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authorBastien Montagne <montagne29@wanadoo.fr>2012-07-03 13:01:43 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2012-07-03 13:01:43 +0400
commit2dc06f6d50d14a97ff0c37f88b6979d18a0fd279 (patch)
tree60728ddc2bb420bcf11901e27a11a677276cb889 /io_scene_fbx/export_fbx.py
parent842985a49773634076d45f845957216006fc683e (diff)
Style edit (mostly), use """ for docstrings (not ''').
Diffstat (limited to 'io_scene_fbx/export_fbx.py')
-rw-r--r--io_scene_fbx/export_fbx.py28
1 files changed, 14 insertions, 14 deletions
diff --git a/io_scene_fbx/export_fbx.py b/io_scene_fbx/export_fbx.py
index 73e1b195..f02e7183 100644
--- a/io_scene_fbx/export_fbx.py
+++ b/io_scene_fbx/export_fbx.py
@@ -158,10 +158,10 @@ def action_bone_names(obj, action):
# ob must be OB_MESH
def BPyMesh_meshWeight2List(ob, me):
- ''' Takes a mesh and return its group names and a list of lists, one list per vertex.
+ """ Takes a mesh and return its group names and a list of lists, one list per vertex.
aligning the each vert list with the group names, each list contains float value for the weight.
These 2 lists can be modified and then used with list2MeshWeight to apply the changes.
- '''
+ """
# Clear the vert group.
groupNames = [g.name for g in ob.vertex_groups]
@@ -464,9 +464,9 @@ def save_single(operator, scene, filepath="",
# --------------- funcs for exporting
def object_tx(ob, loc, matrix, matrix_mod=None):
- '''
+ """
Matrix mod is so armature objects can modify their bone matrices
- '''
+ """
if isinstance(ob, bpy.types.Bone):
# we know we have a matrix
@@ -524,11 +524,11 @@ def save_single(operator, scene, filepath="",
return loc, rot, scale, matrix, matrix_rot
def write_object_tx(ob, loc, matrix, matrix_mod=None):
- '''
+ """
We have loc to set the location if non blender objects that have a location
matrix_mod is only used for bones at the moment
- '''
+ """
loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod)
fw('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
@@ -850,9 +850,9 @@ def save_single(operator, scene, filepath="",
write_camera_dummy('Producer Left', (-4000, 0, 0), 1, 30000, 1, (0, 1, 0))
def write_camera(my_cam):
- '''
+ """
Write a blender camera
- '''
+ """
render = scene.render
width = render.resolution_x
height = render.resolution_y
@@ -897,14 +897,14 @@ def save_single(operator, scene, filepath="",
fw('\n\t\t\tProperty: "AspectW", "double", "",%i' % width)
fw('\n\t\t\tProperty: "AspectH", "double", "",%i' % height)
- '''Camera aspect ratio modes.
+ """Camera aspect ratio modes.
0 If the ratio mode is eWINDOW_SIZE, both width and height values aren't relevant.
1 If the ratio mode is eFIXED_RATIO, the height value is set to 1.0 and the width value is relative to the height value.
2 If the ratio mode is eFIXED_RESOLUTION, both width and height values are in pixels.
3 If the ratio mode is eFIXED_WIDTH, the width value is in pixels and the height value is relative to the width value.
4 If the ratio mode is eFIXED_HEIGHT, the height value is in pixels and the width value is relative to the height value.
- Definition at line 234 of file kfbxcamera.h. '''
+ Definition at line 234 of file kfbxcamera.h. """
fw('\n\t\t\tProperty: "PixelAspectRatio", "double", "",1'
'\n\t\t\tProperty: "UseFrameColor", "bool", "",0'
@@ -1253,9 +1253,9 @@ def save_single(operator, scene, filepath="",
}''')
def write_deformer_skin(obname):
- '''
+ """
Each mesh has its own deformer
- '''
+ """
fw('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname)
fw('''
Version: 100
@@ -1269,13 +1269,13 @@ def save_single(operator, scene, filepath="",
# in the example was 'Bip01 L Thigh_2'
def write_sub_deformer_skin(my_mesh, my_bone, weights):
- '''
+ """
Each subdeformer is specific to a mesh, but the bone it links to can be used by many sub-deformers
So the SubDeformer needs the mesh-object name as a prefix to make it unique
Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer,
a but silly but dosnt really matter
- '''
+ """
fw('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName))
fw('''