- 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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@@ -1630,7 +1630,7 @@ def write(filename, batch_objects = None, \
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# if me.vertexColors:
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collayers = me.vertex_colors
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# collayers = me.getColorLayerNames()
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collayer_orig = me.active_vertex_color
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collayer_orig = me.vertex_colors.active
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# collayer_orig = me.activeColorLayer
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for colindex, collayer in enumerate(collayers):
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# me.activeColorLayer = collayer
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@@ -1700,7 +1700,7 @@ def write(filename, batch_objects = None, \
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if do_uvs:
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uvlayers = me.uv_textures
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# uvlayers = me.getUVLayerNames()
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uvlayer_orig = me.active_uv_texture
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uvlayer_orig = me.uv_textures.active
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# uvlayer_orig = me.activeUVLayer
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for uvindex, uvlayer in enumerate(me.uv_textures):
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# for uvindex, uvlayer in enumerate(uvlayers):
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@@ -1834,8 +1834,8 @@ def write(filename, batch_objects = None, \
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mats = my_mesh.blenMaterialList
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if me.active_uv_texture:
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uv_faces = me.active_uv_texture.data
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if me.uv_textures.active:
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uv_faces = me.uv_textures.active.data
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else:
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uv_faces = [None] * len(me.faces)
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@@ -2103,7 +2103,7 @@ def write(filename, batch_objects = None, \
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material_mapping_local = {}
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if len(me.uv_textures) > 0:
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# if me.faceUV:
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uvlayer_orig = me.active_uv_texture
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uvlayer_orig = me.uv_textures.active
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# uvlayer_orig = me.activeUVLayer
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for uvlayer in me.uv_textures:
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# for uvlayer in me.getUVLayerNames():
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