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Shape Keys+

Shape Keys Plus v2.0

A free Blender add-on that replaces the default Shape Keys panel with Shape Keys+, a plus-size panel containing extra features for creating, sorting, viewing, and driving shape keys. The Blender Artists thread can be found here.

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For Vertex Groups, the Vertex Codex add-on can be purchased on Gumroad.

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shape_keys_plus's Issues

Terribly slow

Hey @MontagueMGM, thanks so much for the addon. I really appreciate the work. However, already a very basic operation like adding a new folder is terribly slow (takes more than 10s). I don't know if someone has encountered the same issue or it is just unavoidable?

I'm on Linux with Blender 2.80. If I can help in bug tracing, please let me know.
Cheers

Folders given value

In situations where the shapekeys need to be in a specific order to be controlled by drivers/other sources, folders act as a shapekey and end up throwing off the entire order of shapekeys. Fixed by deleting folder, which is a shame I really like the organization it provides.

Removing "Selected" shape keys doesn't update parent folder data

Just found that after deleting selected shape keys from a folder, the same amount of other folders below parents to that folder.

Select one shape key (with check mark):
image

Delete using bpy.ops.object.skp_shape_key_remove:
image

The Chest folder parents to the Thigh folder:
image

  • OS: Windows
  • Version: 2.0.2

Feature Request - Set as Basis

I noticed this add-on removes the stock shapekey function allowing me to set a given shapekey's current state as the new basis which then creates a reversion shapekey. I would love to see this added as I want to use this as part of my standard setup but lacking this ability breaks it pretty badly for me and is pretty unfortunate.

Delete All shapekeys button

"Delete all shapekeys" is an option in the dropdown of the normal shapekeys tool, it is not there with Shapekeys+.

Selecting all and then going to delete works but adds an unnecessary step.

Feature request

I just discovered an issue i was having and only just noticed involving shapekeys with names longer the 63 characters
So researching this issue i didnt find much except for this https://steamcommunity.com/groups/BlenderSourceTools/discussions/0/1744520688773350738/

The issue is shapekeys being imported in with names longer then 63 characters get truncated, which in turn brakes drivers they might have like corrective shapekeys. As mentioned in this post https://steamcommunity.com/groups/BlenderSourceTools/discussions/0/1744520688773350738/#c1745647052312492026

Its not the shapekeys themselves that has the limit its
'All makesdna structs names have this limit set (#define MAX_NAME 64)'

So im mentioning this here in hopes there could be some way around this so shapekeys can import with correct full names

This author https://steamcommunity.com/groups/BlenderSourceTools/discussions/0/1744520688773350738/#c2260186248414148830
Has made a change to his importer to do this, im wondering if there is a way to have something that can intercept any importer so it can correct this issue more on a global level rather then a per importer basis(I have many different importers for different formats, right now im woring with daz3d importer)

I have no idea how this could be done, maybe if you could have a button when toggled it sets 'All makesdna structs names have this limit set (#define MAX_NAME 640)' and then sets it back when toggled off so we can enable it right before we go to import anything but otherwise have it at its default

"Folders" Export as blank shapekeys

Describe the bug
Folders are exported as empty shapekeys and show up in applications like Unity, this is not ideal.

Expected behavior
If it's required to have them as part of the shapekey list, they should be removed upon export.

Folders

Blank shapekey at the top

*Version info

  • Win10
  • Blender 3.0
  • Version 2.0.2

Issue with pinning

When you pin an object into the Properties panel, Shape keys Plus no longer has a menu in the mesh tab, nor does regular shape keys. This slows the workflow down really bad.

Mute selected

Is it possible to add an additional button to mute selected and not selected shape keys?
It would be really useful when dealing with a big amount of shape keys.

Enhancement: Blend selected verts from selected keys to basis

Something I've noticed while working with shape keys is that when you edit unrelated verts in the basis, what you've edited becomes a crumpled mess when you go to use shape keys because the keys want to compensate for the difference they have from the basis.
So, having a batch operation to fix all of that quickly would be very convenient!

"Select All" should respect filters (Or add a new button that does)

When organize shapekeys on a model with a very large list, being able to use "select all" with the current filtered list of shapekeys would save a lot of time compared to manually selecting every single one. Right now if you select all while filtering, it just selects all, even ones filtered by their name.

EG:
A model has a bunch of shapekeys and they already have prefixes for Mouth_, Eyes_, etc. If select all respected the current filter by name, these could be put into a neat folder in seconds.

Modification. Foldering vertex groups.

Hello there, it would be good addition to have folderable vertex groups also, they also use similar panel to shape keys.
It could be helpful to sort large amount of vert groups and use tree foldering to hierarchy them just like bones, surely it will undoubtedly make it perfect.

Shape Key search is strongly case sensitive on 4.1

Describe the bug
For some reason once updating to 4.1, the shapekey search bar, becomes case sensitive- Which it didnt use to be in 4.0

Expected behavior
Using either the vanialla shapekey search or SK+ on previous blender versions, isnt strongly case sensitive.

Screenshots
image

Transfer all shapekeys

This could really do with a transfer all shapekeys option
Theres this https://github.com/fblah/ShapeKeyTransferBlender
That can do this already but it dosnt do anything with drivers, ideal transfer shapekey with drivers would be a wonderful option
along with transfer all

I work with multiple character models that all are the same mesh(reasons why they dont use the actual same mesh) so i really need a way to transfer all keys as i have soo many that i really dont want to do one by one for every model would genuinely take weeks -_-

Addon cannot be enabled

error message:

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\modules\addon_utils.py", line 351, in enable
    mod = __import__(module_name)
  File "C:\Users\esuta\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\shape_keys_plus-master\__init__.py", line 4, in <module>
    from shape_keys_plus import core
ModuleNotFoundError: No module named 'shape_keys_plus'


Feature request - Import/Export grouping lists

Hi thought about a feature to export and also import morph groups so we never loose them
I use daz3d and use a blender addon - https://bitbucket.org/Diffeomorphic/workspace/projects/DIF
Iv suggested the idea he gets imported morphs to be placed into your morph menu as he has his own atm so we can take advantage of your ordering/grouping system. Inside Daz there are often many morphs all sorted like this
image
I created this list as i moved and reordered all my morphs in daz, so the goal is to be able to replicate this into blender

In daz we can run user made scripts to i was thinking that we run a script to output a .json file that is a sort of atlas for this list of folders and where morphs are stored(morph names or there file names ect), the idea would be i import the morphs using Diffeomorphic which dumps the morphs into your menu loose, I run the scrip in daz to output the json then i go to your keyshape menu and 'Import' the json. This then moves all the morphs into there correct folders/categories making a perfect replication of the daz ordering system

This would still serve as a great feature beyond using it for daz as it would allow people to move this organization between blends for any model not just used with daz ect

As a side request, daz has types of morphs that are not shapekeys there more like bone morphs, these obviously wouldnt appear in the shapekey menu normally as there not technically shapekeys. Is there any chance you could add some sort of support for this or show how we can 'force' sliders into your menu so when importing the daz morphs all of them will show in your menu even if there bone morphs.

For universal use these essentially would be 'dummy' morph, in daz there are often morphs sliders that are driven to control other morph sliders like for example one slider controls two sliders for left and right so you can use the left and right sliders individually or use the 'both' slider that control the left and right together. Blender dosnt currently have this so adding a 'dummy' we can use to control multiple sliders would be great and again would be good to have regardless of using with daz

Also i didn't want to make a separate post for this, could you add a collapse/expand to the top menu so we can collapse it when we are not using it, would look cleaner Thanks :)

Edit: I just discovered this which i didnt actually know https://blenderartists.org/t/how-do-you-put-two-shape-keys-in-one-slider/555992/4 Could you allow us to show custom properties as sliders in your menu this would allow us to use them as multi morph sliders

Enhancement: Duplicate into specific vertex groups

I would love to have a function that more-or-less automatically copies shape keys and blends them with specific vertex groups.
For example, if I have a character and I want to adopt the FACS expression system (something a lot of people should do!) it's kind of time-consuming to go through and split them up for Face.L and Face.R.

Improvements

Hey! man, really great addon, you should advertise it a bit more.
2 things.

well one is something that maybe you're struggling with, any way for it to completely replace the original Shapekeys Panel by hiding the other one or such?.
the second one, is that it would be nice that since you can select shapekeys there would be a command to make a custom property on a designated bone and driver connect each property with each shapekey selected, and also maybe even set some settings for the connections beforehand, that would aid so much so many workflows!
thanks, if you can't do any of the above i totally understand, but i just wanted to let you know that there are people out there using it! and loving it!

Enhancement: improve "new folder" create performance

I have a file with 100+ shape keys, and when i clicked "new folder" in the shape keys panel, the cpu load went 100%, and only after a minute it finished and created the folder. Reproducible: every time.

Update: apparently it works quite fast if the last shape key in the list is selected. Only if first shape key is selected, it takes about a minute to complete.

Blender version: 2.83
Addon version: git master

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