blender-v3.6-release #104624
@ -882,7 +882,7 @@ def remove_face_uv(verts, tri_list):
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for ii, uv_3ds in unique_uvs[i].values():
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# add a vertex duplicate to the vertex_array for every uv associated with this vertex:
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vert_array.add(pt)
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# add the uv coordinate to the uv array:
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# add the uv coordinate to the uv array
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# This for loop does not give uv's ordered by ii, so we create a new map
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# and add the uv's later
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# uv_array.add(uv_3ds)
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@ -1084,7 +1084,7 @@ def make_track_chunk(ID, ob, ob_pos, ob_rot, ob_size):
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construct a position, rotation, scale, roll, color or fov track."""
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track_chunk = _3ds_chunk(ID)
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if ID in {POS_TRACK_TAG, ROT_TRACK_TAG, SCL_TRACK_TAG} and ob.animation_data and ob.animation_data.action:
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if ID in {POS_TRACK_TAG, ROT_TRACK_TAG, SCL_TRACK_TAG, ROLL_TRACK_TAG} and ob.animation_data and ob.animation_data.action:
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action = ob.animation_data.action
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if action.fcurves:
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fcurves = action.fcurves
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@ -1257,7 +1257,8 @@ def make_object_node(ob, translation, rotation, scale):
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obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
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obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0x0040))
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# Flag 0x01 display path 0x02 use autosmooth 0x04 object frozen 0x10 motion blur 0x20 material morph 0x40 mesh morph
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# Flags2 defines bit 0x01 for display path, bit 0x02 use autosmooth, bit 0x04 object frozen
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# bit 0x10 for motion blur, bit 0x20 for material morph and bit 0x40 for mesh morph
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if ob.type == 'MESH' and ob.data.use_auto_smooth:
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obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0x02))
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else:
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