Fixed branch for Blender 3.6 release #104626
@ -882,7 +882,7 @@ def remove_face_uv(verts, tri_list):
|
|||||||
for ii, uv_3ds in unique_uvs[i].values():
|
for ii, uv_3ds in unique_uvs[i].values():
|
||||||
# add a vertex duplicate to the vertex_array for every uv associated with this vertex:
|
# add a vertex duplicate to the vertex_array for every uv associated with this vertex:
|
||||||
vert_array.add(pt)
|
vert_array.add(pt)
|
||||||
# add the uv coordinate to the uv array:
|
# add the uv coordinate to the uv array
|
||||||
# This for loop does not give uv's ordered by ii, so we create a new map
|
# This for loop does not give uv's ordered by ii, so we create a new map
|
||||||
# and add the uv's later
|
# and add the uv's later
|
||||||
# uv_array.add(uv_3ds)
|
# uv_array.add(uv_3ds)
|
||||||
@ -1084,7 +1084,7 @@ def make_track_chunk(ID, ob, ob_pos, ob_rot, ob_size):
|
|||||||
construct a position, rotation, scale, roll, color or fov track."""
|
construct a position, rotation, scale, roll, color or fov track."""
|
||||||
track_chunk = _3ds_chunk(ID)
|
track_chunk = _3ds_chunk(ID)
|
||||||
|
|
||||||
if ID in {POS_TRACK_TAG, ROT_TRACK_TAG, SCL_TRACK_TAG} and ob.animation_data and ob.animation_data.action:
|
if ID in {POS_TRACK_TAG, ROT_TRACK_TAG, SCL_TRACK_TAG, ROLL_TRACK_TAG} and ob.animation_data and ob.animation_data.action:
|
||||||
action = ob.animation_data.action
|
action = ob.animation_data.action
|
||||||
if action.fcurves:
|
if action.fcurves:
|
||||||
fcurves = action.fcurves
|
fcurves = action.fcurves
|
||||||
@ -1257,7 +1257,8 @@ def make_object_node(ob, translation, rotation, scale):
|
|||||||
obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
|
obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
|
||||||
obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0x0040))
|
obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0x0040))
|
||||||
|
|
||||||
# Flag 0x01 display path 0x02 use autosmooth 0x04 object frozen 0x10 motion blur 0x20 material morph 0x40 mesh morph
|
# Flags2 defines bit 0x01 for display path, bit 0x02 use autosmooth, bit 0x04 object frozen
|
||||||
|
# bit 0x10 for motion blur, bit 0x20 for material morph and bit 0x40 for mesh morph
|
||||||
if ob.type == 'MESH' and ob.data.use_auto_smooth:
|
if ob.type == 'MESH' and ob.data.use_auto_smooth:
|
||||||
obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0x02))
|
obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0x02))
|
||||||
else:
|
else:
|
||||||
|
Loading…
Reference in New Issue
Block a user