From 9ac0a714bee5df2153e0a73bb55962139ba18eb2 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sat, 19 Nov 2011 16:19:08 +0000 Subject: indentation edits and copy pyrimid from contrib (where I had made some edits), removed so this wont happen again. --- io_export_unreal_psk_psa.py | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 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 46feffde..b04ab260 100644 --- a/io_export_unreal_psk_psa.py +++ b/io_export_unreal_psk_psa.py @@ -887,7 +887,7 @@ def parse_meshes(blender_meshes, psk_file): for point in points.items(): psk_file.AddPoint(point) if len(points.dict) > 32767: - raise RuntimeError("Vertex point reach max limited 32767 in pack data. Your",len(points.dict)) + raise RuntimeError("Vertex point reach max limited 32767 in pack data. Your",len(points.dict)) print (" -- Dumping Mesh Wedge -- LEN:",len(wedges.dict)) for wedge in wedges.items(): @@ -1089,15 +1089,15 @@ def parse_armature(blender_armature, psk_file, psa_file): raise RuntimeError("Warning add two bones else it will crash the unreal editor.") if len(current_armature.bones) == 1: raise RuntimeError("Warning add one more bone else it will crash the unreal editor.") - + mainbonecount = 0; for current_bone in current_armature.bones: #list the bone. #note this will list all the bones. if(current_bone.parent is None): mainbonecount += 1 print("Main Bone",mainbonecount) if mainbonecount > 1: - #print("Warning there no main bone.") - raise RuntimeError("There too many Main bones. Number main bones:",mainbonecount) + #print("Warning there no main bone.") + raise RuntimeError("There too many Main bones. Number main bones:",mainbonecount) for current_bone in current_armature.bones: #list the bone. #note this will list all the bones. if(current_bone.parent is None): parse_bone(current_bone, psk_file, psa_file, 0, 0, current_obj.matrix_local, None) @@ -1161,7 +1161,7 @@ def parse_animation(blender_scene, blender_armatures, psa_file): #for bone in action.groups: #print("> Name: ",bone.name) #print(dir(bone)) - + amatureobject = None #this is the armature set to none bonenames = [] #bone name of the armature bones list @@ -2041,10 +2041,10 @@ class VIEW3D_PT_unrealtools_objectmode(bpy.types.Panel): ArmatureSelect = None for obj in bpy.data.objects: - if obj.type == 'ARMATURE' and obj.select == True: - #print("Armature Name:",obj.name) - ArmatureSelect = obj - break + if obj.type == 'ARMATURE' and obj.select == True: + #print("Armature Name:",obj.name) + ArmatureSelect = obj + break #display armature actions list if ArmatureSelect != None and rd.unrealdisplayactionsets == True: layout.label(("Selected: "+ArmatureSelect.name)) -- cgit v1.2.3