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authorPhilipp Oeser <info@graphics-engineer.com>2014-10-13 17:55:26 +0400
committerPhilipp Oeser <info@graphics-engineer.com>2014-10-13 17:55:26 +0400
commit9edfa1364971d41424644ad9499f80187ebaa553 (patch)
treef4cd71456f1c546bf4b57706e2090557ee885207 /io_export_unreal_psk_psa.py
parent77c3275cf83478352240740b80739747dca9fe0c (diff)
fix warnings with UI description
Diffstat (limited to 'io_export_unreal_psk_psa.py')
-rw-r--r--io_export_unreal_psk_psa.py24
1 files changed, 12 insertions, 12 deletions
diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py
index a1bdcb04..03e9749d 100644
--- a/io_export_unreal_psk_psa.py
+++ b/io_export_unreal_psk_psa.py
@@ -1913,7 +1913,7 @@ bpy.types.Scene.udk_option_clamp_uv = BoolProperty(
bpy.types.Scene.udk_copy_merge = BoolProperty(
name = "Merge Mesh",
- description = "This will copy the mesh(s) and merge the object together and unlink the mesh to be remove while exporting the object.",
+ description = "This will copy the mesh(s) and merge the object together and unlink the mesh to be remove while exporting the object",
default = False)
bpy.types.Scene.udk_option_export = EnumProperty(
@@ -1941,27 +1941,27 @@ bpy.types.Scene.udk_option_triangulate = BoolProperty(
bpy.types.Scene.udk_option_selectanimations = BoolProperty(
name = "Select Animation(s)",
- description = "Select animation(s) for export to psa file.",
+ description = "Select animation(s) for export to psa file",
default = False)
bpy.types.Scene.udk_option_selectobjects = BoolProperty(
name = "Select Object(s)",
- description = "Select Armature and Mesh(s). Just make sure mesh(s) is parent to armature.",
+ description = "Select Armature and Mesh(s). Just make sure mesh(s) is parent to armature",
default = False)
bpy.types.Scene.udk_option_rebuildobjects = BoolProperty(
name = "Rebuild Objects",
- description = "In case of deform skeleton mesh and animations data. This will rebuild objects from raw format on export when checked.",
+ description = "In case of deform skeleton mesh and animations data - This will rebuild objects from raw format on export when checked",
default = False)
bpy.types.Scene.udk_option_ignoreactiongroupnames = BoolProperty(
name = "Ignore Action Group Names",
- description = "This will Ignore Action Set Group Names Check With Armature Bones. It will override armature to set action set.",
+ description = "This will Ignore Action Set Group Names Check With Armature Bones. It will override armature to set action set",
default = False)
bpy.types.Scene.udk_option_scale = FloatProperty(
name = "UDK Scale",
- description = "In case you don't want to scale objects manually. This will just scale position when on export for the skeleton mesh and animation data.",
+ description = "In case you don't want to scale objects manually - This will just scale position when on export for the skeleton mesh and animation data",
default = 1)
#===========================================================================
@@ -2011,7 +2011,7 @@ class OBJECT_OT_UTSelectedFaceSmooth(bpy.types.Operator):
return{'FINISHED'}
class OBJECT_OT_MeshClearWeights(bpy.types.Operator):
- """Remove all mesh vertex groups weights for the bones."""
+ """Remove all mesh vertex groups weights for the bones"""
bl_idname = "object.meshclearweights" # XXX, name???
bl_label = "Remove Vertex Weights"#"Remove Mesh vertex weights"
@@ -2210,7 +2210,7 @@ class UDKActionSetListPG(bpy.types.PropertyGroup):
bool = BoolProperty(default=False)
string = StringProperty()
actionname = StringProperty()
- bmatch = BoolProperty(default=False,name="Match", options={"HIDDEN"},description = "This check against bone names and action group names matches and override boolean if true.")
+ bmatch = BoolProperty(default=False,name="Match", options={"HIDDEN"},description = "This check against bone names and action group names matches and override boolean if true")
bexport = BoolProperty(default=False,name="Export",description = "Check this to export the animation")
bpy.utils.register_class(UDKActionSetListPG)
@@ -2243,8 +2243,8 @@ class UL_UDKObjList(bpy.types.UIList):
class UDKMeshListPG(bpy.types.PropertyGroup):
bool = BoolProperty(default=False)
string = StringProperty()
- bexport = BoolProperty(default=False,name="Export", options={"HIDDEN"},description = "This object will be export when true.")
- bselect = BoolProperty(default=False,name="Select", options={"HIDDEN"},description = "Make sure you have Mesh is parent to Armature.")
+ bexport = BoolProperty(default=False,name="Export", options={"HIDDEN"},description = "This object will be export when true")
+ bselect = BoolProperty(default=False,name="Select", options={"HIDDEN"},description = "Make sure you have Mesh is parent to Armature")
otype = StringProperty(name="Type",description = "This will be ignore when exported")
bpy.utils.register_class(UDKMeshListPG)
@@ -2496,7 +2496,7 @@ def udkcheckmeshline():
class OBJECT_OT_UDKCheckMeshLines(bpy.types.Operator):
"""Select the mesh for export test. This will create dummy mesh to see which area are broken. """ \
- """If the vertices share the same position it will causes an bug."""
+ """If the vertices share the same position it will cause a bug"""
bl_idname = "object.udkcheckmeshline"
bl_label = "Check Mesh Vertices"
@@ -2507,7 +2507,7 @@ class OBJECT_OT_UDKCheckMeshLines(bpy.types.Operator):
class OBJECT_OT_ActionSetAnimUpdate(bpy.types.Operator):
"""Select Armture to match the action set groups. """ \
- """All bones keys must be set to match with number of bones."""
+ """All bones keys must be set to match with number of bones"""
bl_idname = "action.setanimupdate"
bl_label = "Update Action Set(s)"