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settings.py
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settings.py
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import bpy
# Define all settings in a dictionary
settings = {
"merge_all_meshes": bpy.props.BoolProperty(
name="Merge All Meshes",
description="Toggle to merge all meshes into a single mesh during conversion.",
default=False,
),
"connect_chest_to_neck": bpy.props.BoolProperty(
name="Connect Chest Tail to Neck",
description="Toggle to connect the Chest bone tail to the Neck bone instead of the Upper Chest bone.",
default=False,
),
"connect_twist_to_limbs": bpy.props.BoolProperty(
name="Connect Twist bones Tails to Limbs",
description="Toggle to directly connect twist bones' tails to limbs (e.g., ArmTwist directly connected to Elbow)",
default=False,
),
"reconnect_armature": bpy.props.BoolProperty(
name="Reconnect Armature",
description="Toggle to reconnect armature bones during model conversion. (Turn off for NPC models.)",
default=True,
),
"humanoid_armature_fix": bpy.props.BoolProperty(
name="Humanoid Armature Fixing",
description="Toggle to fix the Armature based on Humanoid/VRC SDK/Full-Body-Tracking (On by default, disable for non-humanoid models).",
default=True,
),
"generate_shape_keys": bpy.props.BoolProperty(
name="Generate Shape Keys",
description="Toggle to generate shape keys during model conversion.",
default=True,
),
"keep_star_eye_mesh": bpy.props.BoolProperty(
name="Keep Star Eye Mesh",
description="Toggle to keep the Star Eye mesh during model conversion.",
default=False,
),
"fbt_leg_fixes": bpy.props.BoolProperty(
name="FBT Leg Fixes",
description="Apply Full Body Tracking leg fixes (adjusts leg bone positions for better tracking)",
default=False,
),
}
def register_settings():
for setting, prop in settings.items():
setattr(bpy.types.Scene, setting, prop)
def unregister_settings():
for setting in settings.keys():
delattr(bpy.types.Scene, setting)