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authorCampbell Barton <ideasman42@gmail.com>2011-03-29 10:19:48 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-03-29 10:19:48 +0400
commit58c2bec4eb2d8c4f2a29a37179fbd3d050814f79 (patch)
tree502f144e8fcad2b68b822e710573ddfdd8fab102 /io_export_unreal_psk_psa.py
parent1d838454afb884cf7b288afc7b6915c779230ecb (diff)
work in progress addon: demo mode, use for easy setup for looping over blend files, rendering, playing, switching screens.
Diffstat (limited to 'io_export_unreal_psk_psa.py')
-rw-r--r--io_export_unreal_psk_psa.py2
1 files changed, 1 insertions, 1 deletions
diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py
index d5496c9b..3af42984 100644
--- a/io_export_unreal_psk_psa.py
+++ b/io_export_unreal_psk_psa.py
@@ -1029,7 +1029,7 @@ def parse_bone(blender_bone, psk_file, psa_file, parent_id, is_root_bone, parent
final_parent_id = parent_id
#RG/RE -
- #if we are not seperated by a small distance, create a dummy bone for the displacement
+ #if we are not separated by a small distance, create a dummy bone for the displacement
#this is only needed for root bones, since UT assumes a connected skeleton, and from here
#down the chain we just use "tail" as an endpoint
#if(head.length > 0.001 and is_root_bone == 1):