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
This commit is contained in:
2007-03-29 14:35:01 +00:00
parent 3c5462e660
commit cfdef7a88a
4 changed files with 18 additions and 11 deletions

View File

@@ -1615,7 +1615,7 @@ Objects: {''')
''' MultiLayer: 0
MultiTake: 1
Shading: Y
Culling: "CullingOff"hr
Culling: "CullingOff"
TypeFlags: "Null"
}''')
@@ -1698,7 +1698,7 @@ Objects: {''')
UV: ''')
i = -1
ii = 0
ii = 0 # Count how many UVs we write
for f in me.faces:
for uv in f.uv:
@@ -1711,11 +1711,11 @@ Objects: {''')
i=0
file.write(',%.6f,%.6f' % tuple(uv))
i+=1
ii+=1
ii+=1 # One more UV
file.write('\n UVIndex: ')
i = -1
for j in xrange(len(me.faces)):
for j in xrange(ii):
if i == -1:
file.write('%i' % j)
i=0

View File

@@ -209,23 +209,29 @@ def create_materials(filepath, material_libs, unique_materials, unique_material_
context_material.setAlpha(float(line_split[1]))
elif line_lower.startswith('map_ka'):
img_filepath= line_value(line.split())
load_material_image(context_material, context_material_name, img_filepath, 'Ka')
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'Ka')
elif line_lower.startswith('map_ks'):
img_filepath= line_value(line.split())
load_material_image(context_material, context_material_name, img_filepath, 'Ks')
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'Ks')
elif line_lower.startswith('map_kd'):
img_filepath= line_value(line.split())
load_material_image(context_material, context_material_name, img_filepath, 'Kd')
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'Kd')
elif line_lower.startswith('map_bump'):
img_filepath= line_value(line.split())
load_material_image(context_material, context_material_name, img_filepath, 'Bump')
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'Bump')
elif line_lower.startswith('map_d') or line_lower.startswith('map_tr'): # Alpha map - Dissolve
img_filepath= line_value(line.split())
load_material_image(context_material, context_material_name, img_filepath, 'D')
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'D')
elif line_lower.startswith('refl'): # Reflectionmap
img_filepath= line_value(line.split())
load_material_image(context_material, context_material_name, img_filepath, 'refl')
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'refl')
mtl.close()

View File

@@ -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.

View File

@@ -1225,7 +1225,7 @@ void add_primitiveMesh(int type)
add_numbut(0, NUM|INT, "Vertices:", 2, 500, &tot, NULL);
add_numbut(1, NUM|FLO, "Radius:", 0.001*G.vd->grid, 100*G.vd->grid, &dia, NULL);
add_numbut(2, NUM|FLO, "Depth:", 0.001*G.vd->grid, 100*G.vd->grid, &d, NULL);
add_numbut(3, TOG|INT, "Cap Ends", 0, 0, &(fill), NULL);
add_numbut(3, TOG|INT, "Cap End", 0, 0, &(fill), NULL);
if (!(do_clever_numbuts("Add Cone", 4, REDRAW))) return;
d/=2;
ext= 0;