From f4e200593385493d46dcdedda1323e9f587f6583 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 7 Dec 2007 11:56:51 +0000 Subject: UV texture blending was being used when materials were disabled. --- release/scripts/wizard_curve2tree.py | 25 ++++++++++++++++--------- 1 file changed, 16 insertions(+), 9 deletions(-) (limited to 'release') diff --git a/release/scripts/wizard_curve2tree.py b/release/scripts/wizard_curve2tree.py index 312c5336411..5b454578db1 100644 --- a/release/scripts/wizard_curve2tree.py +++ b/release/scripts/wizard_curve2tree.py @@ -1416,7 +1416,18 @@ class tree: - def toMesh(self, mesh=None, do_uv=True, do_uv_keep_vproportion=True, do_uv_vnormalize=False, do_uv_uscale=False, uv_image = None, uv_x_scale=1.0, uv_y_scale=4.0, do_uv_blend_layer= False, do_cap_ends=False): + def toMesh(self, mesh=None,\ + do_uv=True,\ + do_uv_keep_vproportion=True,\ + do_uv_vnormalize=False,\ + do_uv_uscale=False,\ + uv_image = None,\ + uv_x_scale=1.0,\ + uv_y_scale=4.0,\ + do_uv_blend_layer= False,\ + do_cap_ends=False,\ + ): + self.mesh = freshMesh(mesh) totverts = 0 @@ -1678,12 +1689,8 @@ class tree: uv.y *= vscale - # Done with UV mapping the first layer! now map the blend layers if do_uv_blend_layer: - - - # Set up the blend UV layer - this is simply the blending for branch joints mesh.addUVLayer( 'blend' ) mesh.activeUVLayer = 'blend' @@ -3009,11 +3016,11 @@ class branch: new_brch.calcData() return new_brch - + ''' def toMesh(self): pass - + ''' @@ -3337,7 +3344,7 @@ def buildTree(ob_curve, single=False): ob_mesh.setMatrix(Matrix()) # Do we need a do_uv_blend_layer? - if PREFS['material_stencil'].val and PREFS['material_texture'].val: + if PREFS['do_material'].val and PREFS['material_stencil'].val and PREFS['material_texture'].val: do_uv_blend_layer = True else: do_uv_blend_layer = False @@ -3854,7 +3861,7 @@ def gui(): xtmp = x PREFS['material_texture'] = Draw.Toggle('Texture', EVENT_UPDATE_AND_UI, xtmp, y, but_width*2, but_height, PREFS['material_texture'].val, 'Create an image texture for this material to use'); xtmp += but_width*2; - PREFS['material_stencil'] = Draw.Toggle('Blend Joints', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['material_stencil'].val, 'Use a second texture and UV layer to blend joints'); xtmp += but_width*2; + PREFS['material_stencil'] = Draw.Toggle('Blend Joints', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['material_stencil'].val, 'Use a 2 more texture and UV layers to blend the seams between joints'); xtmp += but_width*2; Blender.Draw.EndAlign() y-=but_height+MARGIN -- cgit v1.2.3