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-rw-r--r--io_export_directx_x.py2
-rw-r--r--io_import_scene_lwo.py2
-rw-r--r--io_import_scene_mhx.py2
-rw-r--r--io_mesh_ply/__init__.py6
-rw-r--r--io_mesh_uv_layout/__init__.py2
-rw-r--r--io_scene_3ds/import_3ds.py2
6 files changed, 9 insertions, 7 deletions
diff --git a/io_export_directx_x.py b/io_export_directx_x.py
index cfc8c837..20949e6c 100644
--- a/io_export_directx_x.py
+++ b/io_export_directx_x.py
@@ -529,7 +529,7 @@ def WriteMeshUVCoordinates(Config, Mesh):
Config.File.write("{}MeshTextureCoords {{ //{} UV Coordinates\n".format(" " * Config.Whitespace, LegalName(Mesh.name)))
Config.Whitespace += 1
- UVCoordinates = Mesh.uv_loop_layers.active.data
+ UVCoordinates = Mesh.uv_layers.active.data
Index = 0
VertexCount = GetMeshVertexCount(Mesh)
diff --git a/io_import_scene_lwo.py b/io_import_scene_lwo.py
index b1853880..1fa44c2c 100644
--- a/io_import_scene_lwo.py
+++ b/io_import_scene_lwo.py
@@ -1110,7 +1110,7 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
for uvmap_key in layer_data.uvmaps:
map_pack= create_mappack(layer_data, uvmap_key, "UV")
uvm= me.uv_textures.new(name=uvmap_key)
- uvloop = me.uv_loop_layers[-1]
+ uvloop = me.uv_layers[-1]
uvm = uvloop.data
if not uvm:
break
diff --git a/io_import_scene_mhx.py b/io_import_scene_mhx.py
index 9b434378..5c9b84de 100644
--- a/io_import_scene_mhx.py
+++ b/io_import_scene_mhx.py
@@ -1359,7 +1359,7 @@ def parseUvTextureBMesh(args, tokens, me):
bpy.ops.mesh.uv_texture_add()
uvtex = me.uv_textures[-1]
uvtex.name = name
- uvloop = me.uv_loop_layers[-1]
+ uvloop = me.uv_layers[-1]
loadedData['MeshTextureFaceLayer'][name] = uvloop
for (key, val, sub) in tokens:
if key == 'Data':
diff --git a/io_mesh_ply/__init__.py b/io_mesh_ply/__init__.py
index 8f3be6bc..2e97dcfb 100644
--- a/io_mesh_ply/__init__.py
+++ b/io_mesh_ply/__init__.py
@@ -96,8 +96,10 @@ class ExportPLY(bpy.types.Operator, ExportHelper):
)
use_normals = BoolProperty(
name="Normals",
- description="Export Normals for smooth and hard shaded faces " \
- "(hard shaded faces will be exported as individual faces)",
+ description="Export Normals for smooth and "
+ "hard shaded faces "
+ "(hard shaded faces will be exported "
+ "as individual faces)",
default=True,
)
use_uv_coords = BoolProperty(
diff --git a/io_mesh_uv_layout/__init__.py b/io_mesh_uv_layout/__init__.py
index 6bd3aae6..0113affd 100644
--- a/io_mesh_uv_layout/__init__.py
+++ b/io_mesh_uv_layout/__init__.py
@@ -138,7 +138,7 @@ class ExportUVLayout(bpy.types.Operator):
return image_width, image_height
def _face_uv_iter(self, context, mesh, tessellated):
- uv_layer = mesh.uv_loop_layers.active.data
+ uv_layer = mesh.uv_layers.active.data
polys = mesh.polygons
if not self.export_all:
diff --git a/io_scene_3ds/import_3ds.py b/io_scene_3ds/import_3ds.py
index 338bf02a..77fdcf70 100644
--- a/io_scene_3ds/import_3ds.py
+++ b/io_scene_3ds/import_3ds.py
@@ -339,7 +339,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
bmesh.polygons[fidx].material_index = mat_idx
if uv_faces:
- uvl = bmesh.uv_loop_layers.active.data[:]
+ uvl = bmesh.uv_layers.active.data[:]
for fidx, pl in enumerate(bmesh.polygons):
face = myContextMesh_facels[fidx]
v1, v2, v3 = face