[Bf-extensions-cvs] [16423f48] blender2.8: remove prints
Kalle-Samuli Riihikoski
noreply at git.blender.org
Thu Dec 6 23:35:37 CET 2018
Commit: 16423f48f0a601732c685e27a6e888bfd395d1b1
Author: Kalle-Samuli Riihikoski
Date: Fri Dec 7 00:32:16 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBA16423f48f0a601732c685e27a6e888bfd395d1b1
remove prints
===================================================================
M io_coat3D/__init__.py
M io_coat3D/tex.py
===================================================================
diff --git a/io_coat3D/__init__.py b/io_coat3D/__init__.py
index e55daa67..c0a91446 100644
--- a/io_coat3D/__init__.py
+++ b/io_coat3D/__init__.py
@@ -581,38 +581,29 @@ class SCENE_OT_import(bpy.types.Operator):
for c_index in diff_mat:
bpy.data.materials.remove(bpy.data.materials[c_index])
'''The main Applink Object Loop'''
- print('objekti lista', object_list)
+
remove_path = True
for oname in object_list:
objekti = bpy.data.objects[oname]
- print('BASE_OBJECT:', objekti,objekti.coat3D.applink_address)
if(objekti.coat3D.applink_mesh == True):
exportfile = coat3D.exchangedir
path3b_n = coat3D.exchangedir
path3b_n += ('%slast_saved_3b_file.txt' % (os.sep))
- print('totta vai tarua:',objekti.coat3D.applink_mesh)
if(objekti.coat3D.import_mesh and coat3D.importmesh == True):
- print('ONAME:', oname)
objekti.coat3D.import_mesh = False
objekti.select_set(True)
use_smooth = objekti.data.polygons[0].use_smooth
- print('use smooth:', use_smooth)
new_name = objekti.data.name
name_boxs = new_name.split('.')
- print('DIFF_OBJECS:', diff_objects)
- print('find name:', name_boxs[0])
found_obj = False
'''Changes objects mesh into proxy mesh'''
if(objekti.coat3D.type == ''):
for proxy_objects in diff_objects:
- print('applink obj:', objekti.coat3D.applink_name)
if (proxy_objects.startswith(objekti.coat3D.applink_name + '.')):
- print('Proxy NAME: ', name_boxs[0])
- print('applink obj:', objekti.coat3D.applink_name)
obj_proxy = bpy.data.objects[proxy_objects]
found_obj = True
elif(objekti.coat3D.type == 'Voxel' and len(object_list) == 1):
@@ -627,7 +618,6 @@ class SCENE_OT_import(bpy.types.Operator):
exportfile = coat3D.exchangedir
path3b_n = coat3D.exchangedir
path3b_n += ('%slast_saved_3b_file.txt' % (os.sep))
- print('osoite:', path3b_n)
exportfile += ('%sBlender' % (os.sep))
exportfile += ('%sexport.txt'%(os.sep))
if(os.path.isfile(exportfile)):
@@ -701,7 +691,6 @@ class SCENE_OT_import(bpy.types.Operator):
objekti.select_set(True)
if(coat3D.importtextures):
is_new = False
- print('aMAT:', mat_list)
tex.matlab(objekti,mat_list,texturelist,is_new)
objekti.select_set(False)
else:
@@ -713,8 +702,6 @@ class SCENE_OT_import(bpy.types.Operator):
if (coat3D.importtextures):
is_new = False
- print('aMAT:', mat_list)
- print('aObject', objekti)
tex.matlab(objekti,mat_list,texturelist, is_new)
objekti.select_set(False)
@@ -795,7 +782,6 @@ class SCENE_OT_import(bpy.types.Operator):
new_obj.coat3D.objecttime = str(os.path.getmtime(new_obj.coat3D.applink_address))
new_obj.coat3D.applink_name = new_obj.material_slots[0].material.name
- print('namee:', new_obj.coat3D.applink_name)
index = index + 1
new_obj.coat3D.applink_export = True
@@ -805,8 +791,6 @@ class SCENE_OT_import(bpy.types.Operator):
mat_list.append(new_obj.material_slots[0].material)
is_new = True
- print('new_obj', new_obj)
- print('mat_list', mat_list)
tex.matlab(new_obj, mat_list, texturelist, is_new)
mat_list.pop()
diff --git a/io_coat3D/tex.py b/io_coat3D/tex.py
index 5e7db59e..2dce39c8 100644
--- a/io_coat3D/tex.py
+++ b/io_coat3D/tex.py
@@ -142,7 +142,6 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
#seuraavaksi lahdemme rakentamaan node tree. Lahdetaan Material Outputista rakentaa
if(applink_group_node == False and coat3D.creategroup):
- print('tulleekko tanne')
group_tree = bpy.data.node_groups.new('3DC_Applink', 'ShaderNodeTree')
applink_tree = act_material.nodes.new('ShaderNodeGroup')
applink_tree.name = '3DC_Applink'
@@ -173,7 +172,6 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
#Color
if(bring_color == True and texcoat['color'] != []):
- print('Tuleeko color tekstuuri kahteen kertaan')
node = act_material.nodes.new('ShaderNodeTexImage')
node.name = '3DC_color'
if (texcoat['color']):
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