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authorpaul szajner <szap>2019-05-13 12:27:11 +0300
committerJacques Lucke <mail@jlucke.com>2019-05-13 12:28:39 +0300
commita863bfffb158c96afd32a07fb6f83c781b5c0d5b (patch)
treeb88e83c2b8d12fccaf1a6dd42ee76e93079b128f /io_anim_nuke_chan
parent73284d0a2d61a86cbe176271d051801c5b6134d5 (diff)
Update 'Nuke Animation Format' to Blender 2.8
Differential Revision: https://developer.blender.org/D4844
Diffstat (limited to 'io_anim_nuke_chan')
-rw-r--r--io_anim_nuke_chan/__init__.py2
-rw-r--r--io_anim_nuke_chan/export_nuke_chan.py2
-rw-r--r--io_anim_nuke_chan/import_nuke_chan.py4
3 files changed, 4 insertions, 4 deletions
diff --git a/io_anim_nuke_chan/__init__.py b/io_anim_nuke_chan/__init__.py
index f562244e..48da8b1d 100644
--- a/io_anim_nuke_chan/__init__.py
+++ b/io_anim_nuke_chan/__init__.py
@@ -22,7 +22,7 @@ bl_info = {
"name": "Nuke Animation Format (.chan)",
"author": "Michael Krupa",
"version": (1, 0),
- "blender": (2, 61, 0),
+ "blender": (2, 80, 0),
"location": "File > Import/Export > Nuke (.chan)",
"description": "Import/Export object's animation with nuke",
"warning": "",
diff --git a/io_anim_nuke_chan/export_nuke_chan.py b/io_anim_nuke_chan/export_nuke_chan.py
index 034ce6d9..d1c9a9b4 100644
--- a/io_anim_nuke_chan/export_nuke_chan.py
+++ b/io_anim_nuke_chan/export_nuke_chan.py
@@ -55,7 +55,7 @@ def save_chan(context, filepath, y_up, rot_ord):
# if the setting is proper use the rotation matrix
# to flip the Z and Y axis
if y_up:
- mat = rot_mat * mat
+ mat = rot_mat @ mat
# create the first component of a new line, the frame number
fw("%i\t" % frame)
diff --git a/io_anim_nuke_chan/import_nuke_chan.py b/io_anim_nuke_chan/import_nuke_chan.py
index c21265d0..3f9793ab 100644
--- a/io_anim_nuke_chan/import_nuke_chan.py
+++ b/io_anim_nuke_chan/import_nuke_chan.py
@@ -72,12 +72,12 @@ def read_chan(context, filepath, z_up, rot_ord, sensor_width, sensor_height):
mrot_mat.resize_4x4()
# merge the rotation and translation
- m_trans_mat = translation_mat * mrot_mat
+ m_trans_mat = translation_mat @ mrot_mat
# correct the world space
# (nuke's and blenders scene spaces are different)
if z_up:
- m_trans_mat = rot_mat * m_trans_mat
+ m_trans_mat = rot_mat @ m_trans_mat
# break the matrix into a set of the coordinates
trns = m_trans_mat.decompose()