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-rw-r--r--io_export_after_effects.py8
-rw-r--r--io_scene_3ds/export_3ds.py16
2 files changed, 11 insertions, 13 deletions
diff --git a/io_export_after_effects.py b/io_export_after_effects.py
index 8d5d4eee..e72deb5c 100644
--- a/io_export_after_effects.py
+++ b/io_export_after_effects.py
@@ -331,7 +331,6 @@ def write_jsx_file(file, data, selection, include_animation, include_active_cam,
'orientation_anim': False,
}
-
# create structure for nulls
for i, obj in enumerate(selection['nulls']): # nulls representing blender's obs except cameras, lamps and solids
if include_selected_objects:
@@ -461,7 +460,7 @@ def write_jsx_file(file, data, selection, include_animation, include_active_cam,
js_data['cameras'][name_ae]['position_static'] = position
js_data['cameras'][name_ae]['orientation_static'] = orientation
js_data['cameras'][name_ae]['zoom_static'] = zoom
-
+
'''
# keyframes for all solids. Not ready yet. Temporarily not active
for i, ob in enumerate(selection['solids']):
@@ -469,7 +468,7 @@ def write_jsx_file(file, data, selection, include_animation, include_active_cam,
name_ae = selection['solids'][i][1]
#convert ob position to AE space
'''
-
+
# keyframes for all lights.
if include_selected_objects:
for i, ob in enumerate(selection['lights']):
@@ -549,7 +548,6 @@ def write_jsx_file(file, data, selection, include_animation, include_active_cam,
#
#
#
-
# ---- write JSX file
jsx_file = open(file, 'w')
@@ -678,6 +676,7 @@ def write_jsx_file(file, data, selection, include_animation, include_active_cam,
# DO IT
##########################################
+
def main(file, context, include_animation, include_active_cam, include_selected_cams, include_selected_objects, include_cam_bundles):
data = get_comp_data(context)
selection = get_selected(context)
@@ -772,4 +771,3 @@ def unregister():
if __name__ == "__main__":
register()
-
diff --git a/io_scene_3ds/export_3ds.py b/io_scene_3ds/export_3ds.py
index 385ffe41..7b37db23 100644
--- a/io_scene_3ds/export_3ds.py
+++ b/io_scene_3ds/export_3ds.py
@@ -525,13 +525,13 @@ def extract_triangles(mesh):
If the mesh contains quads, they will be split into triangles.'''
tri_list = []
- do_uv = len(mesh.uv_textures)
+ do_uv = bool(mesh.tessface_uv_textures)
img = None
- for i, face in enumerate(mesh.faces):
+ for i, face in enumerate(mesh.tessfaces):
f_v = face.vertices
- uf = mesh.uv_textures.active.data[i] if do_uv else None
+ uf = mesh.tessface_uv_textures.active.data[i] if do_uv else None
if do_uv:
f_uv = uf.uv
@@ -638,7 +638,7 @@ def make_faces_chunk(tri_list, mesh, materialDict):
face_chunk = _3ds_chunk(OBJECT_FACES)
face_list = _3ds_array()
- if mesh.uv_textures:
+ if mesh.tessface_uv_textures:
# Gather materials used in this mesh - mat/image pairs
unique_mats = {}
for i, tri in enumerate(tri_list):
@@ -725,7 +725,7 @@ def make_mesh_chunk(mesh, matrix, materialDict):
# Extract the triangles from the mesh:
tri_list = extract_triangles(mesh)
- if mesh.uv_textures:
+ if mesh.tessface_uv_textures:
# Remove the face UVs and convert it to vertex UV:
vert_array, uv_array, tri_list = remove_face_uv(mesh.vertices, tri_list)
else:
@@ -963,11 +963,11 @@ def save(operator,
mat_ls_len = len(mat_ls)
# get material/image tuples.
- if data.uv_textures:
+ if data.tessface_uv_textures:
if not mat_ls:
mat = mat_name = None
- for f, uf in zip(data.faces, data.uv_textures.active.data):
+ for f, uf in zip(data.tessfaces, data.tessface_uv_textures.active.data):
if mat_ls:
mat_index = f.material_index
if mat_index >= mat_ls_len:
@@ -987,7 +987,7 @@ def save(operator,
materialDict.setdefault((mat.name, None), (mat, None))
# Why 0 Why!
- for f in data.faces:
+ for f in data.tessfaces:
if f.material_index >= mat_ls_len:
f.material_index = 0