Python API

----------
Correcting typos in Object documentation.
This commit is contained in:
Ken Hughes
2006-12-19 17:17:14 +00:00
parent 1ec3e6f3b6
commit 2260add0f0
2 changed files with 13 additions and 14 deletions

View File

@@ -651,7 +651,7 @@ argument which must be a list of valid Objects. Optional extra arguments:\n\
mode:\n\t0: make parent with inverse\n\t1: without inverse\n\
fast:\n\t0: update scene hierarchy automatically\n\t\
don't update scene hierarchy (faster). In this case, you must\n\t\
explicitely update the Scene hierarchy."},
explicitly update the Scene hierarchy."},
{"makeParentVertex", ( PyCFunction ) Object_makeParentVertex, METH_VARARGS,
"Makes the object the vertex parent of the objects provided in the \n\
argument which must be a list of valid Objects. \n\
@@ -661,7 +661,7 @@ Optional extra arguments:\n\
mode:\n\t0: make parent with inverse\n\t1: without inverse\n\
fast:\n\t0: update scene hierarchy automatically\n\t\
don't update scene hierarchy (faster). In this case, you must\n\t\
explicitely update the Scene hierarchy."},
explicitly update the Scene hierarchy."},
{"makeParentBone", ( PyCFunction ) Object_makeParentBone, METH_VARARGS,
"Makes this armature objects bone, the parent of the objects provided in the \n\
argument which must be a list of valid Objects. Optional extra arguments:\n\
@@ -1357,7 +1357,7 @@ static int Object_setParentBoneName( BPy_Object * self, PyObject *value )
self->object->partype == PARBONE
) {/* its all good */} else
return EXPP_ReturnIntError( PyExc_RuntimeError,
"can only set the parent bone name for objects that alredy have a bone parent" );
"can only set the parent bone name for objects that already have a bone parent" );
bonename = PyString_AsString(value);
@@ -2086,7 +2086,7 @@ static PyObject *internal_makeParent(Object *parent, PyObject *py_child,
int partype, /* parenting type */
int noninverse, int fast, /* parenting arguments */
int v1, int v2, int v3, /* for vertex parent */
char *bonename) /* for bone parents - assume the name is alredy checked to be a valid bone name*/
char *bonename) /* for bone parents - assume the name is already checked to be a valid bone name*/
{
Object *child = NULL;