diff --git a/io_import_scene_lwo.py b/io_import_scene_lwo.py
index 5c7bef7a3aecd639a67d18fc8e3b910a35648237..69fa27300d88b8cfe9a274ddbbab8b710db27d1a 100644
--- a/io_import_scene_lwo.py
+++ b/io_import_scene_lwo.py
@@ -16,8 +16,6 @@
 #
 # ##### END GPL LICENSE BLOCK #####
 
-# <pep8 compliant>
-
 bl_info= {
     "name": "Import LightWave Objects",
     "author": "Ken Nign (Ken9)",
diff --git a/io_import_scene_mhx.py b/io_import_scene_mhx.py
index 911d53b9c1477043df3f17958004fc44eb4efd0c..59d24494127216dda6496ce143e44d010cd1d47b 100644
--- a/io_import_scene_mhx.py
+++ b/io_import_scene_mhx.py
@@ -16,8 +16,6 @@
 #
 # ##### END GPL LICENSE BLOCK #####
 
-# <pep8 compliant>
-
 # Project Name:        MakeHuman
 # Product Home Page:   http://www.makehuman.org/
 # Code Home Page:      http://code.google.com/p/makehuman/
diff --git a/io_scene_3ds/export_3ds.py b/io_scene_3ds/export_3ds.py
index 5926506d12405904987dc984ac7a6046ad75f5bc..162e30de82f81bae895966e88e34e0974a637345 100644
--- a/io_scene_3ds/export_3ds.py
+++ b/io_scene_3ds/export_3ds.py
@@ -32,58 +32,58 @@ from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode.
 
 #Some of the chunks that we will export
 #----- Primary Chunk, at the beginning of each file
-PRIMARY= 0x4D4D
+PRIMARY = 0x4D4D
 
 #------ Main Chunks
-OBJECTINFO   =      0x3D3D      #This gives the version of the mesh and is found right before the material and object information
-VERSION      =      0x0002      #This gives the version of the .3ds file
-KFDATA       =      0xB000      #This is the header for all of the key frame info
+OBJECTINFO = 0x3D3D  # This gives the version of the mesh and is found right before the material and object information
+VERSION = 0x0002  # This gives the version of the .3ds file
+KFDATA = 0xB000  # This is the header for all of the key frame info
 
 #------ sub defines of OBJECTINFO
-MATERIAL=45055		#0xAFFF				// This stored the texture info
-OBJECT=16384		#0x4000				// This stores the faces, vertices, etc...
+MATERIAL = 45055  # 0xAFFF				// This stored the texture info
+OBJECT = 16384  # 0x4000				// This stores the faces, vertices, etc...
 
 #>------ sub defines of MATERIAL
-MATNAME    =      0xA000      # This holds the material name
-MATAMBIENT   =      0xA010      # Ambient color of the object/material
-MATDIFFUSE   =      0xA020      # This holds the color of the object/material
-MATSPECULAR   =      0xA030      # SPecular color of the object/material
-MATSHINESS   =      0xA040      # ??
-MATMAP       =      0xA200      # This is a header for a new material
-MATMAPFILE    =      0xA300      # This holds the file name of the texture
+MATNAME = 0xA000  # This holds the material name
+MATAMBIENT = 0xA010  # Ambient color of the object/material
+MATDIFFUSE = 0xA020  # This holds the color of the object/material
+MATSPECULAR = 0xA030  # SPecular color of the object/material
+MATSHINESS = 0xA040  # ??
+MATMAP = 0xA200  # This is a header for a new material
+MATMAPFILE = 0xA300  # This holds the file name of the texture
 
-RGB1=	0x0011
-RGB2=	0x0012
+RGB1 = 0x0011
+RGB2 = 0x0012
 
 #>------ sub defines of OBJECT
-OBJECT_MESH  =      0x4100      # This lets us know that we are reading a new object
-OBJECT_LIGHT =      0x4600      # This lets un know we are reading a light object
-OBJECT_CAMERA=      0x4700      # This lets un know we are reading a camera object
+OBJECT_MESH = 0x4100  # This lets us know that we are reading a new object
+OBJECT_LIGHT = 0x4600  # This lets un know we are reading a light object
+OBJECT_CAMERA = 0x4700  # This lets un know we are reading a camera object
 
 #>------ sub defines of CAMERA
-OBJECT_CAM_RANGES=   0x4720      # The camera range values
+OBJECT_CAM_RANGES = 0x4720      # The camera range values
 
 #>------ sub defines of OBJECT_MESH
-OBJECT_VERTICES =   0x4110      # The objects vertices
-OBJECT_FACES    =   0x4120      # The objects faces
-OBJECT_MATERIAL =   0x4130      # This is found if the object has a material, either texture map or color
-OBJECT_UV       =   0x4140      # The UV texture coordinates
-OBJECT_TRANS_MATRIX  =   0x4160 # The Object Matrix
+OBJECT_VERTICES = 0x4110  # The objects vertices
+OBJECT_FACES = 0x4120  # The objects faces
+OBJECT_MATERIAL = 0x4130  # This is found if the object has a material, either texture map or color
+OBJECT_UV = 0x4140  # The UV texture coordinates
+OBJECT_TRANS_MATRIX = 0x4160  # The Object Matrix
 
 #>------ sub defines of KFDATA
-KFDATA_KFHDR            = 0xB00A
-KFDATA_KFSEG            = 0xB008
-KFDATA_KFCURTIME        = 0xB009
-KFDATA_OBJECT_NODE_TAG  = 0xB002
+KFDATA_KFHDR = 0xB00A
+KFDATA_KFSEG = 0xB008
+KFDATA_KFCURTIME = 0xB009
+KFDATA_OBJECT_NODE_TAG = 0xB002
 
 #>------ sub defines of OBJECT_NODE_TAG
-OBJECT_NODE_ID          = 0xB030
-OBJECT_NODE_HDR         = 0xB010
-OBJECT_PIVOT            = 0xB013
-OBJECT_INSTANCE_NAME    = 0xB011
-POS_TRACK_TAG			= 0xB020
-ROT_TRACK_TAG			= 0xB021
-SCL_TRACK_TAG			= 0xB022
+OBJECT_NODE_ID = 0xB030
+OBJECT_NODE_HDR = 0xB010
+OBJECT_PIVOT = 0xB013
+OBJECT_INSTANCE_NAME = 0xB011
+POS_TRACK_TAG = 0xB020
+ROT_TRACK_TAG = 0xB021
+SCL_TRACK_TAG = 0xB022
 
 import struct
 
@@ -91,6 +91,8 @@ import struct
 # this is verry annoying for filenames!
 name_unique = []  # stores str, ascii only
 name_mapping = {}  # stores {orig: byte} mapping
+
+
 def sane_name(name):
     name_fixed = name_mapping.get(name)
     if name_fixed is not None:
@@ -102,62 +104,69 @@ def sane_name(name):
 
     while new_name in name_unique:
         new_name = new_name_clean + ".%.3d" % i
-        i+=1
+        i += 1
 
     # note, appending the 'str' version.
     name_unique.append(new_name)
     name_mapping[name] = new_name = new_name.encode("ASCII", "replace")
     return new_name
 
+
 def uv_key(uv):
     return round(uv[0], 6), round(uv[1], 6)
 
 # size defines:
 SZ_SHORT = 2
-SZ_INT   = 4
+SZ_INT = 4
 SZ_FLOAT = 4
 
+
 class _3ds_short(object):
     '''Class representing a short (2-byte integer) for a 3ds file.
     *** This looks like an unsigned short H is unsigned from the struct docs - Cam***'''
-    __slots__ = ('value', )
+    __slots__ = ("value", )
+
     def __init__(self, val=0):
         self.value = val
 
     def get_size(self):
         return SZ_SHORT
 
-    def write(self,file):
+    def write(self, file):
         file.write(struct.pack("<H", self.value))
 
     def __str__(self):
         return str(self.value)
 
+
 class _3ds_int(object):
     '''Class representing an int (4-byte integer) for a 3ds file.'''
-    __slots__ = ('value', )
+    __slots__ = ("value", )
+
     def __init__(self, val):
         self.value = val
 
     def get_size(self):
         return SZ_INT
 
-    def write(self,file):
+    def write(self, file):
         file.write(struct.pack("<I", self.value))
 
     def __str__(self):
         return str(self.value)
 
+
 class _3ds_float(object):
     '''Class representing a 4-byte IEEE floating point number for a 3ds file.'''
-    __slots__ = ('value', )
+    __slots__ = ("value", )
+
     def __init__(self, val):
-        self.value=val
+        self.value = val
 
     def get_size(self):
         return SZ_FLOAT
 
-    def write(self,file):
+    def write(self, file):
         file.write(struct.pack("<f", self.value))
 
     def __str__(self):
@@ -166,31 +175,34 @@ class _3ds_float(object):
 
 class _3ds_string(object):
     '''Class representing a zero-terminated string for a 3ds file.'''
-    __slots__ = ('value', )
+    __slots__ = ("value", )
+
     def __init__(self, val):
         assert(type(val) == bytes)
         self.value = val
 
     def get_size(self):
-        return (len(self.value)+1)
+        return (len(self.value) + 1)
 
-    def write(self,file):
-        binary_format = "<%ds" % (len(self.value)+1)
+    def write(self, file):
+        binary_format = "<%ds" % (len(self.value) + 1)
         file.write(struct.pack(binary_format, self.value))
 
     def __str__(self):
         return self.value
 
+
 class _3ds_point_3d(object):
     '''Class representing a three-dimensional point for a 3ds file.'''
-    __slots__ = 'x','y','z'
+    __slots__ = "x", "y", "z"
+
     def __init__(self, point):
         self.x, self.y, self.z = point
 
     def get_size(self):
-        return 3*SZ_FLOAT
+        return 3 * SZ_FLOAT
 
-    def write(self,file):
+    def write(self, file):
         file.write(struct.pack('<3f', self.x, self.y, self.z))
 
     def __str__(self):
@@ -200,7 +212,7 @@ class _3ds_point_3d(object):
 """
 class _3ds_point_4d(object):
     '''Class representing a four-dimensional point for a 3ds file, for instance a quaternion.'''
-    __slots__ = 'x','y','z','w'
+    __slots__ = "x","y","z","w"
     def __init__(self, point=(0.0,0.0,0.0,0.0)):
         self.x, self.y, self.z, self.w = point
 
@@ -215,76 +227,84 @@ class _3ds_point_4d(object):
         return '(%f, %f, %f, %f)' % (self.x, self.y, self.z, self.w)
 """
 
+
 class _3ds_point_uv(object):
     '''Class representing a UV-coordinate for a 3ds file.'''
-    __slots__ = ('uv', )
+    __slots__ = ("uv", )
+
     def __init__(self, point):
         self.uv = point
 
     def __cmp__(self, other):
-        return cmp(self.uv,other.uv)
+        return cmp(self.uv, other.uv)
 
     def get_size(self):
-        return 2*SZ_FLOAT
+        return 2 * SZ_FLOAT
 
-    def write(self,file):
-        data=struct.pack('<2f', self.uv[0], self.uv[1])
+    def write(self, file):
+        data = struct.pack('<2f', self.uv[0], self.uv[1])
         file.write(data)
 
     def __str__(self):
         return '(%g, %g)' % self.uv
 
+
 class _3ds_rgb_color(object):
     '''Class representing a (24-bit) rgb color for a 3ds file.'''
-    __slots__ = 'r','g','b'
+    __slots__ = "r", "g", "b"
+
     def __init__(self, col):
         self.r, self.g, self.b = col
 
     def get_size(self):
         return 3
 
-    def write(self,file):
-        file.write( struct.pack('<3B', int(255*self.r), int(255*self.g), int(255*self.b) ) )
-# 		file.write( struct.pack('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) )
+    def write(self, file):
+        file.write(struct.pack('<3B', int(255 * self.r), int(255 * self.g), int(255 * self.b)))
+# 		file.write(struct.pack('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) )
 
     def __str__(self):
         return '{%f, %f, %f}' % (self.r, self.g, self.b)
 
+
 class _3ds_face(object):
     '''Class representing a face for a 3ds file.'''
-    __slots__ = ('vindex', )
+    __slots__ = ("vindex", )
+
     def __init__(self, vindex):
         self.vindex = vindex
 
     def get_size(self):
-        return 4*SZ_SHORT
+        return 4 * SZ_SHORT
 
-    def write(self,file):
+    def write(self, file):
         # The last zero is only used by 3d studio
-        file.write(struct.pack("<4H", self.vindex[0],self.vindex[1], self.vindex[2], 0))
+        file.write(struct.pack("<4H", self.vindex[0], self.vindex[1], self.vindex[2], 0))
 
     def __str__(self):
-        return '[%d %d %d]' % (self.vindex[0],self.vindex[1], self.vindex[2])
+        return "[%d %d %d]" % (self.vindex[0], self.vindex[1], self.vindex[2])
+
 
 class _3ds_array(object):
     '''Class representing an array of variables for a 3ds file.
 
     Consists of a _3ds_short to indicate the number of items, followed by the items themselves.
     '''
-    __slots__ = 'values', 'size'
+    __slots__ = "values", "size"
+
     def __init__(self):
-        self.values=[]
-        self.size=SZ_SHORT
+        self.values = []
+        self.size = SZ_SHORT
 
     # add an item:
-    def add(self,item):
+    def add(self, item):
         self.values.append(item)
-        self.size+=item.get_size()
+        self.size += item.get_size()
 
     def get_size(self):
         return self.size
 
-    def write(self,file):
+    def write(self, file):
         _3ds_short(len(self.values)).write(file)
         #_3ds_int(len(self.values)).write(file)
         for value in self.values:
@@ -295,13 +315,15 @@ class _3ds_array(object):
     def __str__(self):
         return '(%d items)' % len(self.values)
 
+
 class _3ds_named_variable(object):
     '''Convenience class for named variables.'''
 
-    __slots__ = 'value', 'name'
+    __slots__ = "value", "name"
+
     def __init__(self, name, val=None):
-        self.name=name
-        self.value=val
+        self.name = name
+        self.value = val
 
     def get_size(self):
         if self.value is None:
@@ -313,12 +335,12 @@ class _3ds_named_variable(object):
         if self.value is not None:
             self.value.write(file)
 
-    def dump(self,indent):
+    def dump(self, indent):
         if self.value is not None:
-            spaces=""
+            spaces = ""
             for i in range(indent):
                 spaces += "  "
-            if (self.name!=""):
+            if (self.name != ""):
                 print(spaces, self.name, " = ", self.value)
             else:
                 print(spaces, "[unnamed]", " = ", self.value)
@@ -330,21 +352,22 @@ class _3ds_chunk(object):
 
     Chunks contain zero or more variables, followed by zero or more subchunks.
     '''
-    __slots__ = 'ID', 'size', 'variables', 'subchunks'
+    __slots__ = "ID", "size", "variables", "subchunks"
+
     def __init__(self, id=0):
-        self.ID=_3ds_short(id)
-        self.size=_3ds_int(0)
-        self.variables=[]
-        self.subchunks=[]
+        self.ID = _3ds_short(id)
+        self.size = _3ds_int(0)
+        self.variables = []
+        self.subchunks = []
 
     def set_ID(id):
-        self.ID=_3ds_short(id)
+        self.ID = _3ds_short(id)
 
     def add_variable(self, name, var):
         '''Add a named variable.
 
         The name is mostly for debugging purposes.'''
-        self.variables.append(_3ds_named_variable(name,var))
+        self.variables.append(_3ds_named_variable(name, var))
 
     def add_subchunk(self, chunk):
         '''Add a subchunk.'''
@@ -354,12 +377,12 @@ class _3ds_chunk(object):
         '''Calculate the size of the chunk and return it.
 
         The sizes of the variables and subchunks are used to determine this chunk\'s size.'''
-        tmpsize=self.ID.get_size()+self.size.get_size()
+        tmpsize = self.ID.get_size() + self.size.get_size()
         for variable in self.variables:
-            tmpsize+=variable.get_size()
+            tmpsize += variable.get_size()
         for subchunk in self.subchunks:
-            tmpsize+=subchunk.get_size()
-        self.size.value=tmpsize
+            tmpsize += subchunk.get_size()
+        self.size.value = tmpsize
         return self.size.value
 
     def write(self, file):
@@ -374,21 +397,19 @@ class _3ds_chunk(object):
         for subchunk in self.subchunks:
             subchunk.write(file)
 
-
     def dump(self, indent=0):
         '''Write the chunk to a file.
 
         Dump is used for debugging purposes, to dump the contents of a chunk to the standard output.
         Uses the dump function of the named variables and the subchunks to do the actual work.'''
-        spaces=""
+        spaces = ""
         for i in range(indent):
             spaces += "  "
         print(spaces, "ID=", hex(self.ID.value), "size=", self.get_size())
         for variable in self.variables:
-            variable.dump(indent+1)
+            variable.dump(indent + 1)
         for subchunk in self.subchunks:
-            subchunk.dump(indent+1)
-
+            subchunk.dump(indent + 1)
 
 
 ######################################################
@@ -443,51 +464,56 @@ def make_material_texture_chunk(id, images):
 
     return mat_sub
 
+
 def make_material_chunk(material, image):
     '''Make a material chunk out of a blender material.'''
     material_chunk = _3ds_chunk(MATERIAL)
     name = _3ds_chunk(MATNAME)
 
-    if material:	name_str = material.name
-    else:			name_str = 'None'
-    if image:	name_str += image.name
+    name_str = material.name if material else "None"
+
+    if image:
+        name_str += image.name
 
     name.add_variable("name", _3ds_string(sane_name(name_str)))
     material_chunk.add_subchunk(name)
 
     if not material:
-        material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0,0,0) ))
-        material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (.8, .8, .8) ))
-        material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1,1,1) ))
+        material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0, 0, 0)))
+        material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (.8, .8, .8)))
+        material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1, 1, 1)))
 
     else:
-        material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.ambient for a in material.diffuse_color] ))
+        material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a * material.ambient for a in material.diffuse_color]))
 # 		material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.amb for a in material.rgbCol] ))
         material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color))
 # 		material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.rgbCol))
         material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color))
 # 		material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specCol))
 
-        images = get_material_images(material) # can be None
-        if image: images.append(image)
+        images = get_material_images(material)  # can be None
+        if image:
+            images.append(image)
 
         if images:
             material_chunk.add_subchunk(make_material_texture_chunk(MATMAP, images))
 
     return material_chunk
 
+
 class tri_wrapper(object):
     '''Class representing a triangle.
 
     Used when converting faces to triangles'''
 
-    __slots__ = 'vertex_index', 'mat', 'image', 'faceuvs', 'offset'
-    def __init__(self, vindex=(0,0,0), mat=None, image=None, faceuvs=None):
-        self.vertex_index= vindex
-        self.mat= mat
-        self.image= image
-        self.faceuvs= faceuvs
-        self.offset= [0, 0, 0] # offset indices
+    __slots__ = "vertex_index", "mat", "image", "faceuvs", "offset"
+
+    def __init__(self, vindex=(0, 0, 0), mat=None, image=None, faceuvs=None):
+        self.vertex_index = vindex
+        self.mat = mat
+        self.image = image
+        self.faceuvs = faceuvs
+        self.offset = [0, 0, 0]  # offset indices
 
 
 def extract_triangles(mesh):
@@ -513,28 +539,29 @@ def extract_triangles(mesh):
             # f_uv =  (uf.uv1, uf.uv2, uf.uv3, uf.uv4) if face.vertices[3] else (uf.uv1, uf.uv2, uf.uv3)
 # 			f_uv = face.uv
             img = uf.image if uf else None
-# 			img = face.image
-            if img: img = img.name
+            if img is not None:
+                img = img.name
 
         # if f_v[3] == 0:
-        if len(f_v)==3:
+        if len(f_v) == 3:
             new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img)
 # 			new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
-            if (do_uv): new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
+            if (do_uv):
+                new_tri.faceuvs = uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
             tri_list.append(new_tri)
 
-        else: #it's a quad
+        else:  # it's a quad
             new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img)
 # 			new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
             new_tri_2 = tri_wrapper((f_v[0], f_v[2], f_v[3]), face.material_index, img)
 # 			new_tri_2 = tri_wrapper((f_v[0].index, f_v[2].index, f_v[3].index), face.mat, img)
 
             if (do_uv):
-                new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
-                new_tri_2.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[2]), uv_key(f_uv[3])
+                new_tri.faceuvs = uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
+                new_tri_2.faceuvs = uv_key(f_uv[0]), uv_key(f_uv[2]), uv_key(f_uv[3])
 
-            tri_list.append( new_tri )
-            tri_list.append( new_tri_2 )
+            tri_list.append(new_tri)
+            tri_list.append(new_tri_2)
 
     return tri_list
 
@@ -548,7 +575,7 @@ def remove_face_uv(verts, tri_list):
 
     # initialize a list of UniqueLists, one per vertex:
     #uv_list = [UniqueList() for i in xrange(len(verts))]
-    unique_uvs= [{} for i in range(len(verts))]
+    unique_uvs = [{} for i in range(len(verts))]
 
     # for each face uv coordinate, add it to the UniqueList of the vertex
     for tri in tri_list:
@@ -556,8 +583,8 @@ def remove_face_uv(verts, tri_list):
             # store the index into the UniqueList for future reference:
             # offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i])))
 
-            context_uv_vert= unique_uvs[tri.vertex_index[i]]
-            uvkey= tri.faceuvs[i]
+            context_uv_vert = unique_uvs[tri.vertex_index[i]]
+            uvkey = tri.faceuvs[i]
 
             offset_index__uv_3ds = context_uv_vert.get(uvkey)
 
@@ -566,8 +593,6 @@ def remove_face_uv(verts, tri_list):
 
             tri.offset[i] = offset_index__uv_3ds[0]
 
-
-
     # At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it
     # only once.
 
@@ -577,10 +602,10 @@ def remove_face_uv(verts, tri_list):
     vert_array = _3ds_array()
     uv_array = _3ds_array()
     index_list = []
-    for i,vert in enumerate(verts):
+    for i, vert in enumerate(verts):
         index_list.append(vert_index)
 
-        pt = _3ds_point_3d(vert.co) # reuse, should be ok
+        pt = _3ds_point_3d(vert.co)  # reuse, should be ok
         uvmap = [None] * len(unique_uvs[i])
         for ii, uv_3ds in unique_uvs[i].values():
             # add a vertex duplicate to the vertex_array for every uv associated with this vertex:
@@ -601,11 +626,12 @@ def remove_face_uv(verts, tri_list):
     # Make sure the triangle vertex indices now refer to the new vertex list:
     for tri in tri_list:
         for i in range(3):
-            tri.offset[i]+=index_list[tri.vertex_index[i]]
-        tri.vertex_index= tri.offset
+            tri.offset[i] += index_list[tri.vertex_index[i]]
+        tri.vertex_index = tri.offset
 
     return vert_array, uv_array, tri_list
 
+
 def make_faces_chunk(tri_list, mesh, materialDict):
     '''Make a chunk for the faces.
 
@@ -618,79 +644,79 @@ def make_faces_chunk(tri_list, mesh, materialDict):
     face_chunk = _3ds_chunk(OBJECT_FACES)
     face_list = _3ds_array()
 
-
-    if len(mesh.uv_textures):
-# 	if mesh.faceUV:
+    if mesh.uv_textures:
         # Gather materials used in this mesh - mat/image pairs
         unique_mats = {}
-        for i,tri in enumerate(tri_list):
+        for i, tri in enumerate(tri_list):
 
             face_list.add(_3ds_face(tri.vertex_index))
 
             if materials:
                 mat = materials[tri.mat]
-                if mat: mat = mat.name
+                if mat:
+                    mat = mat.name
 
             img = tri.image
 
             try:
                 context_mat_face_array = unique_mats[mat, img][1]
             except:
-
-                if mat:	name_str = mat
-                else:	name_str = 'None'
-                if img: name_str += img
+                name_str = mat if mat else "None"
+                if img:
+                    name_str += img
 
                 context_mat_face_array = _3ds_array()
                 unique_mats[mat, img] = _3ds_string(sane_name(name_str)), context_mat_face_array
 
-
             context_mat_face_array.add(_3ds_short(i))
             # obj_material_faces[tri.mat].add(_3ds_short(i))
 
         face_chunk.add_variable("faces", face_list)
         for mat_name, mat_faces in unique_mats.values():
-            obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL)
+            obj_material_chunk = _3ds_chunk(OBJECT_MATERIAL)
             obj_material_chunk.add_variable("name", mat_name)
             obj_material_chunk.add_variable("face_list", mat_faces)
             face_chunk.add_subchunk(obj_material_chunk)
 
     else:
 
-        obj_material_faces=[]
-        obj_material_names=[]
+        obj_material_faces = []
+        obj_material_names = []
         for m in materials:
             if m:
                 obj_material_names.append(_3ds_string(sane_name(m.name)))
                 obj_material_faces.append(_3ds_array())
         n_materials = len(obj_material_names)
 
-        for i,tri in enumerate(tri_list):
+        for i, tri in enumerate(tri_list):
             face_list.add(_3ds_face(tri.vertex_index))
             if (tri.mat < n_materials):
                 obj_material_faces[tri.mat].add(_3ds_short(i))
 
         face_chunk.add_variable("faces", face_list)
         for i in range(n_materials):
-            obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL)
+            obj_material_chunk = _3ds_chunk(OBJECT_MATERIAL)
             obj_material_chunk.add_variable("name", obj_material_names[i])
             obj_material_chunk.add_variable("face_list", obj_material_faces[i])
             face_chunk.add_subchunk(obj_material_chunk)
 
     return face_chunk
 
+
 def make_vert_chunk(vert_array):
     '''Make a vertex chunk out of an array of vertices.'''
     vert_chunk = _3ds_chunk(OBJECT_VERTICES)
-    vert_chunk.add_variable("vertices",vert_array)
+    vert_chunk.add_variable("vertices", vert_array)
     return vert_chunk
 
+
 def make_uv_chunk(uv_array):
     '''Make a UV chunk out of an array of UVs.'''
     uv_chunk = _3ds_chunk(OBJECT_UV)
     uv_chunk.add_variable("uv coords", uv_array)
     return uv_chunk
 
+
 def make_mesh_chunk(mesh, materialDict):
     '''Make a chunk out of a Blender mesh.'''
 
@@ -906,7 +932,6 @@ def save(operator, context, filepath="",
     mesh_objects = []
     scene = context.scene
 
-
     if use_selection:
         objects = (ob for ob in scene.objects if ob.is_visible(scene) and ob.select)
     else:
@@ -950,22 +975,18 @@ def save(operator, context, filepath="",
                             if mat_index >= mat_ls_len:
                                 mat_index = f.mat = 0
                             mat = mat_ls[mat_index]
-                            if mat:	mat_name = mat.name
-                            else:	mat_name = None
+                            mat_name = None if mat is None else mat.name
                         # else there already set to none
 
                         img = uf.image
-# 						img = f.image
-                        if img:	img_name = img.name
-                        else:	img_name = None
-
-                        materialDict.setdefault((mat_name, img_name), (mat, img) )
+                        img_name = None if img is None else img.name
 
+                        materialDict.setdefault((mat_name, img_name), (mat, img))
 
                 else:
                     for mat in mat_ls:
-                        if mat: # material may be None so check its not.
-                            materialDict.setdefault((mat.name, None), (mat, None) )
+                        if mat:  # material may be None so check its not.
+                            materialDict.setdefault((mat.name, None), (mat, None))
 
                     # Why 0 Why!
                     for f in data.faces:
@@ -977,7 +998,6 @@ def save(operator, context, filepath="",
         if free:
             free_derived_objects(ob)
 
-
     # Make material chunks for all materials used in the meshes:
     for mat_and_image in materialDict.values():
         object_info.add_subchunk(make_material_chunk(mat_and_image[0], mat_and_image[1]))
@@ -1012,7 +1032,7 @@ def save(operator, context, filepath="",
             bpy.data.meshes.remove(blender_mesh)
 # 		blender_mesh.vertices = None
 
-        i+=i
+        i += i
 
     # Create chunks for all empties:
     ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
diff --git a/io_scene_3ds/import_3ds.py b/io_scene_3ds/import_3ds.py
index 34dc370d57973c1efc7a0a84f81bc1e777fa561f..856698a7d69904dbf405f56d6c04e6fd2f9ecb21 100644
--- a/io_scene_3ds/import_3ds.py
+++ b/io_scene_3ds/import_3ds.py
@@ -39,43 +39,43 @@ BOUNDS_3DS = []
 
 #Some of the chunks that we will see
 #----- Primary Chunk, at the beginning of each file
-PRIMARY = int('0x4D4D',16)
+PRIMARY = 0x4D4D
 
 #------ Main Chunks
-OBJECTINFO   =     0x3D3D      #This gives the version of the mesh and is found right before the material and object information
-VERSION      =     0x0002      #This gives the version of the .3ds file
-EDITKEYFRAME=      0xB000      #This is the header for all of the key frame info
+OBJECTINFO = 0x3D3D  # This gives the version of the mesh and is found right before the material and object information
+VERSION = 0x0002  # This gives the version of the .3ds file
+EDITKEYFRAME = 0xB000  # This is the header for all of the key frame info
 
 #------ sub defines of OBJECTINFO
-MATERIAL = 45055		#0xAFFF				// This stored the texture info
-OBJECT = 16384		#0x4000				// This stores the faces, vertices, etc...
+MATERIAL = 0xAFFF  # This stored the texture info
+OBJECT = 0x4000  # This stores the faces, vertices, etc...
 
 #>------ sub defines of MATERIAL
 #------ sub defines of MATERIAL_BLOCK
-MAT_NAME		=	0xA000	# This holds the material name
-MAT_AMBIENT		=	0xA010	# Ambient color of the object/material
-MAT_DIFFUSE		=	0xA020	# This holds the color of the object/material
-MAT_SPECULAR	=	0xA030	# SPecular color of the object/material
-MAT_SHINESS		=	0xA040	# ??
-MAT_TRANSPARENCY=	0xA050	# Transparency value of material
-MAT_SELF_ILLUM	=	0xA080	# Self Illumination value of material
-MAT_WIRE		=	0xA085	# Only render's wireframe
-
-MAT_TEXTURE_MAP	=	0xA200	# This is a header for a new texture map
-MAT_SPECULAR_MAP=	0xA204	# This is a header for a new specular map
-MAT_OPACITY_MAP	=	0xA210	# This is a header for a new opacity map
-MAT_REFLECTION_MAP=	0xA220	# This is a header for a new reflection map
-MAT_BUMP_MAP	=	0xA230	# This is a header for a new bump map
-MAT_MAP_FILEPATH =  0xA300  # This holds the file name of the texture
-
-MAT_FLOAT_COLOR = 0x0010  #color defined as 3 floats
-MAT_24BIT_COLOR	= 0x0011  #color defined as 3 bytes
+MAT_NAME = 0xA000  # This holds the material name
+MAT_AMBIENT = 0xA010  # Ambient color of the object/material
+MAT_DIFFUSE = 0xA020  # This holds the color of the object/material
+MAT_SPECULAR = 0xA030  # SPecular color of the object/material
+MAT_SHINESS = 0xA040  # ??
+MAT_TRANSPARENCY = 0xA050  # Transparency value of material
+MAT_SELF_ILLUM = 0xA080  # Self Illumination value of material
+MAT_WIRE = 0xA085  # Only render's wireframe
+
+MAT_TEXTURE_MAP = 0xA200  # This is a header for a new texture map
+MAT_SPECULAR_MAP = 0xA204  # This is a header for a new specular map
+MAT_OPACITY_MAP = 0xA210  # This is a header for a new opacity map
+MAT_REFLECTION_MAP = 0xA220  # This is a header for a new reflection map
+MAT_BUMP_MAP = 0xA230  # This is a header for a new bump map
+MAT_MAP_FILEPATH = 0xA300  # This holds the file name of the texture
+
+MAT_FLOAT_COLOR = 0x0010  # color defined as 3 floats
+MAT_24BIT_COLOR = 0x0011  # color defined as 3 bytes
 
 #>------ sub defines of OBJECT
-OBJECT_MESH  =      0x4100      # This lets us know that we are reading a new object
-OBJECT_LAMP =      0x4600      # This lets un know we are reading a light object
-OBJECT_LAMP_SPOT = 0x4610		# The light is a spotloght.
-OBJECT_LAMP_OFF = 0x4620		# The light off.
+OBJECT_MESH = 0x4100  # This lets us know that we are reading a new object
+OBJECT_LAMP = 0x4600  # This lets un know we are reading a light object
+OBJECT_LAMP_SPOT = 0x4610  # The light is a spotloght.
+OBJECT_LAMP_OFF = 0x4620  # The light off.
 OBJECT_LAMP_ATTENUATE = 0x4625
 OBJECT_LAMP_RAYSHADE = 0x4627
 OBJECT_LAMP_SHADOWED = 0x4630
@@ -95,51 +95,49 @@ OBJECT_LAMP_OUTER_RANGE = 0x465A
 OBJECT_LAMP_MULTIPLIER = 0x465B
 OBJECT_LAMP_AMBIENT_LIGHT = 0x4680
 
-
-
-OBJECT_CAMERA=      0x4700      # This lets un know we are reading a camera object
+OBJECT_CAMERA = 0x4700  # This lets un know we are reading a camera object
 
 #>------ sub defines of CAMERA
-OBJECT_CAM_RANGES=   0x4720      # The camera range values
+OBJECT_CAM_RANGES = 0x4720  # The camera range values
 
 #>------ sub defines of OBJECT_MESH
-OBJECT_VERTICES =   0x4110      # The objects vertices
-OBJECT_FACES    =   0x4120      # The objects faces
-OBJECT_MATERIAL =   0x4130      # This is found if the object has a material, either texture map or color
-OBJECT_UV       =   0x4140      # The UV texture coordinates
-OBJECT_TRANS_MATRIX  =   0x4160 # The Object Matrix
+OBJECT_VERTICES = 0x4110  # The objects vertices
+OBJECT_FACES = 0x4120  # The objects faces
+OBJECT_MATERIAL = 0x4130  # This is found if the object has a material, either texture map or color
+OBJECT_UV = 0x4140  # The UV texture coordinates
+OBJECT_TRANS_MATRIX = 0x4160  # The Object Matrix
 
 #>------ sub defines of EDITKEYFRAME
-ED_KEY_AMBIENT_NODE        =   0xB001
-ED_KEY_OBJECT_NODE         =   0xB002
-ED_KEY_CAMERA_NODE         =   0xB003
-ED_KEY_TARGET_NODE         =   0xB004
-ED_KEY_LIGHT_NODE          =   0xB005
-ED_KEY_L_TARGET_NODE       =   0xB006  
-ED_KEY_SPOTLIGHT_NODE      =   0xB007
+ED_KEY_AMBIENT_NODE = 0xB001
+ED_KEY_OBJECT_NODE = 0xB002
+ED_KEY_CAMERA_NODE = 0xB003
+ED_KEY_TARGET_NODE = 0xB004
+ED_KEY_LIGHT_NODE = 0xB005
+ED_KEY_L_TARGET_NODE = 0xB006
+ED_KEY_SPOTLIGHT_NODE = 0xB007
 #>------ sub defines of ED_KEY_OBJECT_NODE
-# EK_OB_KEYFRAME_SEG        =   0xB008
-# EK_OB_KEYFRAME_CURTIME    =   0xB009
-# EK_OB_KEYFRAME_HEADER     =   0xB00A
-EK_OB_NODE_HEADER         =   0xB010
-EK_OB_INSTANCE_NAME       =   0xB011
-# EK_OB_PRESCALE            =   0xB012
-EK_OB_PIVOT               =   0xB013
-# EK_OB_BOUNDBOX            =   0xB014
-# EK_OB_MORPH_SMOOTH        =   0xB015
-EK_OB_POSITION_TRACK      =   0xB020
-EK_OB_ROTATION_TRACK      =   0xB021
-EK_OB_SCALE_TRACK         =   0xB022
-# EK_OB_CAMERA_FOV_TRACK =       0xB023
-# EK_OB_CAMERA_ROLL_TRACK   =   0xB024
-# EK_OB_COLOR_TRACK         =   0xB025
-# EK_OB_MORPH_TRACK         =   0xB026
-# EK_OB_HOTSPOT_TRACK       =   0xB027
-# EK_OB_FALLOF_TRACK        =   0xB028
-# EK_OB_HIDE_TRACK          =   0xB029
-# EK_OB_NODE_ID             =   0xB030
-
-ROOT_OBJECT         =   0xFFFF
+# EK_OB_KEYFRAME_SEG = 0xB008
+# EK_OB_KEYFRAME_CURTIME = 0xB009
+# EK_OB_KEYFRAME_HEADER = 0xB00A
+EK_OB_NODE_HEADER = 0xB010
+EK_OB_INSTANCE_NAME = 0xB011
+# EK_OB_PRESCALE = 0xB012
+EK_OB_PIVOT = 0xB013
+# EK_OB_BOUNDBOX =   0xB014
+# EK_OB_MORPH_SMOOTH = 0xB015
+EK_OB_POSITION_TRACK = 0xB020
+EK_OB_ROTATION_TRACK = 0xB021
+EK_OB_SCALE_TRACK = 0xB022
+# EK_OB_CAMERA_FOV_TRACK = 0xB023
+# EK_OB_CAMERA_ROLL_TRACK = 0xB024
+# EK_OB_COLOR_TRACK = 0xB025
+# EK_OB_MORPH_TRACK = 0xB026
+# EK_OB_HOTSPOT_TRACK = 0xB027
+# EK_OB_FALLOF_TRACK = 0xB028
+# EK_OB_HIDE_TRACK = 0xB029
+# EK_OB_NODE_ID = 0xB030
+
+ROOT_OBJECT = 0xFFFF
 
 global scn
 scn = None
@@ -155,7 +153,7 @@ class chunk:
     bytes_read = 0
 
     #we don't read in the bytes_read, we compute that
-    binary_format='<HI'
+    binary_format = "<HI"
 
     def __init__(self):
         self.ID = 0
@@ -168,6 +166,7 @@ class chunk:
         print('length: ', self.length)
         print('bytes_read: ', self.bytes_read)
 
+
 def read_chunk(file, chunk):
     temp_data = file.read(struct.calcsize(chunk.binary_format))
     data = struct.unpack(chunk.binary_format, temp_data)
@@ -179,6 +178,7 @@ def read_chunk(file, chunk):
     #if debugging
     #chunk.dump()
 
+
 def read_string(file):
     #read in the characters till we get a null character
     s = b''
@@ -196,6 +196,8 @@ def read_string(file):
 ######################################################
 # IMPORT
 ######################################################
+
+
 def process_next_object_chunk(file, previous_chunk):
     new_chunk = chunk()
     temp_chunk = chunk()
@@ -204,9 +206,10 @@ def process_next_object_chunk(file, previous_chunk):
         #read the next chunk
         read_chunk(file, new_chunk)
 
+
 def skip_to_end(file, skip_chunk):
     buffer_size = skip_chunk.length - skip_chunk.bytes_read
-    binary_format='%ic' % buffer_size
+    binary_format = "%ic" % buffer_size
     temp_data = file.read(struct.calcsize(binary_format))
     skip_chunk.bytes_read += buffer_size
 
@@ -239,14 +242,14 @@ def add_texture_to_material(image, texture, material, mapto):
 def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
     #print previous_chunk.bytes_read, 'BYTES READ'
     contextObName = None
-    contextLamp = [None, None] # object, Data
+    contextLamp = [None, None]  # object, Data
     contextMaterial = None
-    contextMatrix_rot = None # Blender.mathutils.Matrix(); contextMatrix.identity()
+    contextMatrix_rot = None  # Blender.mathutils.Matrix(); contextMatrix.identity()
     #contextMatrix_tx = None # Blender.mathutils.Matrix(); contextMatrix.identity()
-    contextMesh_vertls = None # flat array: (verts * 3)
+    contextMesh_vertls = None  # flat array: (verts * 3)
     contextMesh_facels = None
-    contextMeshMaterials = {} # matname:[face_idxs]
-    contextMeshUV = None # flat array (verts * 2)
+    contextMeshMaterials = {}  # matname:[face_idxs]
+    contextMeshUV = None  # flat array (verts * 2)
 
     TEXTURE_DICT = {}
     MATDICT = {}
@@ -264,10 +267,10 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
     # STRUCT_SIZE_4x3MAT = calcsize('ffffffffffff')
     # print STRUCT_SIZE_4x3MAT, ' STRUCT_SIZE_4x3MAT'
     # only init once
-    object_list = [] # for hierarchy
-    object_parent = [] # index of parent in hierarchy, 0xFFFF = no parent
-    pivot_list = [] # pivots with hierarchy handling
-    
+    object_list = []  # for hierarchy
+    object_parent = []  # index of parent in hierarchy, 0xFFFF = no parent
+    pivot_list = []  # pivots with hierarchy handling
+
     def putContextMesh(myContextMesh_vertls, myContextMesh_facels, myContextMeshMaterials):
         bmesh = bpy.data.meshes.new(contextObName)
 
@@ -276,15 +279,15 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
 
         if myContextMesh_vertls:
 
-            bmesh.vertices.add(len(myContextMesh_vertls)//3)
+            bmesh.vertices.add(len(myContextMesh_vertls) // 3)
             bmesh.faces.add(len(myContextMesh_facels))
             bmesh.vertices.foreach_set("co", myContextMesh_vertls)
-            
+
             eekadoodle_faces = []
             for v1, v2, v3 in myContextMesh_facels:
                 eekadoodle_faces.extend([v3, v1, v2, 0] if v3 == 0 else [v1, v2, v3, 0])
             bmesh.faces.foreach_set("vertices_raw", eekadoodle_faces)
-            
+
             if bmesh.faces and contextMeshUV:
                 bmesh.uv_textures.new()
                 uv_faces = bmesh.uv_textures.active.data[:]
@@ -298,7 +301,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
                     bmat = MATDICT[matName][1]
                     img = TEXTURE_DICT.get(bmat.name)
 
-                bmesh.materials.append(bmat) # can be None
+                bmesh.materials.append(bmat)  # can be None
 
                 if uv_faces  and img:
                     for fidx in faces:
@@ -309,16 +312,16 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
                 else:
                     for fidx in faces:
                         bmesh.faces[fidx].material_index = mat_idx
-                
+
             if uv_faces:
                 for fidx, uf in enumerate(uv_faces):
                     face = myContextMesh_facels[fidx]
                     v1, v2, v3 = face
-                    
+
                     # eekadoodle
                     if v3 == 0:
                         v1, v2, v3 = v3, v1, v2
-                    
+
                     uf.uv1 = contextMeshUV[v1 * 2:(v1 * 2) + 2]
                     uf.uv2 = contextMeshUV[v2 * 2:(v2 * 2) + 2]
                     uf.uv3 = contextMeshUV[v3 * 2:(v3 * 2) + 2]
@@ -330,12 +333,12 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
         ob = bpy.data.objects.new(contextObName, bmesh)
         object_dictionary[contextObName] = ob
         SCN.objects.link(ob)
-        
+
         '''
         if contextMatrix_tx:
             ob.setMatrix(contextMatrix_tx)
         '''
-        
+
         if contextMatrix_rot:
             ob.matrix_local = contextMatrix_rot
             object_matrix[ob] = contextMatrix_rot.copy()
@@ -356,7 +359,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
     def read_byte_color(temp_chunk):
         temp_data = file.read(struct.calcsize('3B'))
         temp_chunk.bytes_read += 3
-        return [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
+        return [float(col) / 255 for col in struct.unpack('<3B', temp_data)]  # data [0,1,2] == rgb
 
     def read_texture(new_chunk, temp_chunk, name, mapto):
         new_texture = bpy.data.textures.new(name, type='IMAGE')
@@ -369,7 +372,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
             if (temp_chunk.ID == MAT_MAP_FILEPATH):
                 texture_name, read_str_len = read_string(file)
                 img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
-                new_chunk.bytes_read += read_str_len #plus one for the null character that gets removed
+                new_chunk.bytes_read += read_str_len  # plus one for the null character that gets removed
 
             else:
                 skip_to_end(file, temp_chunk)
@@ -397,7 +400,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
             #it's an unsigned short (H)
             temp_data = file.read(struct.calcsize('I'))
             version = struct.unpack('<I', temp_data)[0]
-            new_chunk.bytes_read += 4 #read the 4 bytes for the version number
+            new_chunk.bytes_read += 4  # read the 4 bytes for the version number
             #this loader works with version 3 and below, but may not with 4 and above
             if (version > 3):
                 print('\tNon-Fatal Error:  Version greater than 3, may not load correctly: ', version)
@@ -416,10 +419,11 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
 
             if CreateBlenderObject:
                 putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
-                contextMesh_vertls = []; contextMesh_facels = []
+                contextMesh_vertls = []
+                contextMesh_facels = []
 
                 ## preparando para receber o proximo objeto
-                contextMeshMaterials = {} # matname:[face_idxs]
+                contextMeshMaterials = {}  # matname:[face_idxs]
                 contextMeshUV = None
                 #contextMesh.vertexUV = 1 # Make sticky coords.
                 # Reset matrix
@@ -447,8 +451,8 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
             #plus one for the null character that ended the string
             new_chunk.bytes_read += read_str_len
 
-            contextMaterial.name = material_name.rstrip() # remove trailing  whitespace
-            MATDICT[material_name]= (contextMaterial.name, contextMaterial)
+            contextMaterial.name = material_name.rstrip()  # remove trailing  whitespace
+            MATDICT[material_name] = (contextMaterial.name, contextMaterial)
 
         elif (new_chunk.ID == MAT_AMBIENT):
             #print 'elif (new_chunk.ID == MAT_AMBIENT):'
@@ -522,15 +526,14 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
             temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
 
             temp_chunk.bytes_read += 2
-            contextMaterial.alpha = 1-(float(struct.unpack('<H', temp_data)[0])/100)
+            contextMaterial.alpha = 1 - (float(struct.unpack('<H', temp_data)[0]) / 100)
             new_chunk.bytes_read += temp_chunk.bytes_read
 
-
-        elif (new_chunk.ID == OBJECT_LAMP): # Basic lamp support.
+        elif (new_chunk.ID == OBJECT_LAMP):  # Basic lamp support.
 
             temp_data = file.read(STRUCT_SIZE_3FLOAT)
 
-            x,y,z = struct.unpack('<3f', temp_data)
+            x, y, z = struct.unpack('<3f', temp_data)
             new_chunk.bytes_read += STRUCT_SIZE_3FLOAT
 
             # no lamp in dict that would be confusing
@@ -566,7 +569,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
             contextMesh_vertls = struct.unpack('<%df' % (num_verts * 3), file.read(STRUCT_SIZE_3FLOAT * num_verts))
             new_chunk.bytes_read += STRUCT_SIZE_3FLOAT * num_verts
             # dummyvert is not used atm!
-            
+
             #print 'object verts: bytes read: ', new_chunk.bytes_read
 
         elif (new_chunk.ID == OBJECT_FACES):
@@ -578,24 +581,23 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
 
             # print '\ngetting a face'
             temp_data = file.read(STRUCT_SIZE_4UNSIGNED_SHORT * num_faces)
-            new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT * num_faces #4 short ints x 2 bytes each
+            new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT * num_faces  # 4 short ints x 2 bytes each
             contextMesh_facels = struct.unpack('<%dH' % (num_faces * 4), temp_data)
             contextMesh_facels = [contextMesh_facels[i - 3:i] for i in range(3, (num_faces * 4) + 3, 4)]
 
         elif (new_chunk.ID == OBJECT_MATERIAL):
             # print 'elif (new_chunk.ID == OBJECT_MATERIAL):'
             material_name, read_str_len = read_string(file)
-            new_chunk.bytes_read += read_str_len # remove 1 null character.
+            new_chunk.bytes_read += read_str_len  # remove 1 null character.
 
             temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
             num_faces_using_mat = struct.unpack('<H', temp_data)[0]
             new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
 
-            
             temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * num_faces_using_mat)
             new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * num_faces_using_mat
 
-            contextMeshMaterials[material_name]= struct.unpack("<%dH" % (num_faces_using_mat), temp_data)
+            contextMeshMaterials[material_name] = struct.unpack("<%dH" % (num_faces_using_mat), temp_data)
 
             #look up the material in all the materials
 
@@ -611,7 +613,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
         elif (new_chunk.ID == OBJECT_TRANS_MATRIX):
             # How do we know the matrix size? 54 == 4x4 48 == 4x3
             temp_data = file.read(STRUCT_SIZE_4x3MAT)
-            data = list( struct.unpack('<ffffffffffff', temp_data)  )
+            data = list(struct.unpack('<ffffffffffff', temp_data))
             new_chunk.bytes_read += STRUCT_SIZE_4x3MAT
 
             contextMatrix_rot = mathutils.Matrix((data[:3] + [0], \
@@ -629,7 +631,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
                 img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
 # 				img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILEPATH, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)
 
-            new_chunk.bytes_read += read_str_len #plus one for the null character that gets removed
+            new_chunk.bytes_read += read_str_len  # plus one for the null character that gets removed
         elif new_chunk.ID == EDITKEYFRAME:
             pass
 
@@ -647,7 +649,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
             object_name, read_str_len = read_string(file)
             new_chunk.bytes_read += read_str_len
             temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 2)
-            new_chunk.bytes_read += 4			
+            new_chunk.bytes_read += 4
             temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
             hierarchy = struct.unpack('<H', temp_data)[0]
             new_chunk.bytes_read += 2
@@ -655,8 +657,8 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
             child = object_dictionary.get(object_name)
 
             if child is None:
-                child = bpy.data.objects.new(object_name, None) # create an empty object
-                SCN.objects.link(child)			
+                child = bpy.data.objects.new(object_name, None)  # create an empty object
+                SCN.objects.link(child)
 
             object_list.append(child)
             object_parent.append(hierarchy)
@@ -670,13 +672,13 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
             new_chunk.bytes_read += read_str_len
             # print("new instance object:", object_name)
 
-        elif new_chunk.ID == EK_OB_PIVOT: # translation
+        elif new_chunk.ID == EK_OB_PIVOT:  # translation
                 temp_data = file.read(STRUCT_SIZE_3FLOAT)
                 pivot = struct.unpack('<3f', temp_data)
                 new_chunk.bytes_read += STRUCT_SIZE_3FLOAT
-                pivot_list[len(pivot_list)-1] = mathutils.Vector(pivot)
+                pivot_list[len(pivot_list) - 1] = mathutils.Vector(pivot)
 
-        elif new_chunk.ID == EK_OB_POSITION_TRACK: # translation
+        elif new_chunk.ID == EK_OB_POSITION_TRACK:  # translation
             new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 5
             temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 5)
             temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
@@ -695,7 +697,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
                 if nframe == 0:
                     child.location = loc
 
-        elif new_chunk.ID == EK_OB_ROTATION_TRACK: # rotation
+        elif new_chunk.ID == EK_OB_ROTATION_TRACK:  # rotation
             new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 5
             temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 5)
             temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
@@ -709,12 +711,12 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
                 temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 2)
                 new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 2
                 temp_data = file.read(STRUCT_SIZE_4FLOAT)
-                rad,axis_x,axis_y,axis_z = struct.unpack('<4f', temp_data)
+                rad, axis_x, axis_y, axis_z = struct.unpack("<4f", temp_data)
                 new_chunk.bytes_read += STRUCT_SIZE_4FLOAT
                 if nframe == 0:
                     child.rotation_euler = mathutils.Quaternion((axis_x, axis_y, axis_z), -rad).to_euler()   # why negative?
 
-        elif new_chunk.ID == EK_OB_SCALE_TRACK: # translation
+        elif new_chunk.ID == EK_OB_SCALE_TRACK:  # translation
             new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 5
             temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 5)
             temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
@@ -733,15 +735,14 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
                 if nframe == 0:
                     child.scale = sca
 
-        else: #(new_chunk.ID!=VERSION or new_chunk.ID!=OBJECTINFO or new_chunk.ID!=OBJECT or new_chunk.ID!=MATERIAL):
+        else:  # (new_chunk.ID!=VERSION or new_chunk.ID!=OBJECTINFO or new_chunk.ID!=OBJECT or new_chunk.ID!=MATERIAL):
             # print 'skipping to end of this chunk'
             #print("unknown chunk: "+hex(new_chunk.ID))
             buffer_size = new_chunk.length - new_chunk.bytes_read
-            binary_format='%ic' % buffer_size
+            binary_format = "%ic" % buffer_size
             temp_data = file.read(struct.calcsize(binary_format))
             new_chunk.bytes_read += buffer_size
 
-
         #update the previous chunk bytes read
         # print 'previous_chunk.bytes_read += new_chunk.bytes_read'
         # print previous_chunk.bytes_read, new_chunk.bytes_read
@@ -753,8 +754,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
     if CreateBlenderObject:
         putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
 
-
-    # Assign parents to objects    
+    # Assign parents to objects
     for ind, ob in enumerate(object_list):
         parent = object_parent[ind]
         if parent == ROOT_OBJECT:
@@ -764,7 +764,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
             # pivot_list[ind] += pivot_list[parent]  # XXX, not sure this is correct, should parent space matrix be applied before combining?
     # fix pivots
     for ind, ob in enumerate(object_list):
-        if ob.type == 'MESH': 
+        if ob.type == 'MESH':
             pivot = pivot_list[ind]
             pivot_matrix = object_matrix.get(ob, mathutils.Matrix())  # unlikely to fail
             pivot_matrix = mathutils.Matrix.Translation(-pivot * pivot_matrix.to_3x3())
@@ -790,40 +790,15 @@ def load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True,
     #here we go!
     # print 'reading the first chunk'
     read_chunk(file, current_chunk)
-    if (current_chunk.ID!=PRIMARY):
+    if (current_chunk.ID != PRIMARY):
         print('\tFatal Error:  Not a valid 3ds file: %r' % filepath)
         file.close()
         return
 
-
-    # IMPORT_AS_INSTANCE = Blender.Draw.Create(0)
-# 	IMPORT_CONSTRAIN_BOUNDS = Blender.Draw.Create(10.0)
-# 	IMAGE_SEARCH = Blender.Draw.Create(1)
-# 	APPLY_MATRIX = Blender.Draw.Create(0)
-
-    # Get USER Options
-# 	pup_block = [\
-# 	('Size Constraint:', IMPORT_CONSTRAIN_BOUNDS, 0.0, 1000.0, 'Scale the model by 10 until it reacehs the size constraint. Zero Disables.'),\
-# 	('Image Search', IMAGE_SEARCH, 'Search subdirs for any assosiated images (Warning, may be slow)'),\
-# 	('Transform Fix', APPLY_MATRIX, 'Workaround for object transformations importing incorrectly'),\
-# 	#('Group Instance', IMPORT_AS_INSTANCE, 'Import objects into a new scene and group, creating an instance in the current scene.'),\
-# 	]
-
-# 	if PREF_UI:
-# 		if not Blender.Draw.PupBlock('Import 3DS...', pup_block):
-# 			return
-
-# 	Blender.Window.WaitCursor(1)
-
-# 	IMPORT_CONSTRAIN_BOUNDS = IMPORT_CONSTRAIN_BOUNDS.val
-# 	# IMPORT_AS_INSTANCE = IMPORT_AS_INSTANCE.val
-# 	IMAGE_SEARCH = IMAGE_SEARCH.val
-# 	APPLY_MATRIX = APPLY_MATRIX.val
-
     if IMPORT_CONSTRAIN_BOUNDS:
-        BOUNDS_3DS[:]= [1<<30, 1<<30, 1<<30, -1<<30, -1<<30, -1<<30]
+        BOUNDS_3DS[:] = [1 << 30, 1 << 30, 1 << 30, -1 << 30, -1 << 30, -1 << 30]
     else:
-        BOUNDS_3DS[:]= []
+        BOUNDS_3DS[:] = []
 
     ##IMAGE_SEARCH
 
@@ -837,7 +812,7 @@ def load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True,
 # 	SCN_OBJECTS = scn.objects
 # 	SCN_OBJECTS.selected = [] # de select all
 
-    importedObjects = [] # Fill this list with objects
+    importedObjects = []  # Fill this list with objects
     process_next_chunk(file, current_chunk, importedObjects, IMAGE_SEARCH)
 
     # fixme, make unglobal
@@ -887,36 +862,36 @@ def load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True,
         for ob in importedObjects:
             if ob.type == 'MESH':
 # 			if ob.type=='Mesh':
-                ob.makeDisplayList() # Why dosnt this update the bounds?
+                ob.makeDisplayList()  # Why dosnt this update the bounds?
                 for v in ob.getBoundBox():
-                    for i in (0,1,2):
+                    for i in (0, 1, 2):
                         if v[i] < BOUNDS_3DS[i]:
-                            BOUNDS_3DS[i]= v[i] # min
+                            BOUNDS_3DS[i] = v[i]  # min
 
                         if v[i] > BOUNDS_3DS[i + 3]:
-                            BOUNDS_3DS[i + 3]= v[i] # min
+                            BOUNDS_3DS[i + 3] = v[i]  # min
 
         # Get the max axis x/y/z
-        max_axis = max(BOUNDS_3DS[3]-BOUNDS_3DS[0], BOUNDS_3DS[4]-BOUNDS_3DS[1], BOUNDS_3DS[5]-BOUNDS_3DS[2])
+        max_axis = max(BOUNDS_3DS[3] - BOUNDS_3DS[0], BOUNDS_3DS[4] - BOUNDS_3DS[1], BOUNDS_3DS[5] - BOUNDS_3DS[2])
         # print max_axis
-        if max_axis < 1 << 30: # Should never be false but just make sure.
+        if max_axis < 1 << 30:  # Should never be false but just make sure.
 
             # Get a new scale factor if set as an option
             SCALE = 1.0
             while (max_axis * SCALE) > IMPORT_CONSTRAIN_BOUNDS:
-                SCALE/=10
+                SCALE /= 10.0
 
             # SCALE Matrix
             SCALE_MAT = mathutils.Matrix.Scale(SCALE, 4)
 
             for ob in importedObjects:
                 if ob.parent is None:
-                    ob.matrix_world =  ob.matrix_world * SCALE_MAT
+                    ob.matrix_world = ob.matrix_world * SCALE_MAT
 
         # Done constraining to bounds.
 
     # Select all new objects.
-    print(" done in %.4f sec." % (time.clock()-time1))
+    print(" done in %.4f sec." % (time.clock() - time1))
     file.close()