From 0d3aa32588b5c571899bae5bf3b6cfd9259aabf2 Mon Sep 17 00:00:00 2001 From: John Phan Date: Thu, 28 Oct 2010 18:07:21 +0000 Subject: clean up my console log a bit. --- io_export_unreal_psk_psa.py | 35 +++-------------------------------- 1 file changed, 3 insertions(+), 32 deletions(-) (limited to 'io_export_unreal_psk_psa.py') diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py index e08f2836..e7301870 100644 --- a/io_export_unreal_psk_psa.py +++ b/io_export_unreal_psk_psa.py @@ -851,26 +851,11 @@ def parse_meshes(blender_meshes, psk_file): dindex0 = current_face.vertices[0]; dindex1 = current_face.vertices[1]; dindex2 = current_face.vertices[2]; - print(dir(current_mesh.vertices[dindex0])) - #current_mesh.vertices[dindex0].co.x = 0; - #current_mesh.vertices[dindex0].co.y = 0; - #current_mesh.vertices[dindex0].co.z = 0; - #current_mesh.vertices[dindex1].co.x = 0; - #current_mesh.vertices[dindex1].co.y = 0; - #current_mesh.vertices[dindex1].co.z = 0; - #current_mesh.vertices[dindex2].co.x = 0; - #current_mesh.vertices[dindex2].co.y = 0; - #current_mesh.vertices[dindex2].co.z = 0; - + current_mesh.vertices[dindex0].select = True current_mesh.vertices[dindex1].select = True current_mesh.vertices[dindex2].select = True - #print(dir(current_mesh)) - - #current_mesh.vertices[dindex1] = 0 - #current_mesh.vertices[dindex2] = 0 - #print(dir(current_face)) raise RuntimeError("normal vector coplanar with face! points:", current_mesh.vertices[dindex0].co, current_mesh.vertices[dindex1].co, current_mesh.vertices[dindex2].co) #print(dir(current_face)) current_face.select = True @@ -1039,10 +1024,8 @@ def parse_bone(blender_bone, psk_file, psa_file, parent_id, is_root_bone, parent vertex_weight = vertex_data[1] influence = VRawBoneInfluence() influence.Weight = vertex_weight - #influence.BoneIndex = my_id influence.BoneIndex = my_id influence.PointIndex = point_index - #print(influence) #print ('Adding Bone Influence for [%s] = Point Index=%i, Weight=%f' % (blender_bone.name, point_index, vertex_weight)) #print("adding influence") psk_file.AddInfluence(influence) @@ -1060,9 +1043,6 @@ def parse_armature(blender_armature, psk_file, psa_file): #magic 0 sized root bone for UT - this is where all armature dummy bones will attach #dont increment nbone here because we initialize it to 1 (hackity hackity hack) - - print(dir(bpy)) - #bpy.types.report({'INFO'}, exportmessage) #count top level bones first. NOT EFFICIENT. child_count = 0 @@ -1120,10 +1100,6 @@ def parse_animation(blender_scene, blender_armatures, psa_file): #need to check if there animation #need to check if animation is has one frame then exit it print ('\n----- parsing animation -----') - ##print(dir(blender_scene)) - - #print(dir(blender_armatures)) - render_data = blender_scene.render bHaveAction = True @@ -1738,13 +1714,9 @@ class VIEW3D_PT_unrealtools_objectmode(bpy.types.Panel): def draw(self, context): layout = self.layout - #layout.label(text="Unreal Tools") rd = context.scene - #drop box - layout.prop(rd, "unrealexport_settings",expand=True) - #layout.prop(rd, "unrealexport_settings") - #button - layout.operator("object.UnrealExport") + layout.prop(rd, "unrealexport_settings",expand=True) + layout.operator("object.UnrealExport")#button #FPS #it use the real data from your scene layout.prop(rd.render, "fps") @@ -1775,7 +1747,6 @@ class OBJECT_OT_UnrealExport(bpy.types.Operator): __doc__ = "Select export setting for .psk/.psa or both." def invoke(self, context, event): - #path = StringProperty(name="File Path", description="File path used for exporting the PSA file", maxlen= 1024, default= "") print("Init Export Script:") if(int(bpy.context.scene.unrealexport_settings) == 0): bpy.context.scene.unrealexportpsk = True -- cgit v1.2.3