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author | Campbell Barton <ideasman42@gmail.com> | 2011-11-18 08:55:43 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2011-11-18 08:55:43 +0400 |
commit | c6c6a3578beae28a6c6c0164757ebbb694e7f816 (patch) | |
tree | 8feebf3178dc3c027c4b321200b5ed66fa85db31 | |
parent | e9be8b4a0a840fc8aa18402b530a1e2f80683028 (diff) |
tab -> spaces
-rw-r--r-- | doc/python_api/rst/info_gotcha.rst | 60 |
1 files changed, 30 insertions, 30 deletions
diff --git a/doc/python_api/rst/info_gotcha.rst b/doc/python_api/rst/info_gotcha.rst index 70437e32553..281f0689044 100644 --- a/doc/python_api/rst/info_gotcha.rst +++ b/doc/python_api/rst/info_gotcha.rst @@ -147,7 +147,7 @@ Armature Bones in Blender have three distinct data structures that contain them. .. note:: - In the following examples ``bpy.context.object`` is assumed to be an armature object. + In the following examples ``bpy.context.object`` is assumed to be an armature object. Edit Bones @@ -163,11 +163,11 @@ This is only possible in edit mode. This will be empty outside of editmode. - >>> mybones = bpy.context.selected_editable_bones + >>> mybones = bpy.context.selected_editable_bones Returns an editbone only in edit mode. - >>> bpy.context.active_bone + >>> bpy.context.active_bone Bones (Object Mode) @@ -179,15 +179,15 @@ Example using :class:`bpy.types.Bone` in object or pose mode: Returns a bone (not an editbone) outside of edit mode - >>> bpy.context.active_bone + >>> bpy.context.active_bone This works, as with blender the setting can be edited in any mode - >>> bpy.context.object.data.bones["Bone"].use_deform = True + >>> bpy.context.object.data.bones["Bone"].use_deform = True Accessible but read-only - >>> tail = myobj.data.bones["Bone"].tail + >>> tail = myobj.data.bones["Bone"].tail Pose Bones @@ -199,20 +199,20 @@ Examples using :class:`bpy.types.PoseBone` in object or pose mode: .. code-block:: python - # Gets the name of the first constraint (if it exists) - bpy.context.object.pose.bones["Bone"].constraints[0].name + # Gets the name of the first constraint (if it exists) + bpy.context.object.pose.bones["Bone"].constraints[0].name - # Gets the last selected pose bone (pose mode only) - bpy.context.active_pose_bone + # Gets the last selected pose bone (pose mode only) + bpy.context.active_pose_bone .. note:: - Notice the pose is accessed from the object rather than the object data, this is why blender can have 2 or more objects sharing the same armature in different poses. + Notice the pose is accessed from the object rather than the object data, this is why blender can have 2 or more objects sharing the same armature in different poses. .. note:: - Strictly speaking PoseBone's are not bones, they are just the state of the armature, stored in the :class:`bpy.types.Object` rather than the :class:`bpy.types.Armature`, the real bones are however accessible from the pose bones - :class:`bpy.types.PoseBone.bone` + Strictly speaking PoseBone's are not bones, they are just the state of the armature, stored in the :class:`bpy.types.Object` rather than the :class:`bpy.types.Armature`, the real bones are however accessible from the pose bones - :class:`bpy.types.PoseBone.bone` Armature Mode Switching @@ -236,20 +236,20 @@ This can cause bugs when you add some data (normally imported) and then referenc .. code-block:: python - bpy.data.meshes.new(name=meshid) - - # normally some code, function calls... - bpy.data.meshes[meshid] + bpy.data.meshes.new(name=meshid) + + # normally some code, function calls... + bpy.data.meshes[meshid] Or with name assignment... .. code-block:: python - obj.name = objname - - # normally some code, function calls... - obj = bpy.data.meshes[objname] + obj.name = objname + + # normally some code, function calls... + obj = bpy.data.meshes[objname] Data names may not match the assigned values if they exceed the maximum length, are already used or an empty string. @@ -262,16 +262,16 @@ If you do need to use name references, its best to use a dictionary to maintain .. code-block:: python - # typically declared in the main body of the function. - mesh_name_mapping = {} - - mesh = bpy.data.meshes.new(name=meshid) - mesh_name_mapping[meshid] = mesh - - # normally some code, or function calls... - - # use own dictionary rather then bpy.data - mesh = mesh_name_mapping[meshid] + # typically declared in the main body of the function. + mesh_name_mapping = {} + + mesh = bpy.data.meshes.new(name=meshid) + mesh_name_mapping[meshid] = mesh + + # normally some code, or function calls... + + # use own dictionary rather then bpy.data + mesh = mesh_name_mapping[meshid] Library Collisions |