[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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