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authorCampbell Barton <ideasman42@gmail.com>2010-08-24 02:16:45 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-08-24 02:16:45 +0400
commitf6c323aa42e94c4750f52940b47a0d57b503c1b9 (patch)
tree486b03bf59d3e022443c8e290f354265d0126578 /release/scripts/templates
parent1be4eda552aa97aa5f5fe43fd34196c57425a7c2 (diff)
- move more active properties into their collections:
scene.active_keying_set --> scene.keying_sets.active ...same for active_uv_texture. active_vertex_color, active_keyconfig, - move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections also have them return the newly created layer and dont set the layer active. uvtex = mesh.uv_layers.new(name) vcol = mesh.vertex_colors.new(name)
Diffstat (limited to 'release/scripts/templates')
-rw-r--r--release/scripts/templates/operator_uv.py6
1 files changed, 3 insertions, 3 deletions
diff --git a/release/scripts/templates/operator_uv.py b/release/scripts/templates/operator_uv.py
index a18aaf358c8..305496e31ce 100644
--- a/release/scripts/templates/operator_uv.py
+++ b/release/scripts/templates/operator_uv.py
@@ -9,11 +9,11 @@ def main(context):
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
- if not mesh.active_uv_texture:
- bpy.ops.mesh.uv_texture_add()
+ if not mesh.uv_textures:
+ uvtex = bpy.ops.mesh.uv_texture_add()
# adjust UVs
- for i, uv in enumerate(mesh.active_uv_texture.data):
+ for i, uv in enumerate(uvtex.data):
uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4
for j, v_idx in enumerate(mesh.faces[i].vertices):
if uv.select_uv[j]: