diff options
author | NBurn <7nburn@gmail.com> | 2019-01-29 17:08:23 +0300 |
---|---|---|
committer | NBurn <7nburn@gmail.com> | 2019-01-29 17:08:23 +0300 |
commit | 5c994fde52196dfe8a7e0db03b6935bac001d353 (patch) | |
tree | a7836a0741695b78df699e59a30f2a527202a815 | |
parent | 8b93448f56ecdf9c91ad1b6297580eedf1f6e18f (diff) |
addons: more view_layer syntax updates
-rw-r--r-- | add_advanced_objects_menu/cubester.py | 8 | ||||
-rw-r--r-- | add_mesh_extra_objects/Wallfactory.py | 4 | ||||
-rw-r--r-- | add_mesh_extra_objects/add_mesh_round_brilliant.py | 5 | ||||
-rw-r--r-- | animation_add_corrective_shape_key.py | 2 | ||||
-rw-r--r-- | ant_landscape/ant_functions.py | 6 | ||||
-rw-r--r-- | io_export_unreal_psk_psa.py | 6 | ||||
-rw-r--r-- | io_scene_ms3d/ms3d_export.py | 3 | ||||
-rw-r--r-- | io_scene_ms3d/ms3d_import.py | 5 | ||||
-rw-r--r-- | light_field_tools/light_field_tools.py | 5 | ||||
-rw-r--r-- | object_cloud_gen.py | 81 | ||||
-rw-r--r-- | object_fracture/fracture_ops.py | 3 | ||||
-rw-r--r-- | object_print3d_utils/export.py | 2 | ||||
-rw-r--r-- | uv_texture_atlas.py | 30 |
13 files changed, 84 insertions, 76 deletions
diff --git a/add_advanced_objects_menu/cubester.py b/add_advanced_objects_menu/cubester.py index 6c4f8dfd..20ebb2aa 100644 --- a/add_advanced_objects_menu/cubester.py +++ b/add_advanced_objects_menu/cubester.py @@ -172,7 +172,9 @@ def create_material(scene, ob, name): # generate mesh from audio -def create_mesh_from_audio(self, scene, verts, faces): +def create_mesh_from_audio(self, context, verts, faces): + scene = context.scene + view_layer = context.view_layer adv_obj = scene.advanced_objects audio_filepath = adv_obj.cubester_audio_path width = adv_obj.cubester_audio_width_blocks @@ -337,7 +339,7 @@ def create_mesh_from_audio(self, scene, verts, faces): ob.select_set(True) curve.select_set(False) - scene.objects.active = ob + view_layer.objects.active = ob # data was collected and then multi-variable regression was done in Excel # influence of width and length @@ -912,7 +914,7 @@ class CubeSter(Operator): path.isfile(adv_obj.cubester_audio_path) and adv_obj.cubester_check_audio is True): - create_mesh_from_audio(self, scene, verts, faces) + create_mesh_from_audio(self, context, verts, faces) created = adv_obj.cubester_audio_file_length else: self.report({'WARNING'}, diff --git a/add_mesh_extra_objects/Wallfactory.py b/add_mesh_extra_objects/Wallfactory.py index f7edf659..1f36d884 100644 --- a/add_mesh_extra_objects/Wallfactory.py +++ b/add_mesh_extra_objects/Wallfactory.py @@ -865,8 +865,6 @@ class add_mesh_wallb(Operator): # Make a mesh from a list of verts/edges/faces. mesh.from_pydata(verts_array, [], faces_array) - scene = context.scene - # Deselect all objects. bpy.ops.object.select_all(action='DESELECT') @@ -876,7 +874,7 @@ class add_mesh_wallb(Operator): scene.objects.link(ob_new) # leave this out to prevent 'Tab key" going into edit mode :) # Use rmb click to select and still modify. - scene.objects.active = ob_new + context.view_layer.objects.active = ob_new ob_new.select_set(True) ob_new.location = tuple(context.scene.cursor_location) diff --git a/add_mesh_extra_objects/add_mesh_round_brilliant.py b/add_mesh_extra_objects/add_mesh_round_brilliant.py index 90673ed4..7794269e 100644 --- a/add_mesh_extra_objects/add_mesh_round_brilliant.py +++ b/add_mesh_extra_objects/add_mesh_round_brilliant.py @@ -220,9 +220,6 @@ def addBrilliant(context, s, table_w, crown_h, girdle_t, pavi_d, bezel_f, cf.append(i) fa(*cf) - # bpy variables / shortcuts - scene = bpy.context.scene - # deactivate possible active Objects bpy.context.view_layer.objects.active = None @@ -236,7 +233,7 @@ def addBrilliant(context, s, table_w, crown_h, girdle_t, pavi_d, bezel_f, dobj = object_utils.object_data_add(context, dmesh, operator=None, name="dobj").object # activate and select object - scene.objects.active = dobj + bpy.context.view_layer.objects.active = dobj dobj.select_set(True) obj = bpy.context.active_object diff --git a/animation_add_corrective_shape_key.py b/animation_add_corrective_shape_key.py index e7fc75ce..8a9bdb28 100644 --- a/animation_add_corrective_shape_key.py +++ b/animation_add_corrective_shape_key.py @@ -228,7 +228,7 @@ class object_duplicate_flatten_modifiers(bpy.types.Operator): # setup the context bpy.ops.object.select_all(action='DESELECT') - scene.objects.active = new_object + context.view_layer.objects.active = new_object new_object.select_set(True) return {'FINISHED'} diff --git a/ant_landscape/ant_functions.py b/ant_landscape/ant_functions.py index a20d2ff1..3f2c6103 100644 --- a/ant_landscape/ant_functions.py +++ b/ant_landscape/ant_functions.py @@ -205,7 +205,7 @@ class AntLandscapeRegenerate(bpy.types.Operator): undo = bpy.context.preferences.edit.use_global_undo bpy.context.preferences.edit.use_global_undo = False - scene = bpy.context.scene + view_layer = bpy.context.view_layer # ant object items obj = bpy.context.active_object @@ -321,12 +321,12 @@ class AntLandscapeRegenerate(bpy.types.Operator): new_ob.select_set(False) obj.select_set(True) - scene.objects.active = obj + view_layer.objects.active = obj bpy.ops.object.delete(use_global=False) # Select landscape and make active new_ob.select_set(True) - scene.objects.active = new_ob + view_layer.objects.active = new_ob # restore pre operator undo state context.preferences.edit.use_global_undo = undo diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py index 7b7272be..8695ee5e 100644 --- a/io_export_unreal_psk_psa.py +++ b/io_export_unreal_psk_psa.py @@ -978,6 +978,7 @@ def triangulate_mesh(object): verbose(header("triangulateNMesh")) # print(type(object)) scene = bpy.context.scene + view_layer = bpy.context.view_layer me_ob = object.copy() me_ob.data = object.to_mesh(bpy.context.scene, True, 'PREVIEW') # write data object @@ -989,7 +990,7 @@ def triangulate_mesh(object): i.select_set(False) # deselect all objects me_ob.select_set(True) - scene.objects.active = me_ob + view_layer.objects.active = me_ob print("Copy and Convert mesh just incase any way...") @@ -1083,11 +1084,12 @@ def parse_mesh(mesh, psk): print(header("MESH", 'RIGHT')) print("Mesh object:", mesh.name) scene = bpy.context.scene + view_layer = bpy.context.view_layer for i in scene.objects: i.select_set(False) # deselect all objects - scene.objects.active = mesh + view_layer.objects.active = mesh setmesh = mesh mesh = triangulate_mesh(mesh) diff --git a/io_scene_ms3d/ms3d_export.py b/io_scene_ms3d/ms3d_export.py index 478ae755..aed7f400 100644 --- a/io_scene_ms3d/ms3d_export.py +++ b/io_scene_ms3d/ms3d_export.py @@ -219,6 +219,7 @@ class Ms3dExporter(): ########################################################################### def create_geometry(self, blender_context, ms3d_model, blender_mesh_objects, blender_to_ms3d_bones): + blender_view_layer = blender_context.view_layer blender_scene = blender_context.scene blender_to_ms3d_vertices = {} @@ -271,7 +272,7 @@ class Ms3dExporter(): blender_mesh_object_temp = blender_mesh_object.copy() blender_mesh_object_temp.data = blender_mesh_temp blender_scene.objects.link(blender_mesh_object_temp) - blender_scene.objects.active = blender_mesh_object_temp + blender_view_layer.objects.active = blender_mesh_object_temp # apply transform if self.options_apply_transform: diff --git a/io_scene_ms3d/ms3d_import.py b/io_scene_ms3d/ms3d_import.py index dbf6d87e..d4fd6f2c 100644 --- a/io_scene_ms3d/ms3d_import.py +++ b/io_scene_ms3d/ms3d_import.py @@ -285,12 +285,13 @@ class Ms3dImporter(): # blender stuff: # link to blender scene blender_scene = blender_context.scene + blender_view_layer = blender_context.view_layer blender_scene.objects.link(blender_mesh_object) #blender_mesh_object.location = blender_scene.cursor_location enable_edit_mode(False, blender_context) select_all(False) blender_mesh_object.select_set(True) - blender_scene.objects.active = blender_mesh_object + blender_view_layer.objects.active = blender_mesh_object ########################## # take this as active object after import @@ -827,7 +828,7 @@ class Ms3dImporter(): if joint_length < 0.01: joint_length = 0.01 - blender_scene.objects.active = blender_armature_object + blender_view_layer.objects.active = blender_armature_object enable_edit_mode(True, blender_context) for ms3d_joint in ms3d_joints_ordered: blender_edit_bone = blender_armature.edit_bones.new(ms3d_joint.name) diff --git a/light_field_tools/light_field_tools.py b/light_field_tools/light_field_tools.py index f49a54f7..d46dec02 100644 --- a/light_field_tools/light_field_tools.py +++ b/light_field_tools/light_field_tools.py @@ -320,6 +320,7 @@ class OBJECT_OT_create_lightfield_basemesh(Operator): def addMeshObj(self, mesh): scene = bpy.context.scene + view_layer = bpy.context.view_layer for o in scene.objects: o.select_set(False) @@ -329,8 +330,8 @@ class OBJECT_OT_create_lightfield_basemesh(Operator): scene.objects.link(nobj) nobj.select_set(True) - if scene.objects.active is None or scene.objects.active.mode == 'OBJECT': - scene.objects.active = nobj + if view_layer.objects.active is None or view_layer.objects.active.mode == 'OBJECT': + view_layer.objects.active = nobj def execute(self, context): scene = context.scene diff --git a/object_cloud_gen.py b/object_cloud_gen.py index 6255e581..199bc2c2 100644 --- a/object_cloud_gen.py +++ b/object_cloud_gen.py @@ -183,7 +183,7 @@ def CreateNodeGroup(Type): # and adds a bounding box to it. # It will add or subtract the bound box size by the variable sizeDifference. -def getMeshandPutinEditMode(scene, object): +def getMeshandPutinEditMode(view_layer, object): # Go into Object Mode bpy.ops.object.mode_set(mode='OBJECT') @@ -193,7 +193,7 @@ def getMeshandPutinEditMode(scene, object): # Select the object object.select_set(True) - scene.objects.active = object + view_layer.objects.active = object # Go into Edit Mode bpy.ops.object.mode_set(mode='EDIT') @@ -201,9 +201,9 @@ def getMeshandPutinEditMode(scene, object): return object.data -def maxAndMinVerts(scene, object): +def maxAndMinVerts(view_layer, object): - mesh = getMeshandPutinEditMode(scene, object) + mesh = getMeshandPutinEditMode(view_layer, object) verts = mesh.vertices # Set the max and min verts to the first vertex on the list @@ -231,13 +231,13 @@ def maxAndMinVerts(scene, object): return [maxVert, minVert] -def makeObjectIntoBoundBox(scene, objects, sizeDifference, takeFromObject): +def makeObjectIntoBoundBox(view_layer, objects, sizeDifference, takeFromObject): # Let's find the max and min of the reference object, # it can be the same as the destination object - [maxVert, minVert] = maxAndMinVerts(scene, takeFromObject) + [maxVert, minVert] = maxAndMinVerts(view_layer, takeFromObject) # get objects mesh - mesh = getMeshandPutinEditMode(scene, objects) + mesh = getMeshandPutinEditMode(view_layer, objects) # Add the size difference to the max size of the box maxVert[0] = maxVert[0] + sizeDifference @@ -292,24 +292,24 @@ def makeObjectIntoBoundBox(scene, objects, sizeDifference, takeFromObject): mesh.update() -def applyScaleRotLoc(scene, obj): +def applyScaleRotLoc(view_layer, obj): # Deselect All bpy.ops.object.select_all(action='DESELECT') # Select the object obj.select_set(True) - scene.objects.active = obj + view_layer.objects.active = obj bpy.ops.object.transform_apply(location=True, rotation=True, scale=True) -def totallyDeleteObject(scene, obj): +def totallyDeleteObject(obj): bpy.data.objects.remove(obj, do_unlink=True) -def makeParent(parentobj, childobj, scene): - applyScaleRotLoc(scene, parentobj) - applyScaleRotLoc(scene, childobj) +def makeParent(parentobj, childobj, view_layer): + applyScaleRotLoc(view_layer, parentobj) + applyScaleRotLoc(view_layer, childobj) childobj.parent = parentobj @@ -343,13 +343,13 @@ def getpdensitytexture(object): return tex -def removeParticleSystemFromObj(scene, obj): +def removeParticleSystemFromObj(view_layer, obj): # Deselect All bpy.ops.object.select_all(action='DESELECT') # Select the object obj.select_set(True) - scene.objects.active = obj + view_layer.objects.active = obj bpy.ops.object.particle_system_remove() @@ -357,10 +357,10 @@ def removeParticleSystemFromObj(scene, obj): bpy.ops.object.select_all(action='DESELECT') -def convertParticlesToMesh(scene, particlesobj, destobj, replacemesh): +def convertParticlesToMesh(view_layer, particlesobj, destobj, replacemesh): # Select the Destination object destobj.select_set(True) - scene.objects.active = destobj + view_layer.objects.active = destobj # Go to Edit Mode bpy.ops.object.mode_set(mode='EDIT', toggle=False) @@ -389,7 +389,7 @@ def convertParticlesToMesh(scene, particlesobj, destobj, replacemesh): meshPnts.update() -def combineObjects(scene, combined, listobjs): +def combineObjects(view_layer, combined, listobjs): # scene is the current scene # combined is the object we want to combine everything into # listobjs is the list of objects to stick into combined @@ -399,7 +399,7 @@ def combineObjects(scene, combined, listobjs): # Select the new object. combined.select_set(True) - scene.objects.active = combined + view_layer.objects.active = combined # Add data if len(listobjs) > 0: @@ -509,6 +509,7 @@ class GenerateCloud(Operator): # Make variable scene that is current scene scene = context.scene + view_layer = context.view_layer # Parameters the user may want to change: # Number of points this number is multiplied by the volume to get @@ -543,7 +544,7 @@ class GenerateCloud(Operator): definitionObjects = [] for member in cloudMembers: - applyScaleRotLoc(scene, member) + applyScaleRotLoc(view_layer, member) if member["CloudMember"] == "CreatedObj": createdObjects.append(member) else: @@ -555,10 +556,10 @@ class GenerateCloud(Operator): del(defObj["CloudMember"]) for createdObj in createdObjects: - totallyDeleteObject(scene, createdObj) + totallyDeleteObject(createdObj) # Delete the blend_data object - totallyDeleteObject(scene, mainObj) + totallyDeleteObject(mainObj) # Select all of the left over boxes so people can immediately # press generate again if they want @@ -579,9 +580,9 @@ class GenerateCloud(Operator): cloudPnts.display_type = 'WIRE' cloudPnts.hide_render = True - makeParent(bounds, cloudPnts, scene) - convertParticlesToMesh(scene, cloudParticles, cloudPnts, True) - removeParticleSystemFromObj(scene, active_object) + makeParent(bounds, cloudPnts, view_layer) + convertParticlesToMesh(view_layer, cloudParticles, cloudPnts, True) + removeParticleSystemFromObj(view_layer, active_object) pDensity = getpdensitytexture(bounds) pDensity.point_density.point_source = 'OBJECT' @@ -589,7 +590,7 @@ class GenerateCloud(Operator): # Let's resize the bound box to be more accurate how_much_bigger = pDensity.point_density.radius - makeObjectIntoBoundBox(scene, bounds, how_much_bigger, cloudPnts) + makeObjectIntoBoundBox(view_layer, bounds, how_much_bigger, cloudPnts) else: # Generate Cloud @@ -619,12 +620,12 @@ class GenerateCloud(Operator): del selectedObjects[0] # Apply location Rotation and Scale to all objects involved - applyScaleRotLoc(scene, bounds) + applyScaleRotLoc(view_layer, bounds) for each in selectedObjects: - applyScaleRotLoc(scene, each) + applyScaleRotLoc(view_layer, each) # Let's combine all of them together. - combineObjects(scene, bounds, selectedObjects) + combineObjects(view_layer, bounds, selectedObjects) # Let's add some property info to the objects for selObj in selectedObjects: @@ -633,14 +634,14 @@ class GenerateCloud(Operator): selObj.display_type = 'WIRE' selObj.hide_render = True selObj.hide = True - makeParent(bounds, selObj, scene) + makeParent(bounds, selObj, view_layer) # Do the same to the 1. object since it is no longer in list. firstObject["CloudMember"] = "DefinitionObj" firstObject.name = "DefinitionObj" firstObject.display_type = 'WIRE' firstObject.hide_render = True - makeParent(bounds, firstObject, scene) + makeParent(bounds, firstObject, view_layer) # Create Cloud for putting Cloud Mesh # # Create a new object cloud. @@ -649,7 +650,7 @@ class GenerateCloud(Operator): cloud.display_type = 'WIRE' cloud.hide_render = True - makeParent(bounds, cloud, scene) + makeParent(bounds, cloud, view_layer) bpy.ops.object.editmode_toggle() bpy.ops.mesh.select_all(action='SELECT') @@ -693,10 +694,10 @@ class GenerateCloud(Operator): # Select the object. bounds.select_set(True) - scene.objects.active = bounds + view_layer.objects.active = bounds # Turn bounds object into a box. Use itself as a reference - makeObjectIntoBoundBox(scene, bounds, 1.0, bounds) + makeObjectIntoBoundBox(view_layer, bounds, 1.0, bounds) # Delete all material slots in bounds object for i in range(len(bounds.material_slots)): @@ -839,8 +840,8 @@ class GenerateCloud(Operator): cloudPnts.display_type = 'WIRE' cloudPnts.hide_render = True - makeParent(bounds, cloudPnts, scene) - convertParticlesToMesh(scene, cloudParticles, cloudPnts, True) + makeParent(bounds, cloudPnts, view_layer) + convertParticlesToMesh(view_layer, cloudParticles, cloudPnts, True) # Add a modifier. bpy.ops.object.modifier_add(type='DISPLACE') @@ -863,7 +864,7 @@ class GenerateCloud(Operator): PointDensityNode.point_source = 'OBJECT' PointDensityNode.object = cloudPnts - removeParticleSystemFromObj(scene, cloud) + removeParticleSystemFromObj(view_layer, cloud) else: if bpy.context.scene.render.engine == 'BLENDER_RENDER': @@ -923,16 +924,16 @@ class GenerateCloud(Operator): # Select the object. bounds.select_set(True) - scene.objects.active = bounds + view_layer.objects.active = bounds # Let's resize the bound box to be more accurate. how_much_bigger = PDensityRadius + 0.1 # If it's a particle cloud use cloud mesh if otherwise use point mesh if not scene.cloudparticles: - makeObjectIntoBoundBox(scene, bounds, how_much_bigger, cloudPnts) + makeObjectIntoBoundBox(view_layer, bounds, how_much_bigger, cloudPnts) else: - makeObjectIntoBoundBox(scene, bounds, how_much_bigger, cloud) + makeObjectIntoBoundBox(view_layer, bounds, how_much_bigger, cloud) cloud_string = "Cumulous" if scene.cloud_type == '1' else "Cirrus" if \ scene.cloud_type == '2' else "Stratus" if \ diff --git a/object_fracture/fracture_ops.py b/object_fracture/fracture_ops.py index 73e027a3..7d24116a 100644 --- a/object_fracture/fracture_ops.py +++ b/object_fracture/fracture_ops.py @@ -234,6 +234,7 @@ def boolop(ob, cutter, op): def splitobject(context, ob, crack_type, roughness): scene = context.scene + view_layer = context.view_layer size = getsizefrommesh(ob) shards = [] @@ -251,7 +252,7 @@ def splitobject(context, ob, crack_type, roughness): random.random() * 5000.0, random.random() * 5000.0] - scene.objects.active = ob + view_layer.objects.active = ob operations = ['INTERSECT', 'DIFFERENCE'] for op in operations: diff --git a/object_print3d_utils/export.py b/object_print3d_utils/export.py index b0e6bc7b..d563b549 100644 --- a/object_print3d_utils/export.py +++ b/object_print3d_utils/export.py @@ -194,7 +194,7 @@ def write_mesh(context, info, report_cb): for base in context_backup["selected_bases"]: base.select_set(True) del base - scene.objects.active = context_backup["active_object"] + layer.objects.active = context_backup["active_object"] if 'FINISHED' in ret: info.append(("%r ok" % os.path.basename(filepath), None)) diff --git a/uv_texture_atlas.py b/uv_texture_atlas.py index a8b5befd..f57f3389 100644 --- a/uv_texture_atlas.py +++ b/uv_texture_atlas.py @@ -404,6 +404,7 @@ class TexAtl_RemoveFromGroup(Operator): def execute(self, context): scene = context.scene + view_layer = context.view_layer # Check if group exists if check_group_exist(self, context) is False: @@ -417,7 +418,7 @@ class TexAtl_RemoveFromGroup(Operator): obj_group = bpy.data.collections[group_name] for object in context.selected_objects: - scene.objects.active = object + view_layer.objects.active = object if object.type == 'MESH' and object.name in obj_group.objects: @@ -440,6 +441,7 @@ class TexAtl_RemoveOtherUVs(Operator): def execute(self, context): scene = context.scene + view_layer = context.view_layer group_name = scene.ms_lightmap_groups[ scene.ms_lightmap_groups_index].name @@ -455,7 +457,7 @@ class TexAtl_RemoveOtherUVs(Operator): # Remove other UVs of selected objects for object in context.selected_objects: - scene.objects.active = object + view_layer.objects.active = object if object.type == 'MESH' and object.name in obj_group.objects: # remove UVs @@ -603,13 +605,14 @@ class TexAtl_MergeObjects(Operator): def execute(self, context): scene = context.scene + view_layer = context.view_layer # objToDelete = None bpy.ops.object.select_all(action='DESELECT') ob_merged_old = bpy.data.objects.get(self.group_name + "_mergedObject") if ob_merged_old is not None: ob_merged_old.select_set(True) - scene.objects.active = ob_merged_old + view_layer.objects.active = ob_merged_old bpy.ops.object.delete(use_global=True) me = bpy.data.meshes.new(self.group_name + '_mergedObject') @@ -639,14 +642,14 @@ class TexAtl_MergeObjects(Operator): for uv in object.data.uv_textures: if uv.name == self.group_name: uv.active = True - scene.objects.active = object + view_layer.objects.active = object # Duplicate Temp Object bpy.ops.object.select_all(action='DESELECT') object.select_set(True) - scene.objects.active = object + view_layer.objects.active = object bpy.ops.object.duplicate(linked=False, mode='TRANSLATION') - activeNowObject = scene.objects.active + activeNowObject = view_layer.objects.active activeNowObject.select_set(True) # hide render of original mesh @@ -669,7 +672,7 @@ class TexAtl_MergeObjects(Operator): UVLIST.clear() # clear array # create vertex groups for each selected object - scene.objects.active = activeNowObject + view_layer.objects.active = activeNowObject vgroup = activeNowObject.vertex_groups.new(name=object.name) vgroup.add( list(range(len(activeNowObject.data.vertices))), weight=1.0, type='ADD') @@ -692,7 +695,7 @@ class TexAtl_MergeObjects(Operator): bpy.ops.object.select_all(action='DESELECT') activeNowObject.select_set(True) ob_merge.select_set(True) - scene.objects.active = ob_merge + view_layer.objects.active = ob_merge bpy.ops.object.join() mergeList.clear() # Clear Merge List @@ -700,7 +703,7 @@ class TexAtl_MergeObjects(Operator): # make Unwrap bpy.ops.object.select_all(action='DESELECT') ob_merge.select_set(True) - scene.objects.active = ob_merge + view_layer.objects.active = ob_merge # Unfide all faces bpy.ops.object.mode_set(mode='EDIT') @@ -737,11 +740,12 @@ class TexAtl_SeparateObjects(Operator): def execute(self, context): scene = context.scene + view_layer = context.view_layer ob_merged = bpy.data.objects.get(self.group_name + "_mergedObject") if ob_merged is not None: - # if scene.objects.active is not None: + # if view_layer.objects.active is not None: # bpy.ops.object.mode_set(mode='OBJECT', toggle=False) bpy.ops.object.select_all(action='DESELECT') ob_merged.hide = False @@ -756,7 +760,7 @@ class TexAtl_SeparateObjects(Operator): # object bpy.ops.object.select_all(action='DESELECT') ob_merged.select_set(True) - scene.objects.active = ob_merged + view_layer.objects.active = ob_merged bpy.ops.object.mode_set(mode='EDIT') if doUnhidePolygons is False: @@ -770,7 +774,7 @@ class TexAtl_SeparateObjects(Operator): bpy.ops.object.vertex_group_select() bpy.ops.mesh.separate(type='SELECTED') bpy.ops.object.mode_set(mode='OBJECT', toggle=False) - # scene.objects.active.select = False + # view_layer.objects.active.select_set(False) # find separated object ob_separeted = None @@ -787,7 +791,7 @@ class TexAtl_SeparateObjects(Operator): ob_original.hide_select = False ob_original.hide = False ob_original.select_set(True) - scene.objects.active = ob_separeted + view_layer.objects.active = ob_separeted bpy.ops.object.join_uvs() ob_original.hide_render = False ob_original.select_set(False) |