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authorCampbell Barton <ideasman42@gmail.com>2010-08-27 06:33:50 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-08-27 06:33:50 +0400
commitd35c99fb6a3ad67db1441dfe0411109ab011bbfa (patch)
tree243e9c8ee0e61ad1eac00c66bd8f4ef06bf62feb
parentd7752e1b50740a81f1196063ee3466be0f2b5150 (diff)
update for changes in rna
-rw-r--r--add_mesh_gears.py20
-rw-r--r--io_import_scene_mhx.py4
2 files changed, 12 insertions, 12 deletions
diff --git a/add_mesh_gears.py b/add_mesh_gears.py
index 2ff13445..08495f31 100644
--- a/add_mesh_gears.py
+++ b/add_mesh_gears.py
@@ -40,9 +40,9 @@ unchanged (add_tooth, add_spoke, add_gear)
Also, the vertex group API is changed a little bit but the concepts
are the same:
=========
-vertexgroup = ob.add_vertex_group('NAME_OF_VERTEXGROUP')
+vertexgroup = ob.vertex_groups.new('NAME_OF_VERTEXGROUP')
for i in vertexgroup_vertex_indices:
- ob.add_vertex_to_group(i, vertexgroup, weight, 'ADD')
+ ob.vertex_groups.assign_vertex(i, vertexgroup, weight, 'ADD')
=========
Now for some reason the name does not 'stick' and we have to set it this way:
@@ -784,13 +784,13 @@ class AddGear(bpy.types.Operator):
obj = create_mesh_object(context, verts, [], faces, "Gear", props.edit, self.align_matrix)
# Create vertex groups from stored vertices.
- tipGroup = obj.add_vertex_group('Tips')
+ tipGroup = obj.vertex_groups.new('Tips')
for vert in verts_tip:
- obj.add_vertex_to_group(vert, tipGroup, 1.0, 'ADD')
+ obj.vertex_groups.assign(vert, tipGroup, 1.0, 'ADD')
- valleyGroup = obj.add_vertex_group('Valleys')
+ valleyGroup = obj.vertex_groups.new('Valleys')
for vert in verts_valley:
- obj.add_vertex_to_group(vert, valleyGroup, 1.0, 'ADD')
+ obj.vertex_groups.assign(vert, valleyGroup, 1.0, 'ADD')
return {'FINISHED'}
@@ -892,13 +892,13 @@ class AddWormGear(bpy.types.Operator):
props.edit, self.align_matrix)
# Create vertex groups from stored vertices.
- tipGroup = obj.add_vertex_group('Tips')
+ tipGroup = obj.vertex_groups.new('Tips')
for vert in verts_tip:
- obj.add_vertex_to_group(vert, tipGroup, 1.0, 'ADD')
+ obj.vertex_groups.assign(vert, tipGroup, 1.0, 'ADD')
- valleyGroup = obj.add_vertex_group('Valleys')
+ valleyGroup = obj.vertex_groups.new('Valleys')
for vert in verts_valley:
- obj.add_vertex_to_group(vert, valleyGroup, 1.0, 'ADD')
+ obj.vertex_groups.assign(vert, valleyGroup, 1.0, 'ADD')
return {'FINISHED'}
diff --git a/io_import_scene_mhx.py b/io_import_scene_mhx.py
index 09ef1fb3..628d1c8a 100644
--- a/io_import_scene_mhx.py
+++ b/io_import_scene_mhx.py
@@ -1260,12 +1260,12 @@ def parseVertexGroup(ob, me, args, tokens):
return
if (toggle & T_Armature) or (grpName in ['Eye_L', 'Eye_R', 'Gums', 'Head', 'Jaw', 'Left', 'Middle', 'Right', 'Scalp']):
- group = ob.add_vertex_group(grpName)
+ group = ob.vertex_groups.new(grpName)
group.name = grpName
loadedData['VertexGroup'][grpName] = group
for (key, val, sub) in tokens:
if key == 'wv':
- ob.add_vertex_to_group( int(val[0]), group, float(val[1]), 'REPLACE')
+ ob.vertex_groups.assign(int(val[0]), group, float(val[1]), 'REPLACE')
return