Created
April 8, 2024 00:15
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Auto Rename Shape Keys Fortnite (Characters) to ARKit in Blender
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import bpy | |
# Mapeamento de nomes dos Shape Keys do padrão Default para o padrão ARKit | |
name_mapping = { | |
"Default": "base_pose.001", | |
"Hair_Hat": "Hair_Hat", | |
"C_glabella_down_pose": "browInnerDown", | |
"tongue_up_pose": "tongueOut", | |
"phoneme_mbp_pose": "mouthPressRight", | |
"L_upper_lip_lower_pose": "mouthFrownLeft.001", | |
"R_blink_pose": "eyeBlinkRight", | |
"R_wide_pose": "eyeWideRight", | |
"look_right_pose": "eyeLookOutRight", | |
"jaw_up_pose": "jawOpen.002", | |
"L_squeeze_pose": "cheekPuff", | |
"R_brow_up_pose": "browOuterUpRight", | |
"look_left_pose": "eyeLookInLeft", | |
"tongue_back_pose": "tongueOut.001", | |
"R_squint_inner_pose": "cheekSquintRight", | |
"look_up_pose": "eyeLookUpLeft", | |
"phoneme_fv_pose": "mouthRollLower", | |
"jaw_back_pose": "jawBack", | |
"R_smile_pose": "mouthSmileRight", | |
"R_lip_corner_narrow_pose": "mouthPucker.003", | |
"eye_convergence_pose": "eyeConvergence", | |
"R_brow_down_pose": "browDownRight", | |
"R_frown_pose": "mouthFrownRight", | |
"L_lower_lip_down_pose": "mouthLowerDownLeft", | |
"L_blink_pose": "eyeBlinkLeft", | |
"L_lip_corner_narrow_pose": "mouthPucker.001", | |
"look_down_pose": "eyeLookDownLeft", | |
"R_upper_lip_raiser_pose": "mouthUpperUpRight", | |
"phoneme_oo_pose": "mouthFunnel", | |
"R_brow_squeeze_in_pose": "browDownRight.001", | |
"jaw_left_pose": "jawLeft", | |
"L_lip_corner_wide_pose": "mouthDimpleLeft", | |
"C_nose_wrinkler_pose": "noseSneerRight", | |
"R_lower_lip_up_pose": "mouthUpperUpRight.001", | |
"jaw_open_pose": "jawOpen", | |
"L_brow_up_pose": "browOuterUpLeft", | |
"R_lip_corner_wide_pose": "mouthDimpleRight", | |
"L_lower_lip_up_pose": "mouthUpperUpLeft.001", | |
"R_lower_lip_down_pose": "mouthLowerDownRight", | |
"L_upper_lip_raiser_pose": "mouthUpperUpLeft", | |
"R_cheek_up_pose": "cheekSquintRight", | |
"L_brow_down_pose": "browDownLeft", | |
"jaw_forward_pose": "jawForward", | |
"L_squint_inner_pose": "eyeSquintLeft", | |
"tongue_down_pose": "tongueOut.002", | |
"R_upper_lip_lower_pose": "mouthLowerDownRight.001", | |
"L_brow_squeeze_in_pose": "browDownLeft.001", | |
"jaw_right_pose": "jawRight", | |
"mouth_down_pose": "mouthLowerDown.002", | |
"C_glabella_up_pose": "browInnerUp", | |
"phoneme_ch_pose": "mouthPucker", | |
"L_frown_pose": "mouthFrownLeft", | |
"R_squeeze_pose": "cheekPuff.001", | |
"tongue_forward_pose": "tongueOut.003", | |
"L_upperLidDown_pose": "eyeBlinkLeft.001", | |
"R_upperLidDown_pose": "eyeBlinkRight.001", | |
"L_wide_pose": "eyeWideLeft", | |
"L_smile_pose": "mouthSmileLeft", | |
"mouth_up_pose": "mouthUpperUp", | |
"L_cheek_up_pose": "cheekSquintLeft.001", | |
"base_pose": "base_pose" | |
} | |
# Verifica se algum objeto está selecionado | |
if bpy.context.object: | |
selected_object = bpy.context.object | |
# Verifica se o objeto tem Shape Keys | |
if selected_object.data.shape_keys: | |
shape_keys = selected_object.data.shape_keys.key_blocks | |
# Itera sobre os Shape Keys e renomeia conforme o mapeamento | |
for key in shape_keys: | |
if key.name in name_mapping: | |
key.name = name_mapping[key.name] | |
else: | |
print(f"Atenção: Shape Key '{key.name}' não mapeado.") | |
print("Os Shape Keys foram renomeados para o padrão ARKit.") | |
else: | |
print("O objeto selecionado não possui Shape Keys.") | |
else: | |
print("Nenhum objeto está selecionado.") |
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