd.get_bone_from_rigid_body",text=str(context.active_object.mmd_rigid.bone))
else:
grid.label(text='Select a Rigid Body')
row = layout.row()
col = row.column(align=True)
grid = col.grid_flow(align=True)
row = grid.row(align=True)
row.label(text='Starts w/')
row.label(text='Contains')
row.label(text='Ends w/')
row = grid.row(align=True)
row.prop(context.scene,"rigidbody_startswith", text = "")
row.prop(context.scene,"rigidbody_contains", text = "")
row.prop(context.scene,"rigidbody_endswith", text = "")
row = grid.row(align=True)
row.operator("ffxiv_mmd.find_rigid_bodies", text = 'Find', icon='VIEWZOOM').append_to_selected=False
row.operator("ffxiv_mmd.find_rigid_bodies", text = 'Find + Add', icon='ZOOM_IN').append_to_selected=True
row.operator("ffxiv_mmd.clear_find_rigid_bodies", text='',icon='TRASH')
row = layout.row()
col = row.column()
grid = col.grid_flow(align=True)
grid.label(text='Bone Chain',icon='LINK_BLEND')
grid.operator("ffxiv_mmd.select_rigid_body_bone_chain", text = 'Up', icon='TRIA_UP').direction='UP'
grid.operator("ffxiv_mmd.select_rigid_body_bone_chain", text = 'Down', icon='TRIA_DOWN').direction='DOWN'
grid.operator("ffxiv_mmd.select_rigid_body_bone_chain", text = 'All', icon='UV_SYNC_SELECT').direction='ALL'
col = row.column()
grid = col.grid_flow(align=True)
grid.label(text="Skirt", icon='MESH_CONE')
#row.operator("ffxiv_mmd.get_vertical_skirt_rigid_bodies", text = "Vert", icon="SORT_DESC")
#row.operator("ffxiv_mmd.get_horizontal_skirt_rigid_bodies", text = "Horiz", icon="CENTER_ONLY")
grid.operator("ffxiv_mmd.select_skirt_rigid_bodies", text = "Vert", icon="SORT_DESC").direction='VERTICAL'
grid.operator("ffxiv_mmd.select_skirt_rigid_bodies", text = "Horiz", icon="CENTER_ONLY").direction='HORIZONTAL'
grid.operator("ffxiv_mmd.select_skirt_rigid_bodies", text = "All", icon="CONE").direction='ALL'
row = layout.row()
col = row.column()
col.label(text="Rigid Body Transform:", icon='CON_CLAMPTO')
row = layout.row()
col = row.column()
grid = col.grid_flow(align=True)
grid.operator("ffxiv_mmd.batch_update_rigid_bodies", text = 'Bulk Apply')
grid.operator("ffxiv_mmd.batch_update_rigid_body_bone_chain", text='Bone Chain')
grid.operator("ffxiv_mmd.batch_update_rigid_body_bone_chains", text = 'All Bone Chains')
row = layout.row()
col = row.column(align=True)
grid = col.grid_flow(align=True)
row = grid.row(align=True)
row.label(text='Rigid Body Create:',icon='RIGID_BODY')
#row.operator('mmd_tools.rigid_body_add', text='From Selected Bones')
row = grid.row(align=True)
row.operator('ffxiv_mmd.create_rigid_bodies', text='From Selected Bones')
row = grid.row(align=True)
row.operator("ffxiv_mmd.create_rigid_bodies_from_csv", text = "From FFXIV Template")
@register_wrap
class JointsPanel_MTH(bpy.types.Panel):
#Joints panel#
bl_label = "Joints"
bl_idname = "OBJECT_PT_JointsPanel_MTH"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS" if bpy.app.version < (2,80,0) else "UI"
bl_category = "FFXIV MMD"
bl_order = 4
def draw(self, context):
root = model.findRoot(context.object)
layout = self.layout
row = layout.row()
col = row.column()
grid = col.grid_flow(align=True,columns=3)
if model.findRoot(bpy.context.object) is not None:
grid.prop(root.mmd_root,"show_joints", toggle=True, text='',icon_only=True,icon='HIDE_OFF' if root.mmd_root.show_joints else 'HIDE_ON' )
grid.prop(root.mmd_root,"show_names_of_joints", toggle=True, text='',icon_only=True,icon='SORTALPHA')
grid.label(text="Joint Visibility")
row = layout.row()
col = row.column()
grid = col.grid_flow(align=True,columns=3)
grid.label(text="Active Joint: ")
grid.label(text='Rigid 1: ')
grid.label(text='Rigid 2: ')
grid = col.grid_flow(align=True,columns=4)
if(context.active_object):
if context.active_object.mmd_type == 'JOINT':
grid.prop(context.active_object,"name",text="")
grid.operator("ffxiv_mmd.select_rigid_body_from_joint",text=context.active_object.rigid_body_constraint.object1.name).rigid_number = '1'
grid.operator("ffxiv_mmd.select_rigid_body_from_joint",text=context.active_object.rigid_body_constraint.object2.name).rigid_number = '2'
else:
grid.label(text='Select a Joint')
row = layout.row()
col = row.column()
row = col.row(align=True)
grid = row.grid_flow(align=True)
grid.operator("ffxiv_mmd.select_joints_from_rigid_bodies", text = 'Get Joints from Rigid Bodies')
row = col.row(align=True)
grid = row.grid_flow(align=True,columns=2)
grid.operator("ffxiv_mmd.select_vertical_horizontal_joints", text = 'Vertical', icon="SORT_DESC").direction='VERTICAL'
grid.operator("ffxiv_mmd.select_vertical_horizontal_joints", text = 'Horizontal', icon="CENTER_ONLY").direction='HORIZONTAL'
row = layout.row()
row.label(text="Joint Transform:", icon='CON_CLAMPTO')
row = layout.row()
grid = row.grid_flow(align=True,columns=1)
grid.operator("ffxiv_mmd.batch_update_joints", text = 'Bulk Apply')
row = layout.row()
col = layout.column()
row.label(text='Joint Create:',icon='PIVOT_MEDIAN')
#row.operator('mmd_tools.joint_add', text='From Selected Rigid Bodies')
row = layout.row()
col = row.column(align=True)
grid = col.grid_flow(align=True)
row = grid.row(align=True)
row.operator('ffxiv_mmd.create_joints', text='From Selected Rigid Bodies')
row = grid.row(align=True)
row.operator("ffxiv_mmd.create_joints_from_csv", text = "From FFXIV Template")
#row = layout.row()
#col = layout.column()
#grid = row.grid_flow(row_major=True,align=True,columns=1)
row = grid.row(align=True)
col = row.grid_flow(align=True,columns=2)
#grid.label(text='Vertical',icon='EMPTY_SINGLE_ARROW')
col.operator("ffxiv_mmd.batch_create_vertical_joints", text = "Bulk Vertical",icon='EMPTY_SINGLE_ARROW')
col.prop(context.scene, "vertical_joint_pin", text="Pin",expand=True)
#col = layout.column()
#grid = row.grid_flow(row_major=True,align=True,columns=1)
row = grid.row(align=True)
#grid.label(text='Horizontal',icon='CENTER_ONLY')
grid.operator("ffxiv_mmd.batch_create_horizontal_joints", text = "Bulk Horizontal",icon='CENTER_ONLY')
#grid.prop(context.scene, "bones_all_or_selected",text='Wrap Around')
@register_wrap
class ShapeKeysBoneMorphsPanel_MTH(bpy.types.Panel):
bl_idname = "OBJECT_PT_ShapeKeysBoneMorphsPanel_MTH"
bl_label = "Bone Morphs (Facial Expressions)"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS" if bpy.app.version < (2,80,0) else "UI"
bl_category = "FFXIV MMD"
bl_order = 5
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Add Bone Morphs (MMD Model Only)", icon="SHAPEKEY_DATA")
#bone morphs ########################################
row = layout.row()
col = layout.column(align=True)
grid = col.grid_flow(row_major=True)
row = grid.row(align=True)
row.prop(context.scene, "bone_morph_ffxiv_model_list")
row.operator("ffxiv_mmd.add_bone_morphs", text = "Generate",icon='SHAPEKEY_DATA')
row.operator("ffxiv_mmd.open_bone_morphs_file", text="",icon='CURRENT_FILE')
row = grid.row(align=True)
row.operator("ffxiv_mmd.import_custom_bone_morphs_file", text="Import CSV")
row.operator("ffxiv_mmd.export_bone_morphs_file", text="Export CSV")
#shape keys ########################################
#row = layout.row()
#col = layout.column(align=True)
#grid = col.grid_flow(row_major=True)
#row = grid.row(align=True)
##row.prop(context.scene, "bone_morph_ffxiv_model_list")
#row.operator("ffxiv_mmd.add_shape_keys_btn", text = "Generate",icon='SHAPEKEY_DATA')
#row.operator("ffxiv_mmd.open_shape_keys_file", text="",icon='CURRENT_FILE')
####################################################
#row = layout.row()
#layout.prop(context.scene, "alternate_folder_cbx", text="Use Alternate Folder for CSVs (broken)")
row = layout.row(align=True)
col = row.column(align=True)
col.column(align=True).prop(context.scene,'bone_morph_rotation_mode_list')
col = row.column(align=True)
col.column(align=True).operator("ffxiv_mmd.change_face_rotation_mode",text='Change Rotation Mode')
#row = layout.row()
#row.label(text='**TODO** Open Dictionary File')
#row = layout.row()
#row.label(text='**TODO** Restore Defaults')
@register_wrap
class SkirtPanel_MTH(bpy.types.Panel):
bl_idname = "OBJECT_PT_SkirtPanel_MTH"
bl_label = "Skirt"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS" if bpy.app.version < (2,80,0) else "UI"
bl_category = "FFXIV MMD"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 6
def draw(self, context):
layout = self.layout
row = layout.row()
row.operator("ffxiv_mmd.generate_skirt_modal", text = "Generate A New Skirt Object",icon='SHADERFX')
row = layout.row()
row.operator("ffxiv_mmd.move_mesh_to_new_skirt_btn", text = "Move Mesh To New Skirt Object",icon='PASTEDOWN')
row = layout.row()
row.operator("ffxiv_mmd.weight_paint_transfer_to_mesh_btn", text = "Weight Paint Transfer To Mesh",icon='MOD_VERTEX_WEIGHT')
row = layout.row()
row.operator("ffxiv_mmd.delete_ffxiv_skirt_vertex_groups", text = "Delete FFXIV & Unused Skirt Vertex Groups",icon='GPBRUSH_ERASE_HARD')
row = layout.row()
row.operator("ffxiv_mmd.merge_bones_and_meshes_to_ffxiv_model", text = "Merge Skirt Bones & Meshes To Armature",icon='AUTOMERGE_ON')
row = layout.row()
row.operator("ffxiv_mmd.generate_skirt_rigid_bodies", text = "Generate Skirt Rigid Bodies",icon='RIGID_BODY')
row = layout.row()
row.operator("ffxiv_mmd.generate_skirt_joints", text = "Generate Skirt Joints",icon='RIGID_BODY_CONSTRAINT')
row = layout.row()
row.template_list("MESH_UL_vgroups", "list", context.object, "vertex_groups", context.object.vertex_groups, "active_index")
"""
@register_wrap
class CameraLightingPanel_MTH(bpy.types.Panel):
bl_label = "Camera and Lighting"
bl_idname = "OBJECT_PT_CameraLightingPanel_MTH"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS" if bpy.app.version < (2,80,0) else "UI"value
bl_category = "FFXIV MMD"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 7
def draw(self, context):
layout = self.layout
row = layout.row()
row.operator("ffxiv_mmd.mmd_light_setup", text = "Add MMD light (broken)", icon="LIGHT")
row = layout.row()
row.operator("ffxiv_mmd.mmd_camera_to_blender_camera", text = "Convert MMD cameras to Blender cameras", icon="CAMERA_DATA")
row = layout.row()
"""
@register_wrap
class ShadingAndToonsPanel_MTH(bpy.types.Panel):
bl_idname = "OBJECT_PT_ShadingAndToonsPanel_MTH"
bl_label = "Shaders"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS" if bpy.app.version < (2,80,0) else "UI"
bl_category = "FFXIV MMD"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 8
def draw(self, context):
layout = self.layout
row = layout.row()
if context.active_object:
row.prop(context.active_object, "active_material",text="Material")
row = layout.row()
row = layout.row()
grid = row.grid_flow(columns=1,align=True)
row = layout.row()
if context.active_object and context.active_object.type == 'MESH':
active_object = bpy.context.active_object
active_material = active_object.active_material if active_object else None
if active_material and active_material.use_nodes:
node_tree = active_material.node_tree
glossy_bsdf_node = None
mektools_skin_node = None
mektools_eye_node = None
colorsetter_gear_node = None
colorsetter_eye_node = None
colorsetter_hair_node = None
colorsetter_face_node = None
colorsetter_faceacc_node = None
colorsetter_tail_node = None
colorsetter_skin_node = None
eye_catchlight_node = None
eye_catchlight_mix_node = None
mat_replace_shader_added = False
for node in node_tree.nodes:
if node.type == 'GROUP' and node.node_tree.name.startswith('FFXIV_Colorset Shader'):
colorsetter_gear_node = node
# Find the Glossy BSDF node
if node.type == 'BSDF_GLOSSY' and node.name=='ffxiv_mmd_glossy':
glossy_bsdf_node = node
# Find the Colorsetter Eye Group node
if node.type == 'GROUP' and node.name.startswith('colorsetter_eye_node_instance'):
colorsetter_eye_node = node
# Find the Colorsetter Hair Group node
if node.type == 'GROUP' and node.name.startswith('colorsetter_hair_node_instance'):
colorsetter_hair_node = node
# Find the Colorsetter Face Group node
if node.type == 'GROUP' and node.name.startswith('colorsetter_face_node_instance'):
colorsetter_face_node = node
# Find the Colorsetter Face Accent Group node
if node.type == 'GROUP' and node.name.startswith('colorsetter_faceacc_node_instance'):
colorsetter_faceacc_node = node
# Find the Colorsetter Tail Group node
if node.type == 'GROUP' and node.name.startswith('colorsetter_tail_node_instance'):
colorsetter_tail_node = node
# Find the Colorsetter Skin Group node
if node.type == 'GROUP' and node.name.startswith('colorsetter_skin_node_instance'):
colorsetter_skin_node = node
# Find the MekTools Skin Shader group node
if node.type =='GROUP' and node.node_tree.name == 'FFXIV Skin Shader':
#mektools_skin_node = context.active_object.active_material.node_tree.nodes['Group']
mektools_skin_node = node
# Find the MekTools Eye Shader group node
if node.type =='GROUP' and node.name.startswith('mektools_eye_node_group_instance'):
#mektools_skin_node = context.active_object.active_material.node_tree.nodes['Group']
mektools_eye_node = node
#find the Eye Catchlight nodes
if node.type =='GROUP' and node.node_tree.name.startswith('ffxiv_mmd_eye_catchlight'):
eye_catchlight_node = node
if node.type == 'MIX_SHADER' and node.name == 'ffxiv_mmd_eye_catchlight_mix_shader':
eye_catchlight_mix_node = node
#Glossy BSDF panel
if glossy_bsdf_node:
row = layout.row()
grid = row.grid_flow(columns=2,align=True)
grid.prop(glossy_bsdf_node.inputs[1], "default_value", text="Glossy Roughness")
grid.operator("ffxiv_mmd.remove_glossy_shader", text="", icon='X')
else:
row = layout.row()
row.operator("ffxiv_mmd.apply_glossy_shader", text="Add Glossy Shader")
#Eye Catchlight panel
if eye_catchlight_node:
row = layout.row()
grid.label(text="Eye Catchlight Settings")
grid = row.grid_flow(columns=2,align=True)
grid.prop(eye_catchlight_mix_node.inputs['Fac'], "default_value", text="Eye Catchlight Mix")
grid.operator("ffxiv_mmd.remove_catchlight_shader", text="", icon='X')
else:
row = layout.row()
row.operator("ffxiv_mmd.apply_catchlight_shader", text="Add Eye Catchlight Shader")
#MekTools skin panel
if mektools_skin_node:
box = layout.box()
grid = box.grid_flow(columns=2,align=True)
grid.label(text="MekTools Skin Settings")
grid.operator("ffxiv_mmd.remove_mektools_skin_shader", text="", icon='X')
grid = box.grid_flow(columns=1,align=True)
if 'SSS' in mektools_skin_node.node_tree.nodes:
grid.prop(context.scene, "mektools_skin_prop_sss", text="Subsurface Scattering", slider=True)
if 'Specular' in mektools_skin_node.node_tree.nodes:
grid.prop(context.scene, "mektools_skin_prop_specular", text="Specular", slider=True)
if 'Wet' in mektools_skin_node.node_tree.nodes:
grid.prop(context.scene, "mektools_skin_prop_wet", text="Wet", slider=True)
if 'Roughness' in mektools_skin_node.node_tree.nodes:
grid.prop(context.scene, "mektools_skin_prop_roughness", text="Roughness", slider=True)
#MekTools Eye panel
if mektools_eye_node:
box = layout.box()
grid = box.grid_flow(columns=2,align=True)
grid.label(text="MekTools Eye Settings")
grid.operator("ffxiv_mmd.remove_mektools_eye_shader", text="", icon='X')
grid = box.grid_flow(columns=1,align=True)
grid.prop(context.scene, "eye_shader_ffxiv_model_list")
#grid.prop(mektools_eye_node.inputs["Eye Index"], "default_value", text="Eye Index")
grid.prop(mektools_eye_node.inputs["Brightness"], "default_value", text="Brightness", slider=True)
eye_index = mektools_eye_node.inputs["Eye Index"].default_value
grid.prop(mektools_eye_node.inputs["Eye Color"], "default_value", text="Eye Color")
if eye_index >= 11:
grid.prop(mektools_eye_node.inputs["Custom Eye Image"], "default_value", text="Custom Eye Color")
mektools_eye_specular_file = None
mektools_eye_diffuse_file = None
#print(eye_index)
if eye_index >= 1 and eye_index < 2: #lalafell 1
mektools_eye_diffuse_file = mektools_eye_node.node_tree.nodes["Image Texture.001"]
elif eye_index >= 2 and eye_index <= 3: #lalafell 2
mektools_eye_diffuse_file = mektools_eye_node.node_tree.nodes["Image Texture.002"]
elif eye_index >= 3 and eye_index <= 4: #miqote 1
mektools_eye_diffuse_file = mektools_eye_node.node_tree.nodes["Image Texture.005"]
elif eye_index >= 4 and eye_index < 5: #miqote 2
mektools_eye_diffuse_file = mektools_eye_node.node_tree.nodes["Image Texture.004"]
elif eye_index >= 5 and eye_index < 6: #au ra
mektools_eye_diffuse_file = mektools_eye_node.node_tree.nodes["Image Texture.006"]
elif eye_index >= 6 and eye_index < 7: #viera
mektools_eye_diffuse_file = mektools_eye_node.node_tree.nodes["Image Texture.008"]
elif eye_index >= 7 and eye_index < 8: #hyur midlander
mektools_eye_diffuse_file = mektools_eye_node.node_tree.nodes["Image Texture.019"]
elif eye_index >= 8 and eye_index < 9: #hyur highlander
mektools_eye_diffuse_file = mektools_eye_node.node_tree.nodes["Image Texture.020"]
elif eye_index >= 9 and eye_index < 10: #elezen
mektools_eye_diffuse_file = mektools_eye_node.node_tree.nodes["Image Texture"]
elif eye_index >= 10 and eye_index < 11: #roegadyn
mektools_eye_diffuse_file = mektools_eye_node.node_tree.nodes["Image Texture.003"]
elif eye_index >= 11 and eye_index < 12: #hrothgar
mektools_eye_diffuse_file = mektools_eye_node.node_tree.nodes["Image Texture.007"]
if mektools_eye_specular_file:
grid.prop(mektools_eye_specular_file,"image",text="Specular File")
if mektools_eye_diffuse_file:
grid.prop(mektools_eye_diffuse_file,"image",text="Diffuse File")
grid.prop(mektools_eye_node.node_tree.nodes["Image Texture.011"],"image",text="Catchlight File")
#Colorsetter Gear panel
if colorsetter_gear_node:
colorsetter_gear_multi_node = colorsetter_gear_node.inputs['Multi Texture'].links[0].from_node
colorsetter_gear_normal_node = colorsetter_gear_node.inputs['Normal Map'].links[0].from_node
colorsetter_gear_normal_nearest_node = colorsetter_gear_node.inputs['Colorset Position Ramp'].links[0].from_node.inputs[0].links[0].from_node.inputs[0].links[0].from_node.inputs[0].links[0].from_node.inputs['Fac'].links[0].from_node
colorsetter_gear_diffuse_node = colorsetter_gear_node.inputs['Diffuse Texture'].links[0].from_node
colorsetter_gear_specular_node = colorsetter_gear_node.inputs['Specular Texture'].links[0].from_node
colorsetter_gear_specular_mask_node = colorsetter_gear_node.inputs['Specular Mask Texture'].links[0].from_node
if colorsetter_gear_multi_node:
box = layout.box()
grid = box.grid_flow(columns=2,align=True)
grid.label(text="Colorsetter Gear Settings")
grid.label(text="For MaterialType 'e' or 'a'")
#grid.operator("ffxiv_mmd.remove_colorsetter_gear_shader", text="", icon='X')
grid.operator("ffxiv_mmd.remove_colorsetter_shader", text="", icon='X').shader_type = 'gear'
grid = box.grid_flow(columns=2,align=True)
grid.prop(colorsetter_gear_multi_node,"image",text='Multi _m/_d/_s')
grid.prop(colorsetter_gear_normal_node,"image",text='Normal _n')
grid.prop(colorsetter_gear_normal_nearest_node,"image",text='Normal (Nearest) _n')
grid.prop(colorsetter_gear_diffuse_node,"image",text='Diffuse _d')
grid.prop(colorsetter_gear_specular_node,"image",text='Specular _s')
grid.prop(colorsetter_gear_specular_mask_node,"image",text='Specular Mask')
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_gear_multi_node.name
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_gear_normal_node.name
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_gear_normal_nearest_node.name
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_gear_diffuse_node.name
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_gear_specular_node.name
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_gear_specular_mask_node.name
grid = box.grid_flow(columns=1,align=True)
grid.label(text="Replace Textures Folder")
grid = box.grid_flow(columns=2,align=True)
grid.prop(context.scene,"shaders_replacement_texture_folder",text='')
grid.operator("ffxiv_mmd.replace_colorsetter_textures",text='',icon='FILE_REFRESH').shader_type = 'gear'
#Colorsetter Eye panel
if colorsetter_eye_node:
colorsetter_eye_color = colorsetter_eye_node.inputs['Eye Color']
colorsetter_eye_odd_enabled = colorsetter_eye_node.inputs['Odd Eyes Enabled']
colorsetter_eye_odd_color = colorsetter_eye_node.inputs['Odd Eye Color']
colorsetter_eye_specular_decay = colorsetter_eye_node.inputs['Specular Decay']
colorsetter_eye_multi_node = colorsetter_eye_node.inputs['Multi Texture'].links[0].from_node
colorsetter_eye_normal_node = colorsetter_eye_node.inputs['Normal Texture'].links[0].from_node
box = layout.box()
grid = box.grid_flow(columns=2,align=True)
grid.label(text="Colorsetter Eye Settings")
grid.label(text="For materials that end with '_iri_a'")
#grid.operator("ffxiv_mmd.remove_colorsetter_eye_shader", text="", icon='X')
grid.operator("ffxiv_mmd.remove_colorsetter_shader", text="", icon='X').shader_type = 'eye'
if colorsetter_eye_color:
grid = box.grid_flow(columns=3,align=True)
grid.prop(colorsetter_eye_color,"default_value",text='Eye Color')
grid.prop(colorsetter_eye_odd_enabled,"default_value",text='Mix', slider=True)
grid.prop(colorsetter_eye_odd_color,"default_value",text='Odd Eye Color')
grid = box.grid_flow(columns=1,align=True)
grid.prop(colorsetter_eye_specular_decay,"default_value",text='Specular Decay',slider=True)
grid = box.grid_flow(columns=2,align=True)
grid.prop(colorsetter_eye_multi_node,"image",text='Multi iri_s')
grid.prop(colorsetter_eye_normal_node,"image",text='Normal iri_n')
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_eye_multi_node.name
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_eye_normal_node.name
grid = box.grid_flow(columns=1,align=True)
grid.prop(colorsetter_eye_node.node_tree.nodes['Normal Map'].inputs['Strength'],"default_value",text='Normal Strength',slider=True)
grid = box.grid_flow(columns=1,align=True)
grid.label(text="Search/Replace Textures Folder")
grid = box.grid_flow(columns=3,align=True)
grid.prop(context.scene,"shaders_replacement_texture_folder",text='')
grid.operator("ffxiv_mmd.search_colorsetter_textures",text='',icon='VIEWZOOM').shader_type = 'eye'
grid.operator("ffxiv_mmd.replace_colorsetter_textures",text='',icon='FILE_REFRESH').shader_type = 'eye'
#Colorsetter Hair panel
if colorsetter_hair_node:
colorsetter_hair_color = colorsetter_hair_node.inputs['Hair Color']
colorsetter_hair_highlights_color = colorsetter_hair_node.inputs['Highlights Color']
colorsetter_hair_highlights_enabled = colorsetter_hair_node.inputs['Enable Highlights']
colorsetter_hair_anisotropy = colorsetter_hair_node.inputs['Disable Hair Anisotropy']
colorsetter_hair_multi_node = colorsetter_hair_node.inputs['Multi Texture'].links[0].from_node
colorsetter_hair_normal_node = colorsetter_hair_node.inputs['Normal Texture'].links[0].from_node
box = layout.box()
grid = box.grid_flow(columns=2,align=True)
grid.label(text="Colorsetter Hair Settings")
grid.label(text="For MaterialType 'h'")
#grid.operator("ffxiv_mmd.remove_colorsetter_hair_shader", text="", icon='X')
grid.operator("ffxiv_mmd.remove_colorsetter_shader", text="", icon='X').shader_type = 'hair'
if colorsetter_hair_color:
grid = box.grid_flow(columns=3,align=True)
grid.prop(colorsetter_hair_color,"default_value",text='Hair Color')
grid.prop(colorsetter_hair_highlights_enabled,"default_value",text='Mix', slider=True)
grid.prop(colorsetter_hair_highlights_color,"default_value",text='Highlights Color')
grid = box.grid_flow(columns=1,align=True)
grid.prop(colorsetter_hair_anisotropy,"default_value",text='Anisotropy',slider=True)
grid = box.grid_flow(columns=2,align=True)
grid.prop(colorsetter_hair_multi_node,"image",text='Multi hir_s')
grid.prop(colorsetter_hair_normal_node,"image",text='Normal hir_n')
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_hair_multi_node.name
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_hair_normal_node.name
#grid.prop(colorsetter_eye_node.node_tree.nodes['Normal Map'].inputs['Strength'],"default_value",text='Normal Strength',slider=True)
grid = box.grid_flow(columns=1,align=True)
grid.label(text="Search/Replace Textures Folder")
grid = box.grid_flow(columns=3,align=True)
grid.prop(context.scene,"shaders_replacement_texture_folder",text='')
grid.operator("ffxiv_mmd.search_colorsetter_textures",text='',icon='VIEWZOOM').shader_type = 'hair'
grid.operator("ffxiv_mmd.replace_colorsetter_textures",text='',icon='FILE_REFRESH').shader_type = 'hair'
#Colorsetter Face panel
if colorsetter_face_node:
colorsetter_face_skin_color = colorsetter_face_node.inputs['Skin Color']
colorsetter_face_sss = colorsetter_face_node.inputs['Enable SSS']
colorsetter_face_specular_mix = colorsetter_face_node.node_tree.nodes['Specular Mix'].inputs[0]
colorsetter_face_lip_color_mix = colorsetter_face_node.inputs['Lip Color Enabled']
colorsetter_face_lip_color = colorsetter_face_node.inputs['Lip Color']
colorsetter_face_lip_lightdark = colorsetter_face_node.inputs['Light/Dark Lips']
colorsetter_face_lip_brightness = colorsetter_face_node.inputs['Lip Brightness/Opacity']
colorsetter_face_facepaint_mix = colorsetter_face_node.inputs['Face Paint Enabled']
colorsetter_face_facepaint_color = colorsetter_face_node.inputs['Face Paint Color']
colorsetter_face_facepaint_lightdark = colorsetter_face_node.inputs['Face Paint Light/Dark']
colorsetter_face_facepaint_brightness = colorsetter_face_node.inputs['Face Paint Brightness/Opacity']
colorsetter_face_diffuse_node = colorsetter_face_node.inputs['Diffuse Texture'].links[0].from_node
colorsetter_face_facepaint_node = colorsetter_face_node.inputs['Face Paint Texture'].links[0].from_node
colorsetter_face_multi_node = colorsetter_face_node.inputs['Multi Texture'].links[0].from_node
colorsetter_face_normal_node = colorsetter_face_node.inputs['Normal Texture'].links[0].from_node
box = layout.box()
grid = box.grid_flow(columns=2,align=True)
grid.label(text="Colorsetter Face Settings")
grid.label(text="For materials that end with '_fac_a'")
#grid.operator("ffxiv_mmd.remove_colorsetter_face_shader", text="", icon='X')
grid.operator("ffxiv_mmd.remove_colorsetter_shader", text="", icon='X').shader_type='face'
if colorsetter_face_skin_color:
grid = box.grid_flow(columns=1,align=True)
grid.prop(colorsetter_face_skin_color,"default_value",text='Skin Color')
grid.prop(colorsetter_face_sss,"default_value",text='Subsurface Scattering', slider=True)
grid.prop(colorsetter_face_specular_mix,"default_value",text='Specular Mix', slider=True)
grid.prop(colorsetter_face_lip_color,"default_value",text='Lip Color')
grid.prop(colorsetter_face_lip_color_mix,"default_value",text='Lip Color Mix',slider=True)
grid.prop(colorsetter_face_lip_lightdark,"default_value",text='Lip Light/Dark',slider=True)
grid.prop(colorsetter_face_lip_brightness,"default_value",text='Lip Brightness/Opacity',slider=True)
#grid.prop(colorsetter_face_facepaint_mix,"default_value",text='Facepaint Mix',slider=True)
#grid.prop(colorsetter_face_facepaint_color,"default_value",text='Facepaint Color')
#grid.prop(colorsetter_face_facepaint_lightdark,"default_value",text='Facepaint Light/Dark')
#grid.prop(colorsetter_face_facepaint_brightness,"default_value",text='Facepaint Brightness/Opacity')
grid = box.grid_flow(columns=2,align=True)
grid.prop(colorsetter_face_diffuse_node,"image",text='Diffuse fac_d')
grid.prop(colorsetter_face_multi_node,"image",text='Multi fac_s')
grid.prop(colorsetter_face_normal_node,"image",text='Normal fac_n')
#grid.prop(colorsetter_face_facepaint_node,"image",text='Facepaint')
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_face_diffuse_node.name
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_face_multi_node.name
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_face_normal_node.name
#grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_face_facepaint_node.name
grid = box.grid_flow(columns=1,align=True)
grid.label(text="Search/Replace Textures Folder")
grid = box.grid_flow(columns=3,align=True)
grid.prop(context.scene,"shaders_replacement_texture_folder",text='')
grid.operator("ffxiv_mmd.search_colorsetter_textures",text='',icon='VIEWZOOM').shader_type = 'face'
grid.operator("ffxiv_mmd.replace_colorsetter_textures",text='',icon='FILE_REFRESH').shader_type = 'face'
#Colorsetter Face Accent panel
if colorsetter_faceacc_node:
colorsetter_faceacc_hair_color = colorsetter_faceacc_node.inputs['Hair Color']
colorsetter_faceacc_hair_color_brighten = colorsetter_faceacc_node.inputs['Hair Color Brighten']
colorsetter_faceacc_tattoo_color = colorsetter_faceacc_node.inputs['Tattoo Color']
colorsetter_faceacc_limbal_color = colorsetter_faceacc_node.inputs['Limbal Ring Color']
colorsetter_faceacc_limbal_mix = colorsetter_faceacc_node.inputs['Limbal Ring Enabled']
colorsetter_faceacc_limbal_intensity = colorsetter_faceacc_node.inputs['Limbal Ring Intensity']
colorsetter_faceacc_multi_node = colorsetter_faceacc_node.inputs['Multi Texture'].links[0].from_node
colorsetter_faceacc_normal_node = colorsetter_faceacc_node.inputs['Normal Texture'].links[0].from_node
box = layout.box()
grid = box.grid_flow(columns=2,align=True)
grid.label(text="Colorsetter Face Accent Settings")
grid.label(text="For materials that end with '_etc_a'")
#grid.operator("ffxiv_mmd.remove_colorsetter_faceacc_shader", text="", icon='X')
grid.operator("ffxiv_mmd.remove_colorsetter_shader", text="", icon='X').shader_type = 'faceacc'
if colorsetter_faceacc_hair_color:
grid = box.grid_flow(columns=1,align=True)
grid.prop(colorsetter_faceacc_hair_color,"default_value",text='Hair Color')
grid.prop(colorsetter_faceacc_hair_color_brighten,"default_value",text='Mix', slider=True)
grid.prop(colorsetter_faceacc_tattoo_color,"default_value",text='Tattoo Color')
grid.prop(colorsetter_faceacc_limbal_color,"default_value",text='Limbal Ring Color')
grid.prop(colorsetter_faceacc_limbal_mix,"default_value",text='Limbal Mix', slider=True)
grid.prop(colorsetter_faceacc_limbal_intensity,"default_value",text='Limbal Intensity', slider=True)
grid = box.grid_flow(columns=2,align=True)
grid.prop(colorsetter_faceacc_multi_node,"image",text='Multi etc_s')
grid.prop(colorsetter_faceacc_normal_node,"image",text='Normal etc_n')
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_faceacc_multi_node.name
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_faceacc_normal_node.name
grid = box.grid_flow(columns=1,align=True)
grid.label(text="Search/Replace Textures Folder")
grid = box.grid_flow(columns=3,align=True)
grid.prop(context.scene,"shaders_replacement_texture_folder",text='')
grid.operator("ffxiv_mmd.search_colorsetter_textures",text='',icon='VIEWZOOM').shader_type = 'faceacc'
grid.operator("ffxiv_mmd.replace_colorsetter_textures",text='',icon='FILE_REFRESH').shader_type = 'faceacc'
#Colorsetter Tail panel
if colorsetter_tail_node:
colorsetter_tail_hair_color = colorsetter_tail_node.inputs['Hair Color']
colorsetter_tail_highlights_mix = colorsetter_tail_node.inputs['Enable Highlights']
colorsetter_tail_highlights_color = colorsetter_tail_node.inputs['Highlight Color']
colorsetter_tail_multi_node = colorsetter_tail_node.inputs['Multi Texture'].links[0].from_node
colorsetter_tail_normal_node = colorsetter_tail_node.inputs['Normal Texture'].links[0].from_node
box = layout.box()
grid = box.grid_flow(columns=2,align=True)
grid.label(text="Colorsetter Tail Settings")
#grid.operator("ffxiv_mmd.remove_colorsetter_tail_shader", text="", icon='X')
grid.operator("ffxiv_mmd.remove_colorsetter_shader", text="", icon='X').shader_type='tail'
if colorsetter_tail_hair_color:
grid = box.grid_flow(columns=1,align=True)
grid.prop(colorsetter_tail_hair_color,"default_value",text='Hair Color')
grid.prop(colorsetter_tail_highlights_color,"default_value",text='Highlight Color')
grid.prop(colorsetter_tail_highlights_mix,"default_value",text='Highlight Mix', slider=True)
grid = box.grid_flow(columns=2,align=True)
grid.prop(colorsetter_tail_multi_node,"image",text='Multi _s')
grid.prop(colorsetter_tail_normal_node,"image",text='Normal _n')
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_tail_multi_node.name
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_tail_normal_node.name
grid = box.grid_flow(columns=1,align=True)
grid.label(text="Search/Replace Textures Folder")
grid = box.grid_flow(columns=3,align=True)
grid.prop(context.scene,"shaders_replacement_texture_folder",text='')
grid.operator("ffxiv_mmd.search_colorsetter_textures",text='',icon='VIEWZOOM').shader_type = 'tail'
grid.operator("ffxiv_mmd.replace_colorsetter_textures",text='',icon='FILE_REFRESH').shader_type = 'tail'
#Colorsetter Skin panel
if colorsetter_skin_node:
colorsetter_skin_color = colorsetter_skin_node.node_tree.nodes['Skin Tone'].inputs[6] #inputs['Skin Color']
colorsetter_fur_pattern_alpha = colorsetter_skin_node.node_tree.nodes['Fur Highlights Alpha'].inputs[0] #inputs['Skin Color']
colorsetter_fur_pattern = colorsetter_skin_node.node_tree.nodes['Fur Highlights Color'].inputs['Color'] #inputs['Skin Color']
colorsetter_specular = colorsetter_skin_node.node_tree.nodes['Specular Mix'].inputs[0] #inputs['Skin Color']
colorsetter_skin_sss = colorsetter_skin_node.inputs['Enable SSS']
colorsetter_skin_diffuse_node = colorsetter_skin_node.node_tree.nodes['Diffuse Skin Texture'] #inputs['Diffuse Texture'].links[0].from_node
colorsetter_skin_multi_node = colorsetter_skin_node.node_tree.nodes['Multi Skin Texture'] #inputs['Multi Texture'].links[0].from_node
colorsetter_skin_normal_node = colorsetter_skin_node.node_tree.nodes['Normal Skin Texture'] #inputs['Normal Texture'].links[0].from_node
box = layout.box()
grid = box.grid_flow(columns=2,align=True)
grid.label(text="Colorsetter Skin Settings")
grid.label(text="For MaterialType 'b'")
#grid.operator("ffxiv_mmd.remove_colorsetter_skin_shader", text="", icon='X')
grid.operator("ffxiv_mmd.remove_colorsetter_shader", text="", icon='X').shader_type='skin'
if colorsetter_skin_color:
grid = box.grid_flow(columns=3,align=True)
grid.prop(colorsetter_skin_color,"default_value",text='Skin')
grid.prop(colorsetter_fur_pattern_alpha,"default_value",text='Mix', slider=True)
grid.prop(colorsetter_fur_pattern,"default_value",text='Fur Pattern')
grid = box.grid_flow(columns=1,align=True)
grid.prop(colorsetter_skin_sss,"default_value",text='Subsurface Scattering', slider=True)
grid.prop(colorsetter_specular,"default_value",text='Specular Mix', slider=True)
grid = box.grid_flow(columns=2,align=True)
grid.prop(colorsetter_skin_diffuse_node,"image",text='Diffuse _d')
grid.prop(colorsetter_skin_multi_node,"image",text='Multi _s')
grid.prop(colorsetter_skin_normal_node,"image",text='Normal _n')
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_skin_diffuse_node.name
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_skin_multi_node.name
grid.operator("ffxiv_mmd.update_colorsetter_image_node",text='',icon='FILEBROWSER').image_node_name = colorsetter_skin_normal_node.name
grid = box.grid_flow(columns=1,align=True)
grid.label(text="Search/Replace Textures Folder")
grid = box.grid_flow(columns=3,align=True)
grid.prop(context.scene,"shaders_replacement_texture_folder",text='')
grid.operator("ffxiv_mmd.search_colorsetter_textures",text='',icon='VIEWZOOM').shader_type = 'skin'
grid.operator("ffxiv_mmd.replace_colorsetter_textures",text='',icon='FILE_REFRESH').shader_type = 'skin'
if mektools_skin_node or mektools_eye_node or colorsetter_eye_node or colorsetter_hair_node or colorsetter_face_node or colorsetter_faceacc_node or colorsetter_tail_node or colorsetter_skin_node or colorsetter_gear_node:
mat_replace_shader_added =True
if mat_replace_shader_added == False:
row = layout.row()
row.label(text = 'Apply MekTools Shader')
row = layout.row()
grid = row.grid_flow(columns=2,align=True)
grid.operator("ffxiv_mmd.apply_mektools_skin_shader", text="Skin")
grid.operator("ffxiv_mmd.apply_mektools_eye_shader", text="Eyes")
row = layout.row()
row.label(text = 'Apply Colorsetter Shader')
row = layout.row()
grid = row.grid_flow(columns=2, align=True)
grid.operator("ffxiv_mmd.apply_colorsetter_shader", text="Skin").shader_type = 'skin'
grid.operator("ffxiv_mmd.apply_colorsetter_shader", text="Face").shader_type = 'face'
grid.operator("ffxiv_mmd.apply_colorsetter_shader", text="Hair").shader_type = 'hair'
grid.operator("ffxiv_mmd.apply_colorsetter_shader", text="Eyes").shader_type = 'eye'
grid.operator("ffxiv_mmd.apply_colorsetter_shader", text="Face Accent").shader_type = 'faceacc'
grid.operator("ffxiv_mmd.apply_colorsetter_shader", text="Hrothgar/Miqote Tail").shader_type = 'tail'
# Colorsetter Addon Gear Stuff
row = layout.row()
row.label(text="Apply Colorsetter Gear Texture Folder:")
row = layout.row()
grid = row.grid_flow(columns=2,align=True)
grid.prop(context.scene,"shaders_texture_folder", text = "")
grid.operator("ffxiv_mmd.select_colorsetter_gear_materials_folder", text="", icon='CHECKMARK')
# Background Color changer Stuff
row = layout.row()
world_material = bpy.context.scene.world
world_background_node = world_material.node_tree.nodes.get('ffxiv_mmd_background')
if world_background_node:
grid = row.grid_flow(columns=2,align=True)
grid.prop(world_background_node.inputs[0],"default_value", text="Background Color")
grid.operator("ffxiv_mmd.remove_world_background_color", text="", icon='X')
else:
row.operator("ffxiv_mmd.apply_world_background_color", text="Add Background Color")
@register_wrap
class FacePaint_MTH(bpy.types.Panel):
bl_idname = "OBJECT_PT_FacePaintMMD_MTH"
bl_label = "Decals / Face Paint"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS" if bpy.app.version < (2,80,0) else "UI"
bl_category = "FFXIV MMD"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 9
def draw(self, context):
layout = self.layout
row = layout.row()
if context.active_object and context.active_object.type == 'MESH':
active_object = bpy.context.active_object
active_material = active_object.active_material if active_object else None
if active_material and active_material.use_nodes:
# Call the function for each decal