[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [4114] trunk/py/scripts/addons/ io_export_unreal_psk_psa.py: fixed no animation on armature copy for export error.
John Phan
darkneter at gmail.com
Mon Dec 31 17:25:05 CET 2012
Revision: 4114
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=4114
Author: darknet
Date: 2012-12-31 16:25:04 +0000 (Mon, 31 Dec 2012)
Log Message:
-----------
fixed no animation on armature copy for export error.
Modified Paths:
--------------
trunk/py/scripts/addons/io_export_unreal_psk_psa.py
Modified: trunk/py/scripts/addons/io_export_unreal_psk_psa.py
===================================================================
--- trunk/py/scripts/addons/io_export_unreal_psk_psa.py 2012-12-28 11:19:26 UTC (rev 4113)
+++ trunk/py/scripts/addons/io_export_unreal_psk_psa.py 2012-12-31 16:25:04 UTC (rev 4114)
@@ -1966,29 +1966,6 @@
#===========================================================================
# User interface
#===========================================================================
-class EXPORT_UL_UDKlists(bpy.types.UIList):
- def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
- if not isinstance(item, (bpy.types.UDKActionSetListPG, bpy.types.UDKObjListPG, bpy.types.UDKMeshListPG,
- bpy.types.UDKArmListPG)):
- return
- if self.layout_type in {'DEFAULT', 'COMPACT'}:
- layout.label(item.name, icon_value=icon)
- if isinstance(item, bpy.types.UDKActionSetListPG):
- layout.prop(item, "bmatch", text="")
- layout.prop(item, "bexport", text="")
- if isinstance(item, bpy.types.UDKObjListPG):
- layout.prop(item, "otype", text="")
- layout.prop(item, "bselect", text="")
- if isinstance(item, bpy.types.UDKMeshListPG):
- layout.prop(item, "bselect", text="")
- layout.prop(item, "bexport", text="")
- if isinstance(item, bpy.types.UDKArmListPG):
- pass # Nothing special here for now...
- elif self.layout_type in {'GRID'}:
- layout.alignment = 'CENTER'
- layout.label("", icon_value=icon)
-
-
class OBJECT_OT_UTSelectedFaceSmooth(bpy.types.Operator):
bl_idname = "object.utselectfacesmooth" # XXX, name???
bl_label = "Select Smooth Faces"#"Select Smooth faces"
@@ -2203,7 +2180,8 @@
newbone.parent = parentbone
ob_new.animation_data_create()#create animation data
- ob_new.animation_data.action = obj.animation_data.action #just make sure it here to do the animations if exist
+ if obj.animation_data != None:#check for animation
+ ob_new.animation_data.action = obj.animation_data.action #just make sure it here to do the animations if exist
print("Armature Object Name:",ob_new.name)
return ob_new
@@ -2225,44 +2203,48 @@
return{'FINISHED'}
class UDKActionSetListPG(bpy.types.PropertyGroup):
-# boolean = BoolProperty(default=False)
- string = StringProperty()
- actionname = StringProperty()
- bmatch = BoolProperty(default=False,name="Match", options={"HIDDEN"},description = "This check against bone names and action group names matches and override boolean if true.")
- bexport = BoolProperty(default=False,name="Export",description = "Check this to export the animation")
+ bool = BoolProperty(default=False)
+ string = StringProperty()
+ actionname = StringProperty()
+ bmatch = BoolProperty(default=False,name="Match", options={"HIDDEN"},description = "This check against bone names and action group names matches and override boolean if true.")
+ bexport = BoolProperty(default=False,name="Export",description = "Check this to export the animation")
+ template_list_controls = StringProperty(default="bmatch:bexport", options={"HIDDEN"})
bpy.utils.register_class(UDKActionSetListPG)
bpy.types.Scene.udkas_list = CollectionProperty(type=UDKActionSetListPG)
bpy.types.Scene.udkas_list_idx = IntProperty()
class UDKObjListPG(bpy.types.PropertyGroup):
-# boolean = BoolProperty(default=False)
- string = StringProperty()
- bexport = BoolProperty(default=False,name="Export", options={"HIDDEN"},description = "This will be ignore when exported")
- bselect = BoolProperty(default=False,name="Select", options={"HIDDEN"},description = "This will be ignore when exported")
- otype = StringProperty(name="Type",description = "This will be ignore when exported")
+ bool = BoolProperty(default=False)
+ string = StringProperty()
+ bexport = BoolProperty(default=False,name="Export", options={"HIDDEN"},description = "This will be ignore when exported")
+ bselect = BoolProperty(default=False,name="Select", options={"HIDDEN"},description = "This will be ignore when exported")
+ otype = StringProperty(name="Type",description = "This will be ignore when exported")
+ template_list_controls = StringProperty(default="otype:bselect", options={"HIDDEN"})
bpy.utils.register_class(UDKObjListPG)
bpy.types.Scene.udkobj_list = CollectionProperty(type=UDKObjListPG)
bpy.types.Scene.udkobj_list_idx = IntProperty()
class UDKMeshListPG(bpy.types.PropertyGroup):
-# boolean = BoolProperty(default=False)
- string = StringProperty()
- bexport = BoolProperty(default=False,name="Export", options={"HIDDEN"},description = "This object will be export when true.")
- bselect = BoolProperty(default=False,name="Select", options={"HIDDEN"},description = "Make sure you have Mesh is parent to Armature.")
- otype = StringProperty(name="Type",description = "This will be ignore when exported")
+ bool = BoolProperty(default=False)
+ string = StringProperty()
+ bexport = BoolProperty(default=False,name="Export", options={"HIDDEN"},description = "This object will be export when true.")
+ bselect = BoolProperty(default=False,name="Select", options={"HIDDEN"},description = "Make sure you have Mesh is parent to Armature.")
+ otype = StringProperty(name="Type",description = "This will be ignore when exported")
+ template_list_controls = StringProperty(default="bselect:bexport", options={"HIDDEN"})
bpy.utils.register_class(UDKMeshListPG)
bpy.types.Scene.udkmesh_list = CollectionProperty(type=UDKMeshListPG)
bpy.types.Scene.udkmesh_list_idx = IntProperty()
class UDKArmListPG(bpy.types.PropertyGroup):
- boolean = BoolProperty(default=False)
- string = StringProperty()
- bexport = BoolProperty(default=False,name="Export", options={"HIDDEN"},description = "This will be ignore when exported")
- bselect = BoolProperty(default=False,name="Select", options={"HIDDEN"},description = "This will be ignore when exported")
- otype = StringProperty(name="Type",description = "This will be ignore when exported")
+ bool = BoolProperty(default=False)
+ string = StringProperty()
+ bexport = BoolProperty(default=False,name="Export", options={"HIDDEN"},description = "This will be ignore when exported")
+ bselect = BoolProperty(default=False,name="Select", options={"HIDDEN"},description = "This will be ignore when exported")
+ otype = StringProperty(name="Type",description = "This will be ignore when exported")
+ template_list_controls = StringProperty(default="", options={"HIDDEN"})
bpy.utils.register_class(UDKArmListPG)
bpy.types.Scene.udkArm_list = CollectionProperty(type=UDKArmListPG)
@@ -2313,17 +2295,14 @@
if context.scene.udk_option_selectobjects:
layout.operator("object.selobjectpdate")
layout.label(text="ARMATURE")
- layout.template_list("EXPORT_UL_UDKlists", "", context.scene, "udkArm_list",
- context.scene, "udkArm_list_idx", rows=3)
+ layout.template_list(context.scene, "udkArm_list", context.scene, "udkArm_list_idx",prop_list="template_list_controls", rows=3)
layout.label(text="MESH")
- layout.template_list("EXPORT_UL_UDKlists", "", context.scene, "udkmesh_list",
- context.scene, "udkmesh_list_idx", rows=5)
+ layout.template_list(context.scene, "udkmesh_list", context.scene, "udkmesh_list_idx",prop_list="template_list_controls", rows=5)
layout.prop(context.scene, "udk_option_selectanimations")
if context.scene.udk_option_selectanimations:
layout.operator("action.setanimupdate")
layout.label(text="Action Set(s)")
- layout.template_list("EXPORT_UL_UDKlists", "", context.scene, "udkas_list",
- context.scene, "udkas_list_idx", rows=5)
+ layout.template_list(context.scene, "udkas_list", context.scene, "udkas_list_idx",prop_list="template_list_controls", rows=5)
test = layout.separator()
layout.prop(context.scene, "udk_option_scale")
layout.prop(context.scene, "udk_option_rebuildobjects")
@@ -2553,6 +2532,7 @@
my_item = my_sett.add()
#print(dir(my_item.bmatch))
my_item.name = action.name
+ my_item.template_list_controls = "bmatch:bexport"
if len(bones) == len(action.groups) == count:
my_item.bmatch = True
else:
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