diff options
-rw-r--r-- | add_advanced_objects_menu/mesh_easylattice.py | 2 | ||||
-rw-r--r-- | add_advanced_objects_panels/unfold_transition.py | 2 | ||||
-rw-r--r-- | add_curve_sapling/utils.py | 8 | ||||
-rw-r--r-- | add_mesh_extra_objects/add_mesh_gears.py | 6 | ||||
-rw-r--r-- | ant_landscape/ant_functions.py | 20 | ||||
-rw-r--r-- | io_export_unreal_psk_psa.py | 2 | ||||
-rw-r--r-- | io_import_scene_unreal_psa_psk.py | 2 | ||||
-rw-r--r-- | io_scene_ms3d/ms3d_import.py | 2 | ||||
-rw-r--r-- | io_scene_obj/import_obj.py | 2 | ||||
-rw-r--r-- | mesh_tissue/tessellate_numpy.py | 2 | ||||
-rw-r--r-- | mesh_tissue/uv_to_mesh.py | 2 |
11 files changed, 25 insertions, 25 deletions
diff --git a/add_advanced_objects_menu/mesh_easylattice.py b/add_advanced_objects_menu/mesh_easylattice.py index 3eb483e2..d2e608e9 100644 --- a/add_advanced_objects_menu/mesh_easylattice.py +++ b/add_advanced_objects_menu/mesh_easylattice.py @@ -102,7 +102,7 @@ def createVertexGroup(obj): if obj.mode == "EDIT": bpy.ops.object.editmode_toggle() - group = obj.vertex_groups.new("easy_lattice_group") + group = obj.vertex_groups.new(name="easy_lattice_group") for vert in vertices: if vert.select is True: diff --git a/add_advanced_objects_panels/unfold_transition.py b/add_advanced_objects_panels/unfold_transition.py index 44051bf0..f832c21d 100644 --- a/add_advanced_objects_panels/unfold_transition.py +++ b/add_advanced_objects_panels/unfold_transition.py @@ -154,7 +154,7 @@ class Set_Up_Fold(Operator): b.select = False b.layers = vis b.parent = root - vg = obj.vertex_groups.new(b.name) + vg = obj.vertex_groups.new(name=b.name) vg.add(f.vertices, 1, "ADD") bpy.ops.object.mode_set() diff --git a/add_curve_sapling/utils.py b/add_curve_sapling/utils.py index fb1fc7d3..52139aec 100644 --- a/add_curve_sapling/utils.py +++ b/add_curve_sapling/utils.py @@ -821,9 +821,9 @@ def create_armature(armAnim, leafP, cu, frameRate, leafMesh, leafObj, leafVertSi # If there are leaves then we need a new vertex group so they will attach to the bone if not leafAnim: if (len(levelCount) > 1) and (i >= levelCount[-2]) and leafObj: - leafObj.vertex_groups.new(boneName) + leafObj.vertex_groups.new(name=boneName) elif (len(levelCount) == 1) and leafObj: - leafObj.vertex_groups.new(boneName) + leafObj.vertex_groups.new(name=boneName) """ # If this is first point of the spline then it must be parented to the level above it if n == 0: @@ -997,7 +997,7 @@ def create_armature(armAnim, leafP, cu, frameRate, leafMesh, leafObj, leafVertSi ) for group in vertexGroups: - leafObj.vertex_groups.new(group) + leafObj.vertex_groups.new(name=group) leafObj.vertex_groups[group].add(vertexGroups[group], 1.0, 'ADD') # Now we need the rotation mode to be 'XYZ' to ensure correct rotation @@ -1988,7 +1988,7 @@ def addTree(props): treeMesh.from_pydata(treeVerts, treeEdges, ()) for group in vertexGroups: - treeObj.vertex_groups.new(group) + treeObj.vertex_groups.new(name=group) treeObj.vertex_groups[group].add(vertexGroups[group], 1.0, 'ADD') # add armature diff --git a/add_mesh_extra_objects/add_mesh_gears.py b/add_mesh_extra_objects/add_mesh_gears.py index b042a6d5..6a7bafd9 100644 --- a/add_mesh_extra_objects/add_mesh_gears.py +++ b/add_mesh_extra_objects/add_mesh_gears.py @@ -666,10 +666,10 @@ class AddGear(Operator): # XXX, supporting adding in editmode is move involved if obj.mode != 'EDIT': # Create vertex groups from stored vertices. - tipGroup = obj.vertex_groups.new('Tips') + tipGroup = obj.vertex_groups.new(name='Tips') tipGroup.add(verts_tip, 1.0, 'ADD') - valleyGroup = obj.vertex_groups.new('Valleys') + valleyGroup = obj.vertex_groups.new(name='Valleys') valleyGroup.add(verts_valley, 1.0, 'ADD') return {'FINISHED'} @@ -790,7 +790,7 @@ class AddWormGear(Operator): # XXX, supporting adding in editmode is move involved if obj.mode != 'EDIT': # Create vertex groups from stored vertices. - tipGroup = obj.vertex_groups.new('Tips') + tipGroup = obj.vertex_groups.new(name='Tips') tipGroup.add(verts_tip, 1.0, 'ADD') valleyGroup = obj.vertex_groups.new('Valleys') diff --git a/ant_landscape/ant_functions.py b/ant_landscape/ant_functions.py index 3c0f2c34..bdabb62c 100644 --- a/ant_landscape/ant_functions.py +++ b/ant_landscape/ant_functions.py @@ -953,43 +953,43 @@ class Eroder(bpy.types.Operator): try: vg=ob.vertex_groups["rainmap"] except: - vg=ob.vertex_groups.new("rainmap") + vg=ob.vertex_groups.new(name="rainmap") try: vgscree=ob.vertex_groups["scree"] except: - vgscree=ob.vertex_groups.new("scree") + vgscree=ob.vertex_groups.new(name="scree") try: vgavalanced=ob.vertex_groups["avalanced"] except: - vgavalanced=ob.vertex_groups.new("avalanced") + vgavalanced=ob.vertex_groups.new(name="avalanced") try: vgw=ob.vertex_groups["water"] except: - vgw=ob.vertex_groups.new("water") + vgw=ob.vertex_groups.new(name="water") try: vgscour=ob.vertex_groups["scour"] except: - vgscour=ob.vertex_groups.new("scour") + vgscour=ob.vertex_groups.new(name="scour") try: vgdeposit=ob.vertex_groups["deposit"] except: - vgdeposit=ob.vertex_groups.new("deposit") + vgdeposit=ob.vertex_groups.new(name="deposit") try: vgflowrate=ob.vertex_groups["flowrate"] except: - vgflowrate=ob.vertex_groups.new("flowrate") + vgflowrate=ob.vertex_groups.new(name="flowrate") try: vgsediment=ob.vertex_groups["sediment"] except: - vgsediment=ob.vertex_groups.new("sediment") + vgsediment=ob.vertex_groups.new(name="sediment") try: vgsedimentpct=ob.vertex_groups["sedimentpct"] except: - vgsedimentpct=ob.vertex_groups.new("sedimentpct") + vgsedimentpct=ob.vertex_groups.new(name="sedimentpct") try: vgcapacity=ob.vertex_groups["capacity"] except: - vgcapacity=ob.vertex_groups.new("capacity") + vgcapacity=ob.vertex_groups.new(name="capacity") g = Grid.fromBlenderMesh(me, vg, self.Ef) diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py index 40840e90..2f0a9fe2 100644 --- a/io_export_unreal_psk_psa.py +++ b/io_export_unreal_psk_psa.py @@ -2170,7 +2170,7 @@ def rebuildmesh(obj): # vertices weight groups for vgroup in vertGroups: - group = obmesh.vertex_groups.new(vgroup) + group = obmesh.vertex_groups.new(name=vgroup) for v in vertGroups[vgroup]: group.add([v[0]], v[1], 'ADD') # group.add(array[vertex id],weight,add) bpy.context.scene.objects.link(obmesh) diff --git a/io_import_scene_unreal_psa_psk.py b/io_import_scene_unreal_psa_psk.py index 461cd05d..d6896f6d 100644 --- a/io_import_scene_unreal_psa_psk.py +++ b/io_import_scene_unreal_psa_psk.py @@ -673,7 +673,7 @@ def pskimport(infile,importmesh,importbone,bDebugLogPSK,importmultiuvtextures): for bone in ob_new.data.bones: #print("names:", bone.name, ":", dir(bone)) #print("names:", bone.name) - group = obmesh.vertex_groups.new(bone.name) + group = obmesh.vertex_groups.new(name=bone.name) for vgroup in obmesh.vertex_groups: #print(vgroup.name, ":", vgroup.index) diff --git a/io_scene_ms3d/ms3d_import.py b/io_scene_ms3d/ms3d_import.py index 5a2397a5..d5ef0015 100644 --- a/io_scene_ms3d/ms3d_import.py +++ b/io_scene_ms3d/ms3d_import.py @@ -771,7 +771,7 @@ class Ms3dImporter(): in ms3d_to_blender_vertex_groups.items(): ms3d_name = ms3d_model.joints[ms3d_bone_id].name blender_vertex_group = blender_mesh_object.vertex_groups.new( - ms3d_name) + name=ms3d_name) for blender_vertex_id_weight in blender_vertex_index_weight_list: blender_vertex_index = blender_vertex_id_weight[0] blender_vertex_weight = blender_vertex_id_weight[1] diff --git a/io_scene_obj/import_obj.py b/io_scene_obj/import_obj.py index c623290f..3185e5c2 100644 --- a/io_scene_obj/import_obj.py +++ b/io_scene_obj/import_obj.py @@ -710,7 +710,7 @@ def create_mesh(new_objects, # content of the vertex_groups. If the user selects to NOT have vertex groups saved then # the following test will never run for group_name, group_indices in vertex_groups.items(): - group = ob.vertex_groups.new(group_name.decode('utf-8', "replace")) + group = ob.vertex_groups.new(name=group_name.decode('utf-8', "replace")) group.add(group_indices, 1.0, 'REPLACE') diff --git a/mesh_tissue/tessellate_numpy.py b/mesh_tissue/tessellate_numpy.py index 57b80b5e..d2361cb4 100644 --- a/mesh_tissue/tessellate_numpy.py +++ b/mesh_tissue/tessellate_numpy.py @@ -401,7 +401,7 @@ def tassellate(ob0, ob1, offset, zscale, gen_modifiers, com_modifiers, mode, # vertex group if bool_vertex_group: - new_ob.vertex_groups.new("generator_group") + new_ob.vertex_groups.new(name="generator_group") for i in range(len(new_vertex_group_np)): new_ob.vertex_groups["generator_group"].add([i], new_vertex_group_np[i], diff --git a/mesh_tissue/uv_to_mesh.py b/mesh_tissue/uv_to_mesh.py index 7c64b5f5..f502c147 100644 --- a/mesh_tissue/uv_to_mesh.py +++ b/mesh_tissue/uv_to_mesh.py @@ -141,7 +141,7 @@ class uv_to_mesh(Operator): try: for group in ob0.vertex_groups: index = group.index - ob.vertex_groups.new(group.name) + ob.vertex_groups.new(name=group.name) for p in me0.polygons: for vert, loop in zip(p.vertices, p.loop_indices): ob.vertex_groups[index].add([loop], group.weight(vert), "ADD") |