diff --git a/io_export_directx_x.py b/io_export_directx_x.py index cfc8c83716dec4baa2d5be8b728bf4285d400001..20949e6c841a011f79f5b854a9d5d40ce84b9401 100644 --- a/io_export_directx_x.py +++ b/io_export_directx_x.py @@ -529,7 +529,7 @@ def WriteMeshUVCoordinates(Config, Mesh): Config.File.write("{}MeshTextureCoords {{ //{} UV Coordinates\n".format(" " * Config.Whitespace, LegalName(Mesh.name))) Config.Whitespace += 1 - UVCoordinates = Mesh.uv_loop_layers.active.data + UVCoordinates = Mesh.uv_layers.active.data Index = 0 VertexCount = GetMeshVertexCount(Mesh) diff --git a/io_import_scene_lwo.py b/io_import_scene_lwo.py index b1853880f6bed197a81d8f5f2694027ff5cda562..1fa44c2c7ef10eeaa3ddf7240f7e68dd4c45d4b5 100644 --- a/io_import_scene_lwo.py +++ b/io_import_scene_lwo.py @@ -1110,7 +1110,7 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub for uvmap_key in layer_data.uvmaps: map_pack= create_mappack(layer_data, uvmap_key, "UV") uvm= me.uv_textures.new(name=uvmap_key) - uvloop = me.uv_loop_layers[-1] + uvloop = me.uv_layers[-1] uvm = uvloop.data if not uvm: break diff --git a/io_import_scene_mhx.py b/io_import_scene_mhx.py index 9b43437884b58c9f0fdb56e609cad424a85887e3..5c9b84de827d008f409eb0dce321d0a1b1da39b6 100644 --- a/io_import_scene_mhx.py +++ b/io_import_scene_mhx.py @@ -1359,7 +1359,7 @@ def parseUvTextureBMesh(args, tokens, me): bpy.ops.mesh.uv_texture_add() uvtex = me.uv_textures[-1] uvtex.name = name - uvloop = me.uv_loop_layers[-1] + uvloop = me.uv_layers[-1] loadedData['MeshTextureFaceLayer'][name] = uvloop for (key, val, sub) in tokens: if key == 'Data': diff --git a/io_mesh_ply/__init__.py b/io_mesh_ply/__init__.py index 8f3be6bc5cfe219e5d69752e5cd807ba241674ea..2e97dcfb92da65812bda34d8faedcff9a8dfcfe7 100644 --- a/io_mesh_ply/__init__.py +++ b/io_mesh_ply/__init__.py @@ -96,8 +96,10 @@ class ExportPLY(bpy.types.Operator, ExportHelper): ) use_normals = BoolProperty( name="Normals", - description="Export Normals for smooth and hard shaded faces " \ - "(hard shaded faces will be exported as individual faces)", + description="Export Normals for smooth and " + "hard shaded faces " + "(hard shaded faces will be exported " + "as individual faces)", default=True, ) use_uv_coords = BoolProperty( diff --git a/io_mesh_uv_layout/__init__.py b/io_mesh_uv_layout/__init__.py index 6bd3aae6187c8d77c18c6ebdad3869f7ef0fefe5..0113affd6304f5828d858a4475873c49c189707a 100644 --- a/io_mesh_uv_layout/__init__.py +++ b/io_mesh_uv_layout/__init__.py @@ -138,7 +138,7 @@ class ExportUVLayout(bpy.types.Operator): return image_width, image_height def _face_uv_iter(self, context, mesh, tessellated): - uv_layer = mesh.uv_loop_layers.active.data + uv_layer = mesh.uv_layers.active.data polys = mesh.polygons if not self.export_all: diff --git a/io_scene_3ds/import_3ds.py b/io_scene_3ds/import_3ds.py index 338bf02a0cee0cb6c9b25db6277c8d25d0d43058..77fdcf7073e0ba138b5ff896b8771130f70ce571 100644 --- a/io_scene_3ds/import_3ds.py +++ b/io_scene_3ds/import_3ds.py @@ -339,7 +339,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): bmesh.polygons[fidx].material_index = mat_idx if uv_faces: - uvl = bmesh.uv_loop_layers.active.data[:] + uvl = bmesh.uv_layers.active.data[:] for fidx, pl in enumerate(bmesh.polygons): face = myContextMesh_facels[fidx] v1, v2, v3 = face