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authorCampbell Barton <ideasman42@gmail.com>2007-03-29 18:35:01 +0400
committerCampbell Barton <ideasman42@gmail.com>2007-03-29 18:35:01 +0400
commitcfdef7a88af35131a1b10af6a2b511f9e0bb5bfb (patch)
treeb6c06e13f2c59a78497feee70755591d0d6c1c05 /source/blender/python
parent3c5462e660c9cf45d599a874ee226fd5122b2e23 (diff)
ICVS: ----------------------------------------------------------------------
import OBJ dosnt raise a Py Error when no image is given for a material export FBX works much better, tested 179 models and dosnt crash on any now. tested import export with large scene, 375,000 tri's. Mesh.py doc note about UV coords,, editmesh_add minor typo
Diffstat (limited to 'source/blender/python')
-rw-r--r--source/blender/python/api2_2x/doc/Mesh.py1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/python/api2_2x/doc/Mesh.py b/source/blender/python/api2_2x/doc/Mesh.py
index 888a87cc47a..8657edbab2b 100644
--- a/source/blender/python/api2_2x/doc/Mesh.py
+++ b/source/blender/python/api2_2x/doc/Mesh.py
@@ -198,6 +198,7 @@ class MVert:
v.no= no
@type no: vector
@ivar uvco: The vertex texture "sticky" coordinates (x, y),
+ B{Note}: These are not seen in the UV editor and they are not a part of UV a UVLayer. Use face UV's for that.
if present. Available for MVerts only.
Use L{Mesh.vertexUV} to test for presence before trying to access;
otherwise an exception will may be thrown.