- 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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@@ -692,9 +692,7 @@ def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, v
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# face_mapping= me.faces.extend([f[0] for f in faces], indexList=True)
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if verts_tex and me.faces:
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me.add_uv_texture()
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# me.faceUV= 1
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# TEXMODE= Mesh.FaceModes['TEX']
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me.uv_textures.new()
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context_material_old= -1 # avoid a dict lookup
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mat= 0 # rare case it may be un-initialized.
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