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authorCampbell Barton <ideasman42@gmail.com>2011-11-19 20:19:08 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-11-19 20:19:08 +0400
commit9ac0a714bee5df2153e0a73bb55962139ba18eb2 (patch)
tree029104d14b7e942dd616bf8443e09d0461ac6350 /io_export_unreal_psk_psa.py
parent5e44117da5a35882e7f3919f4c48c234acebe045 (diff)
indentation edits and copy pyrimid from contrib (where I had made some edits), removed so this wont happen again.
Diffstat (limited to 'io_export_unreal_psk_psa.py')
-rw-r--r--io_export_unreal_psk_psa.py18
1 files changed, 9 insertions, 9 deletions
diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py
index 46feffde..b04ab260 100644
--- a/io_export_unreal_psk_psa.py
+++ b/io_export_unreal_psk_psa.py
@@ -887,7 +887,7 @@ def parse_meshes(blender_meshes, psk_file):
for point in points.items():
psk_file.AddPoint(point)
if len(points.dict) > 32767:
- raise RuntimeError("Vertex point reach max limited 32767 in pack data. Your",len(points.dict))
+ raise RuntimeError("Vertex point reach max limited 32767 in pack data. Your",len(points.dict))
print (" -- Dumping Mesh Wedge -- LEN:",len(wedges.dict))
for wedge in wedges.items():
@@ -1089,15 +1089,15 @@ def parse_armature(blender_armature, psk_file, psa_file):
raise RuntimeError("Warning add two bones else it will crash the unreal editor.")
if len(current_armature.bones) == 1:
raise RuntimeError("Warning add one more bone else it will crash the unreal editor.")
-
+
mainbonecount = 0;
for current_bone in current_armature.bones: #list the bone. #note this will list all the bones.
if(current_bone.parent is None):
mainbonecount += 1
print("Main Bone",mainbonecount)
if mainbonecount > 1:
- #print("Warning there no main bone.")
- raise RuntimeError("There too many Main bones. Number main bones:",mainbonecount)
+ #print("Warning there no main bone.")
+ raise RuntimeError("There too many Main bones. Number main bones:",mainbonecount)
for current_bone in current_armature.bones: #list the bone. #note this will list all the bones.
if(current_bone.parent is None):
parse_bone(current_bone, psk_file, psa_file, 0, 0, current_obj.matrix_local, None)
@@ -1161,7 +1161,7 @@ def parse_animation(blender_scene, blender_armatures, psa_file):
#for bone in action.groups:
#print("> Name: ",bone.name)
#print(dir(bone))
-
+
amatureobject = None #this is the armature set to none
bonenames = [] #bone name of the armature bones list
@@ -2041,10 +2041,10 @@ class VIEW3D_PT_unrealtools_objectmode(bpy.types.Panel):
ArmatureSelect = None
for obj in bpy.data.objects:
- if obj.type == 'ARMATURE' and obj.select == True:
- #print("Armature Name:",obj.name)
- ArmatureSelect = obj
- break
+ if obj.type == 'ARMATURE' and obj.select == True:
+ #print("Armature Name:",obj.name)
+ ArmatureSelect = obj
+ break
#display armature actions list
if ArmatureSelect != None and rd.unrealdisplayactionsets == True:
layout.label(("Selected: "+ArmatureSelect.name))