- 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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@@ -69,7 +69,7 @@ class ExportUVLayout(bpy.types.Operator):
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def _face_uv_iter(self, context):
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obj = context.active_object
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mesh = obj.data
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uv_layer = mesh.active_uv_texture.data
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uv_layer = mesh.uv_textures.active.data
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uv_layer_len = len(uv_layer)
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if not self.properties.export_all:
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