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-rw-r--r--add_advanced_objects_menu/mesh_easylattice.py2
-rw-r--r--add_advanced_objects_panels/unfold_transition.py2
-rw-r--r--add_curve_sapling/utils.py8
-rw-r--r--add_mesh_extra_objects/add_mesh_gears.py6
-rw-r--r--ant_landscape/ant_functions.py20
-rw-r--r--io_export_unreal_psk_psa.py2
-rw-r--r--io_import_scene_unreal_psa_psk.py2
-rw-r--r--io_scene_ms3d/ms3d_import.py2
-rw-r--r--io_scene_obj/import_obj.py2
-rw-r--r--mesh_tissue/tessellate_numpy.py2
-rw-r--r--mesh_tissue/uv_to_mesh.py2
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")