[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [4302] trunk/py/scripts/addons/ io_export_unreal_psk_psa.py: fixed error export for non/select objects.
John Phan
darkneter at gmail.com
Mon Feb 18 19:42:40 CET 2013
Revision: 4302
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=4302
Author: darknet
Date: 2013-02-18 18:42:40 +0000 (Mon, 18 Feb 2013)
Log Message:
-----------
fixed error export for non/select objects.
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 2013-02-18 17:53:12 UTC (rev 4301)
+++ trunk/py/scripts/addons/io_export_unreal_psk_psa.py 2013-02-18 18:42:40 UTC (rev 4302)
@@ -1607,10 +1607,11 @@
else:
raise Error("There is no Armature in the list!")
meshselected = []
- parented_meshes = [obj for obj in armature.children if obj.type == 'MESH']
- for obj in armature.children:
+ #parented_meshes = [obj for obj in armature.children if obj.type == 'MESH']
+ meshes = [obj for obj in bpy.context.scene.objects if obj.type == 'MESH']
+ for obj in meshes:
#print(dir(obj))
- if obj.type == 'MESH' and obj.select == True:
+ if obj.type == 'MESH':
bexportmesh = False
#print("PARENT MESH:",obj.name)
for udkmeshlist in bpy.context.scene.udkmesh_list:
@@ -1630,12 +1631,12 @@
# otherwise, expect a single mesh parented to the armature (other object types are ignored)
else:
- print("Number of meshes:",len(parented_meshes))
- print("Number of meshes (selected):",len(meshselected))
- if len(parented_meshes) == 1:
- mesh = parented_meshes[0]
+ print("Number of meshes:",len(meshes))
+ print("Number of meshes (selected):",len(meshes))
+ if len(meshes) == 1:
+ mesh = meshes[0]
- elif len(parented_meshes) > 1:
+ elif len(meshes) > 1:
if len(meshselected) >= 1:
mesh = sortmesh(meshselected)
else:
@@ -2152,7 +2153,7 @@
armdata = bpy.data.armatures.new(objectname)
ob_new = bpy.data.objects.new(meshname, armdata)
bpy.context.scene.objects.link(ob_new)
- bpy.ops.object.mode_set(mode='OBJECT')
+ #bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects: i.select = False #deselect all objects
ob_new.select = True
bpy.context.scene.objects.active = obj
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