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authorJohn Phan <darkneter@gmail.com>2010-10-28 22:07:21 +0400
committerJohn Phan <darkneter@gmail.com>2010-10-28 22:07:21 +0400
commit0d3aa32588b5c571899bae5bf3b6cfd9259aabf2 (patch)
tree722454e33ef3fcb884b6c9cfe0a115940ba29f5d /io_export_unreal_psk_psa.py
parent4f2b66a2ab2fff79e572fe31198add4a6fd4353d (diff)
clean up my console log a bit.
Diffstat (limited to 'io_export_unreal_psk_psa.py')
-rw-r--r--io_export_unreal_psk_psa.py35
1 files changed, 3 insertions, 32 deletions
diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py
index e08f2836..e7301870 100644
--- a/io_export_unreal_psk_psa.py
+++ b/io_export_unreal_psk_psa.py
@@ -851,26 +851,11 @@ def parse_meshes(blender_meshes, psk_file):
dindex0 = current_face.vertices[0];
dindex1 = current_face.vertices[1];
dindex2 = current_face.vertices[2];
- print(dir(current_mesh.vertices[dindex0]))
- #current_mesh.vertices[dindex0].co.x = 0;
- #current_mesh.vertices[dindex0].co.y = 0;
- #current_mesh.vertices[dindex0].co.z = 0;
- #current_mesh.vertices[dindex1].co.x = 0;
- #current_mesh.vertices[dindex1].co.y = 0;
- #current_mesh.vertices[dindex1].co.z = 0;
- #current_mesh.vertices[dindex2].co.x = 0;
- #current_mesh.vertices[dindex2].co.y = 0;
- #current_mesh.vertices[dindex2].co.z = 0;
-
+
current_mesh.vertices[dindex0].select = True
current_mesh.vertices[dindex1].select = True
current_mesh.vertices[dindex2].select = True
- #print(dir(current_mesh))
-
- #current_mesh.vertices[dindex1] = 0
- #current_mesh.vertices[dindex2] = 0
- #print(dir(current_face))
raise RuntimeError("normal vector coplanar with face! points:", current_mesh.vertices[dindex0].co, current_mesh.vertices[dindex1].co, current_mesh.vertices[dindex2].co)
#print(dir(current_face))
current_face.select = True
@@ -1039,10 +1024,8 @@ def parse_bone(blender_bone, psk_file, psa_file, parent_id, is_root_bone, parent
vertex_weight = vertex_data[1]
influence = VRawBoneInfluence()
influence.Weight = vertex_weight
- #influence.BoneIndex = my_id
influence.BoneIndex = my_id
influence.PointIndex = point_index
- #print(influence)
#print ('Adding Bone Influence for [%s] = Point Index=%i, Weight=%f' % (blender_bone.name, point_index, vertex_weight))
#print("adding influence")
psk_file.AddInfluence(influence)
@@ -1060,9 +1043,6 @@ def parse_armature(blender_armature, psk_file, psa_file):
#magic 0 sized root bone for UT - this is where all armature dummy bones will attach
#dont increment nbone here because we initialize it to 1 (hackity hackity hack)
-
- print(dir(bpy))
- #bpy.types.report({'INFO'}, exportmessage)
#count top level bones first. NOT EFFICIENT.
child_count = 0
@@ -1120,10 +1100,6 @@ def parse_animation(blender_scene, blender_armatures, psa_file):
#need to check if there animation
#need to check if animation is has one frame then exit it
print ('\n----- parsing animation -----')
- ##print(dir(blender_scene))
-
- #print(dir(blender_armatures))
-
render_data = blender_scene.render
bHaveAction = True
@@ -1738,13 +1714,9 @@ class VIEW3D_PT_unrealtools_objectmode(bpy.types.Panel):
def draw(self, context):
layout = self.layout
- #layout.label(text="Unreal Tools")
rd = context.scene
- #drop box
- layout.prop(rd, "unrealexport_settings",expand=True)
- #layout.prop(rd, "unrealexport_settings")
- #button
- layout.operator("object.UnrealExport")
+ layout.prop(rd, "unrealexport_settings",expand=True)
+ layout.operator("object.UnrealExport")#button
#FPS #it use the real data from your scene
layout.prop(rd.render, "fps")
@@ -1775,7 +1747,6 @@ class OBJECT_OT_UnrealExport(bpy.types.Operator):
__doc__ = "Select export setting for .psk/.psa or both."
def invoke(self, context, event):
- #path = StringProperty(name="File Path", description="File path used for exporting the PSA file", maxlen= 1024, default= "")
print("Init Export Script:")
if(int(bpy.context.scene.unrealexport_settings) == 0):
bpy.context.scene.unrealexportpsk = True