[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [2856] trunk/py/scripts/addons/ io_import_scene_unreal_psk.py: Fix for recent changes to matrix indexing, switch order of row/column indexing.

Andrew Hale TrumanBlending at gmail.com
Mon Jan 2 10:19:59 CET 2012


Revision: 2856
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=2856
Author:   trumanblending
Date:     2012-01-02 09:19:45 +0000 (Mon, 02 Jan 2012)
Log Message:
-----------
Fix for recent changes to matrix indexing, switch order of row/column indexing.

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	2012-01-02 08:54:29 UTC (rev 2855)
+++ trunk/py/scripts/addons/io_import_scene_unreal_psk.py	2012-01-02 09:19:45 UTC (rev 2856)
@@ -446,9 +446,9 @@
                     newbone.head.y = parentbone.head.y + pos_y
                     newbone.head.z = parentbone.head.z + pos_z
                     #print("head:",newbone.head)
-                    newbone.tail.x = parentbone.head.x + (pos_x + bonesize * rotmatrix[1][0])
+                    newbone.tail.x = parentbone.head.x + (pos_x + bonesize * rotmatrix[0][1])
                     newbone.tail.y = parentbone.head.y + (pos_y + bonesize * rotmatrix[1][1])
-                    newbone.tail.z = parentbone.head.z + (pos_z + bonesize * rotmatrix[1][2])
+                    newbone.tail.z = parentbone.head.z + (pos_z + bonesize * rotmatrix[2][1])
                     #newbone.roll = fixRoll(newbone)
                 else:
                     #print("rotmatrix:",dir(bone.bindmat.to_matrix().resize_4x4()))
@@ -458,9 +458,9 @@
                     newbone.head.x = bone.bindpos[0]
                     newbone.head.y = bone.bindpos[1]
                     newbone.head.z = bone.bindpos[2]
-                    newbone.tail.x = bone.bindpos[0] + bonesize * rotmatrix[1][0]
+                    newbone.tail.x = bone.bindpos[0] + bonesize * rotmatrix[0][1]
                     newbone.tail.y = bone.bindpos[1] + bonesize * rotmatrix[1][1]
-                    newbone.tail.z = bone.bindpos[2] + bonesize * rotmatrix[1][2]
+                    newbone.tail.z = bone.bindpos[2] + bonesize * rotmatrix[2][1]
                     #newbone.roll = fixRoll(newbone)
                     #print("no parent")
             



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