diff options
author | Campbell Barton <ideasman42@gmail.com> | 2010-09-19 18:26:41 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2010-09-19 18:26:41 +0400 |
commit | f127cafc41539ed0f604d78dfe63c300d7cfe753 (patch) | |
tree | cb33f652d61ea214d82819929db708ad276f16b6 /io_export_unreal_psk_psa.py | |
parent | a3bfb72abb425eb8a4c1691cf042dc927cca2636 (diff) |
minor syntax adjustments
Diffstat (limited to 'io_export_unreal_psk_psa.py')
-rw-r--r-- | io_export_unreal_psk_psa.py | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py index 424d1e32..70cf85a2 100644 --- a/io_export_unreal_psk_psa.py +++ b/io_export_unreal_psk_psa.py @@ -674,7 +674,7 @@ def BoneIndexArmature(blender_armature): #print(dir(ArmatureData)) for bone in objectbone.bones: - if(bone.parent == None): + if(bone.parent is None): BoneIndex(bone) #BBCount += 1 break @@ -937,7 +937,7 @@ def parse_bone(blender_bone, psk_file, psa_file, parent_id, is_root_bone, parent #print '-------------------- Dumping Bone ---------------------- ' #If bone does not have parent that mean it the root bone - if blender_bone.parent == None: + if blender_bone.parent is None: parent_root = blender_bone @@ -1033,7 +1033,7 @@ def parse_armature(blender_armature, psk_file, psa_file): child_count = 0 for current_obj in blender_armature: current_armature = current_obj.data - bones = [x for x in current_armature.bones if not x.parent == None] + bones = [x for x in current_armature.bones if not x.parent is None] child_count += len(bones) for current_obj in blender_armature: @@ -1044,11 +1044,11 @@ def parse_armature(blender_armature, psk_file, psa_file): #we dont want children here - only the top level bones of the armature itself #we will recursively dump the child bones as we dump these bones """ - bones = [x for x in current_armature.bones if not x.parent == None] + bones = [x for x in current_armature.bones if not x.parent is None] #will ingore this part of the ocde """ for current_bone in current_armature.bones: #list the bone. #note this will list all the bones. - if(current_bone.parent == None): + if(current_bone.parent is None): parse_bone(current_bone, psk_file, psa_file, 0, 0, current_obj.matrix_local, None) break @@ -1174,7 +1174,7 @@ def parse_animation(blender_scene, blender_armatures, psa_file): #these must be ordered in the order the bones will show up in the PSA file! ordered_bones = {} - ordered_bones = sorted([(psa_file.UseBone(x.name), x) for x in pose_data.bones], key=operator.itemgetter(0)) + ordered_bones = sorted((psa_file.UseBone(x.name), x) for x in pose_data.bones, key=operator.itemgetter(0)) ############################# # ORDERED FRAME, BONE |