[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [1560] trunk/py/scripts/addons/ io_import_scene_unreal_psk.py: update mesh not render scene once added in.

John Phan darkneter at gmail.com
Tue Feb 8 19:29:05 CET 2011


Revision: 1560
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=1560
Author:   darknet
Date:     2011-02-08 18:29:04 +0000 (Tue, 08 Feb 2011)
Log Message:
-----------
update mesh not render scene once added in.

Modified Paths:
--------------
    trunk/py/scripts/addons/io_import_scene_unreal_psk.py

Modified: trunk/py/scripts/addons/io_import_scene_unreal_psk.py
===================================================================
--- trunk/py/scripts/addons/io_import_scene_unreal_psk.py	2011-02-08 17:54:07 UTC (rev 1559)
+++ trunk/py/scripts/addons/io_import_scene_unreal_psk.py	2011-02-08 18:29:04 UTC (rev 1560)
@@ -361,7 +361,6 @@
                 break
 				
         if bfound == False:
-            '''
             armdata = bpy.data.armatures.new(objectname)
             ob_new = bpy.data.objects.new(meshname, armdata)
             #ob_new = bpy.data.objects.new(meshname, 'ARMATURE')
@@ -382,29 +381,6 @@
                 #print(dir(bone))
                 bpy.ops.object.mode_set(mode='EDIT')
                 newbone = ob_new.data.edit_bones.new(bone.name)
-            '''		
-		
-            
-            armdata = bpy.data.armatures.new(objectname)
-            ob_new = bpy.data.objects.new(meshname, armdata)
-            #ob_new = bpy.data.objects.new(meshname, 'ARMATURE')
-            #ob_new.data = armdata
-            bpy.context.scene.objects.link(ob_new)
-            #bpy.ops.object.mode_set(mode='OBJECT')
-            for i in bpy.context.scene.objects: i.select = False #deselect all objects
-            ob_new.select = True
-            #set current armature to edit the bone
-            bpy.context.scene.objects.active = ob_new
-            #set mode to able to edit the bone
-            bpy.ops.object.mode_set(mode='EDIT')
-			
-            #newbone = ob_new.data.edit_bones.new('test')
-            #newbone.tail.y = 1
-            print("creating bone(s)")
-            for bone in md5_bones:
-                #print(dir(bone))
-                bpy.ops.object.mode_set(mode='EDIT')
-                newbone = ob_new.data.edit_bones.new(bone.name)
                 #parent the bone
                 parentbone = None
                 print("bone name:",bone.name)
@@ -438,10 +414,9 @@
                     newbone.tail.y = parentbone.head.y + (pos_y + bonesize * rotmatrix[1][1])
                     newbone.tail.z = parentbone.head.z + (pos_z + bonesize * rotmatrix[1][2])
                 else:
-                    print("rotmatrix:",dir(bone.bindmat.to_matrix().resize_4x4()))
+                    #print("rotmatrix:",dir(bone.bindmat.to_matrix().resize_4x4()))
                     #rotmatrix = bone.bindmat.to_matrix().resize_4x4().to_3x3()  # XXX, redundant matrix conversion?
-                    rotmatrix = bone.bindmat.to_matrix().to_3x3()  # XXX, redundant matrix conversion?
-					
+                    rotmatrix = bone.bindmat.to_matrix().to_3x3()
                     
                     newbone.head.x = bone.bindpos[0]
                     newbone.head.y = bone.bindpos[1]
@@ -577,13 +552,16 @@
     #===================================================================================================
     #
     #===================================================================================================
+    #print("me_ob",dir(me_ob))
+    #this update the render in the 3d scene.
+    me_ob.update();
     obmesh = bpy.data.objects.new(objName,me_ob)
     #check if there is a material to set to
     if len(materials) > 0:
         obmesh.active_material = materials[0] #material setup tmp
     
     bpy.context.scene.objects.link(obmesh)
-    
+    #print("obmesh",dir(obmesh))
     bpy.context.scene.update()
     
     print ("PSK2Blender completed")



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