diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py index 70cf85a2473bc159de050e682de8cbd0c2769016..59bb37075ce731c48d1e459f88b5292b698bb685 100644 --- a/io_export_unreal_psk_psa.py +++ b/io_export_unreal_psk_psa.py @@ -1174,7 +1174,7 @@ def parse_animation(blender_scene, blender_armatures, psa_file): #these must be ordered in the order the bones will show up in the PSA file! ordered_bones = {} - ordered_bones = sorted((psa_file.UseBone(x.name), x) for x in pose_data.bones, key=operator.itemgetter(0)) + ordered_bones = sorted([(psa_file.UseBone(x.name), x) for x in pose_data.bones], key=operator.itemgetter(0)) ############################# # ORDERED FRAME, BONE diff --git a/io_import_scene_mhx.py b/io_import_scene_mhx.py index 92e2e817f1ac28c4b8dda3e2626234469abc71f4..5c6c7f8229bf69fa2a4e75e747189e6d4be27a04 100644 --- a/io_import_scene_mhx.py +++ b/io_import_scene_mhx.py @@ -1267,7 +1267,7 @@ def parseVertexGroup(ob, me, args, tokens): group = ob.vertex_groups.new(grpName) group.name = grpName loadedData['VertexGroup'][grpName] = group - ob.vertex_groups.assign(int(val[0]) for (key, val, sub) in tokens if key == 'wv', group, float(val[1]), 'REPLACE') + ob.vertex_groups.assign([int(val[0]) for (key, val, sub) in tokens if key == 'wv'], group, float(val[1]), 'REPLACE') return