- 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)
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@@ -567,7 +567,7 @@ def extract_triangles(mesh):
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f_v = face.vertices
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# f_v = face.v
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uf = mesh.active_uv_texture.data[i] if do_uv else None
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uf = mesh.uv_textures.active.data[i] if do_uv else None
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if do_uv:
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f_uv = uf.uv
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@@ -998,7 +998,7 @@ def write(filename, context):
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if not mat_ls:
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mat = mat_name = None
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for f, uf in zip(data.faces, data.active_uv_texture.data):
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for f, uf in zip(data.faces, data.uv_textures.active.data):
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if mat_ls:
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mat_index = f.material_index
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# mat_index = f.mat
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