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-rw-r--r--io_curve_svg/import_svg.py2
-rw-r--r--io_import_scene_lwo.py2
-rw-r--r--io_mesh_ply/export_ply.py2
-rw-r--r--io_mesh_uv_layout/__init__.py2
-rw-r--r--io_mesh_uv_layout/export_uv_png.py2
-rw-r--r--io_scene_3ds/import_3ds.py2
-rw-r--r--io_scene_fbx/export_fbx.py28
-rw-r--r--io_scene_obj/export_obj.py2
-rw-r--r--io_scene_obj/import_obj.py4
-rw-r--r--io_scene_x3d/import_x3d.py24
-rw-r--r--object_fracture/fracture_ops.py2
-rw-r--r--object_grease_scatter.py2
-rw-r--r--system_demo_mode/__init__.py2
-rw-r--r--system_demo_mode/config.py2
-rw-r--r--system_property_chart.py4
15 files changed, 41 insertions, 41 deletions
diff --git a/io_curve_svg/import_svg.py b/io_curve_svg/import_svg.py
index 04ce6b08..56ca68a6 100644
--- a/io_curve_svg/import_svg.py
+++ b/io_curve_svg/import_svg.py
@@ -155,7 +155,7 @@ def SVGParseCoord(coord, size):
token, last_char = SVGParseFloat(coord)
val = float(token)
- unit = coord[last_char:].strip() # strip() incase there is a space
+ unit = coord[last_char:].strip() # strip() in case there is a space
if unit == '%':
return float(size) / 100.0 * val
diff --git a/io_import_scene_lwo.py b/io_import_scene_lwo.py
index 87c40030..6e7a3abd 100644
--- a/io_import_scene_lwo.py
+++ b/io_import_scene_lwo.py
@@ -1027,7 +1027,7 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
# faster, would be faster again to use an array
me.vertices.foreach_set("co", [axis for co in layer_data.pnts for axis in co])
- ngons= {} # To keep the FaceIdx consistant, handle NGons later.
+ ngons= {} # To keep the FaceIdx consistent, handle NGons later.
edges= [] # Holds the FaceIdx of the 2-point polys.
for fi, fpol in enumerate(layer_data.pols):
fpol.reverse() # Reversing gives correct normal directions
diff --git a/io_mesh_ply/export_ply.py b/io_mesh_ply/export_ply.py
index b02dd139..84d9a45c 100644
--- a/io_mesh_ply/export_ply.py
+++ b/io_mesh_ply/export_ply.py
@@ -98,7 +98,7 @@ def save(operator,
else:
active_col_layer = active_col_layer.data
- # incase
+ # in case
color = uvcoord = uvcoord_key = normal = normal_key = None
mesh_verts = mesh.vertices # save a lookup
diff --git a/io_mesh_uv_layout/__init__.py b/io_mesh_uv_layout/__init__.py
index ac650976..dd4fc2ad 100644
--- a/io_mesh_uv_layout/__init__.py
+++ b/io_mesh_uv_layout/__init__.py
@@ -125,7 +125,7 @@ class ExportUVLayout(bpy.types.Operator):
image = space_data.image
if image:
width, height = tuple(context.space_data.image.size)
- # incase no data is found.
+ # in case no data is found.
if width and height:
image_width, image_height = width, height
diff --git a/io_mesh_uv_layout/export_uv_png.py b/io_mesh_uv_layout/export_uv_png.py
index ec92c4d8..57924358 100644
--- a/io_mesh_uv_layout/export_uv_png.py
+++ b/io_mesh_uv_layout/export_uv_png.py
@@ -39,7 +39,7 @@ def write(fw, mesh_source, image_width, image_height, opacity, face_iter_func):
faces_source = mesh_source.faces
- # get unique UV's incase there are many overlapping which slow down filling.
+ # get unique UV's in case there are many overlapping which slow down filling.
face_hash_3 = set()
face_hash_4 = set()
for i, uv in face_iter_func():
diff --git a/io_scene_3ds/import_3ds.py b/io_scene_3ds/import_3ds.py
index a94c7092..73f18601 100644
--- a/io_scene_3ds/import_3ds.py
+++ b/io_scene_3ds/import_3ds.py
@@ -813,7 +813,7 @@ def load_3ds(filepath,
##IMAGE_SEARCH
- # fixme, make unglobal, clear incase
+ # fixme, make unglobal, clear in case
object_dictionary.clear()
object_matrix.clear()
diff --git a/io_scene_fbx/export_fbx.py b/io_scene_fbx/export_fbx.py
index f644603a..e217f1cf 100644
--- a/io_scene_fbx/export_fbx.py
+++ b/io_scene_fbx/export_fbx.py
@@ -264,13 +264,13 @@ def save_single(operator, scene, filepath="",
self.blenName = blenBone.name
self.blenBone = blenBone
- self.blenMeshes = {} # fbxMeshObName : mesh
+ self.blenMeshes = {} # fbxMeshObName : mesh
self.fbxArm = fbxArm
self.restMatrix = blenBone.matrix_local
# not used yet
- # self.restMatrixInv = self.restMatrix.inverted()
- # self.restMatrixLocal = None # set later, need parent matrix
+ #~ self.restMatrixInv = self.restMatrix.inverted()
+ #~ self.restMatrixLocal = None # set later, need parent matrix
self.parent = None
@@ -278,7 +278,7 @@ def save_single(operator, scene, filepath="",
pose = fbxArm.blenObject.pose
self.__pose_bone = pose.bones[self.blenName]
- # store a list if matricies here, (poseMatrix, head, tail)
+ # store a list if matrices here, (poseMatrix, head, tail)
# {frame:posematrix, frame:posematrix, ...}
self.__anim_poselist = {}
@@ -451,12 +451,12 @@ def save_single(operator, scene, filepath="",
fw('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
fw('\nCreator: "Blender version %s"' % bpy.app.version_string)
- pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way
+ pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect along the way
# --------------- funcs for exporting
def object_tx(ob, loc, matrix, matrix_mod=None):
'''
- Matrix mod is so armature objects can modify their bone matricies
+ Matrix mod is so armature objects can modify their bone matrices
'''
if isinstance(ob, bpy.types.Bone):
@@ -556,7 +556,7 @@ def save_single(operator, scene, filepath="",
constraint_values["sca_max"] = constraint.max_x, constraint.max_y, constraint.max_z
constraint_values["sca_limit"] = constraint.use_min_x, constraint.use_min_y, constraint.use_min_z, constraint.use_max_x, constraint.use_max_y, constraint.use_max_z
- # incase bad values are assigned.
+ # in case bad values are assigned.
assert(len(constraint_values) == 9)
return constraint_values
@@ -675,8 +675,8 @@ def save_single(operator, scene, filepath="",
fw('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName)
fw('\n\t\tVersion: 232')
- #poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3]
- poseMatrix = write_object_props(my_bone.blenBone, pose_bone=my_bone.getPoseBone())[3] # dont apply bone matricies anymore
+ #~ poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3]
+ poseMatrix = write_object_props(my_bone.blenBone, pose_bone=my_bone.getPoseBone())[3] # dont apply bone matrices anymore
pose_items.append((my_bone.fbxName, poseMatrix))
# fw('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
@@ -1252,7 +1252,7 @@ def save_single(operator, scene, filepath="",
def write_sub_deformer_skin(my_mesh, my_bone, weights):
'''
- Each subdeformer is spesific to a mesh, but the bone it links to can be used by many sub-deformers
+ 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,
@@ -1896,7 +1896,7 @@ def save_single(operator, scene, filepath="",
materials = {} # (mat, image) keys, should be a set()
textures = {} # should be a set()
- tmp_ob_type = None # incase no objects are exported, so as not to raise an error
+ tmp_ob_type = None # in case no objects are exported, so as not to raise an error
## XXX
@@ -2601,7 +2601,7 @@ Connections: {''')
tagged_actions.append(action.name)
tmp_act_count += 1
- # incase there are no actions applied to armatures
+ # in case there are no actions applied to armatures
# for example, when a user deletes the current action.
action_lastcompat = action
@@ -2667,7 +2667,7 @@ Takes: {''')
;----------------------------------------------------''')
# set pose data for all bones
- # do this here incase the action changes
+ # do this here in case the action changes
'''
for my_bone in ob_bones:
my_bone.flushAnimData()
@@ -2817,7 +2817,7 @@ Takes: {''')
fw('\n\t}')
# end action loop. set original actions
- # do this after every loop incase actions effect eachother.
+ # do this after every loop in case actions effect eachother.
for my_arm in ob_arms:
if my_arm.blenObject.animation_data:
my_arm.blenObject.animation_data.action = my_arm.blenAction
diff --git a/io_scene_obj/export_obj.py b/io_scene_obj/export_obj.py
index 6d00bb42..d1b3918d 100644
--- a/io_scene_obj/export_obj.py
+++ b/io_scene_obj/export_obj.py
@@ -406,7 +406,7 @@ def write_file(filepath, objects, scene,
# UV
if faceuv:
- # incase removing some of these dont get defined.
+ # in case removing some of these dont get defined.
uv = uvkey = uv_dict = f_index = uv_index = None
uv_face_mapping = [[0, 0, 0, 0] for i in range(len(face_index_pairs))] # a bit of a waste for tri's :/
diff --git a/io_scene_obj/import_obj.py b/io_scene_obj/import_obj.py
index 1f7ab9b7..02e8dfdb 100644
--- a/io_scene_obj/import_obj.py
+++ b/io_scene_obj/import_obj.py
@@ -804,7 +804,7 @@ def get_float_func(filepath):
return float
file.close()
- # incase all vert values were ints
+ # in case all vert values were ints
return float
@@ -1021,7 +1021,7 @@ def load(operator, context, filepath,
elif line.startswith(b'curv ') or context_multi_line == b'curv':
line_split = line.split()
- curv_idx = context_nurbs[b'curv_idx'] = context_nurbs.get(b'curv_idx', []) # incase were multiline
+ curv_idx = context_nurbs[b'curv_idx'] = context_nurbs.get(b'curv_idx', []) # in case were multiline
if not context_multi_line:
context_nurbs[b'curv_range'] = float_func(line_split[1]), float_func(line_split[2])
diff --git a/io_scene_x3d/import_x3d.py b/io_scene_x3d/import_x3d.py
index 660d1022..15ee3a4b 100644
--- a/io_scene_x3d/import_x3d.py
+++ b/io_scene_x3d/import_x3d.py
@@ -532,7 +532,7 @@ class vrmlNode(object):
return results
def getFieldName(self, field, ancestry, AS_CHILD=False):
- self_real = self.getRealNode() # incase we're an instance
+ self_real = self.getRealNode() # in case we're an instance
for f in self_real.fields:
# print(f)
@@ -608,7 +608,7 @@ class vrmlNode(object):
return None
def getFieldAsInt(self, field, default, ancestry):
- self_real = self.getRealNode() # incase we're an instance
+ self_real = self.getRealNode() # in case we're an instance
f = self_real.getFieldName(field, ancestry)
if f is None:
@@ -627,7 +627,7 @@ class vrmlNode(object):
return default
def getFieldAsFloat(self, field, default, ancestry):
- self_real = self.getRealNode() # incase we're an instance
+ self_real = self.getRealNode() # in case we're an instance
f = self_real.getFieldName(field, ancestry)
if f is None:
@@ -646,7 +646,7 @@ class vrmlNode(object):
return default
def getFieldAsFloatTuple(self, field, default, ancestry):
- self_real = self.getRealNode() # incase we're an instance
+ self_real = self.getRealNode() # in case we're an instance
f = self_real.getFieldName(field, ancestry)
if f is None:
@@ -673,7 +673,7 @@ class vrmlNode(object):
return default
def getFieldAsBool(self, field, default, ancestry):
- self_real = self.getRealNode() # incase we're an instance
+ self_real = self.getRealNode() # in case we're an instance
f = self_real.getFieldName(field, ancestry)
if f is None:
@@ -694,7 +694,7 @@ class vrmlNode(object):
return default
def getFieldAsString(self, field, default, ancestry):
- self_real = self.getRealNode() # incase we're an instance
+ self_real = self.getRealNode() # in case we're an instance
f = self_real.getFieldName(field, ancestry)
if f is None:
@@ -736,7 +736,7 @@ class vrmlNode(object):
return array_data
- self_real = self.getRealNode() # incase we're an instance
+ self_real = self.getRealNode() # in case we're an instance
child_array = self_real.getFieldName(field, ancestry, True)
@@ -781,7 +781,7 @@ class vrmlNode(object):
# make a flat array
if flat:
- flat_array = array_data # we are alredy flat.
+ flat_array = array_data # we are already flat.
else:
flat_array = []
@@ -816,7 +816,7 @@ class vrmlNode(object):
'''
Get a list of strings
'''
- self_real = self.getRealNode() # incase we're an instance
+ self_real = self.getRealNode() # in case we're an instance
child_array = None
for child in self_real.children:
@@ -1277,7 +1277,7 @@ def vrml_parse(path):
lines.append('}')
root = vrmlNode(None, NODE_NORMAL, -1)
- root.setRoot(path) # we need to set the root so we have a namespace and know the path incase of inlineing
+ root.setRoot(path) # we need to set the root so we have a namespace and know the path in case of inlineing
# Parse recursively
root.parse(0)
@@ -1345,12 +1345,12 @@ class x3dNode(vrmlNode):
def getFieldName(self, field, ancestry, AS_CHILD=False):
# ancestry and AS_CHILD are ignored, only used for VRML now
- self_real = self.getRealNode() # incase we're an instance
+ self_real = self.getRealNode() # in case we're an instance
field_xml = self.x3dNode.getAttributeNode(field)
if field_xml:
value = field_xml.value
- # We may want to edit. for x3d spesific stuff
+ # We may want to edit. for x3d specific stuff
# Sucks a bit to return the field name in the list but vrml excepts this :/
return value.split()
else:
diff --git a/object_fracture/fracture_ops.py b/object_fracture/fracture_ops.py
index 2878fd20..d04a3b92 100644
--- a/object_fracture/fracture_ops.py
+++ b/object_fracture/fracture_ops.py
@@ -359,7 +359,7 @@ class FractureSimple(bpy.types.Operator):
default=False)
hierarchy = BoolProperty(name="Generate hierarchy",
- description="Hierarchy is usefull for simulation of objects" \
+ description="Hierarchy is useful for simulation of objects" \
" breaking in motion",
default=False)
diff --git a/object_grease_scatter.py b/object_grease_scatter.py
index 71d06584..acb2c14c 100644
--- a/object_grease_scatter.py
+++ b/object_grease_scatter.py
@@ -211,7 +211,7 @@ def _main(self,
continue
if n_other:
# cast vectors twice as long as the distance
- # needed just incase.
+ # needed just in case.
n_down = (n * -SEEK)
l = n_down.length
n_other.length = l
diff --git a/system_demo_mode/__init__.py b/system_demo_mode/__init__.py
index e17b8e84..5602358c 100644
--- a/system_demo_mode/__init__.py
+++ b/system_demo_mode/__init__.py
@@ -70,7 +70,7 @@ class DemoModeSetup(bpy.types.Operator):
# ====
anim_cycles = IntProperty(name="Cycles", description="Number of times to play the animation", min=1, max=1000, default=2)
anim_time_min = FloatProperty(name="Time Min", description="Minimum number of seconds to show the animation for (for small loops)", min=0.0, max=1000.0, soft_min=1.0, soft_max=1000.0, default=4.0)
- anim_time_max = FloatProperty(name="Time Max", description="Maximum number of seconds to show the animation for (incase the end frame is very high for no reason)", min=0.0, max=100000000.0, soft_min=1.0, soft_max=100000000.0, default=8.0)
+ anim_time_max = FloatProperty(name="Time Max", description="Maximum number of seconds to show the animation for (in case the end frame is very high for no reason)", min=0.0, max=100000000.0, soft_min=1.0, soft_max=100000000.0, default=8.0)
anim_screen_switch = FloatProperty(name="Screen Switch", description="Time between switching screens (in seconds) or 0 to disable", min=0.0, max=100000000.0, soft_min=1.0, soft_max=60.0, default=0.0)
#
# render
diff --git a/system_demo_mode/config.py b/system_demo_mode/config.py
index d39daae1..6f31fbe8 100644
--- a/system_demo_mode/config.py
+++ b/system_demo_mode/config.py
@@ -16,7 +16,7 @@ def blend_list(path):
def generate(dirpath, random_order, **kwargs):
- # incase file is selected!
+ # in case file is selected!
if not os.path.exists(dirpath) or not os.path.isdir(dirpath):
dirpath = os.path.dirname(dirpath)
diff --git a/system_property_chart.py b/system_property_chart.py
index 8226a698..8533ad36 100644
--- a/system_property_chart.py
+++ b/system_property_chart.py
@@ -69,7 +69,7 @@ def _property_chart_draw(self, context):
except ValueError:
active_index = -1
- if active_index > 0: # not the first alredy
+ if active_index > 0: # not the first already
selected_objects[0], selected_objects[active_index] = selected_objects[active_index], selected_objects[0]
id_storage = context.scene
@@ -192,7 +192,7 @@ def _property_chart_copy(self, context):
try:
exec("obj_iter.%s = obj.%s" % (data_path, data_path))
except:
- # just incase we need to know what went wrong!
+ # just in case we need to know what went wrong!
import traceback
traceback.print_exc()