From cf8e2d201c86bfd6e8dc5817c8b6748787fd2182 Mon Sep 17 00:00:00 2001 From: John Phan <darkneter@gmail.com> Date: Tue, 8 Feb 2011 18:29:04 +0000 Subject: [PATCH] update mesh not render scene once added in. --- io_import_scene_unreal_psk.py | 34 ++++++---------------------------- 1 file changed, 6 insertions(+), 28 deletions(-) diff --git a/io_import_scene_unreal_psk.py b/io_import_scene_unreal_psk.py index 6ef9e6403..63013ea4e 100644 --- a/io_import_scene_unreal_psk.py +++ b/io_import_scene_unreal_psk.py @@ -361,30 +361,6 @@ def pskimport(infile,importmesh,importbone,bDebugLogPSK): break if bfound == False: - ''' - armdata = bpy.data.armatures.new(objectname) - ob_new = bpy.data.objects.new(meshname, armdata) - #ob_new = bpy.data.objects.new(meshname, 'ARMATURE') - #ob_new.data = armdata - bpy.context.scene.objects.link(ob_new) - #bpy.ops.object.mode_set(mode='OBJECT') - for i in bpy.context.scene.objects: i.select = False #deselect all objects - ob_new.select = True - #set current armature to edit the bone - bpy.context.scene.objects.active = ob_new - #set mode to able to edit the bone - bpy.ops.object.mode_set(mode='EDIT') - - #newbone = ob_new.data.edit_bones.new('test') - #newbone.tail.y = 1 - print("creating bone(s)") - for bone in md5_bones: - #print(dir(bone)) - bpy.ops.object.mode_set(mode='EDIT') - newbone = ob_new.data.edit_bones.new(bone.name) - ''' - - armdata = bpy.data.armatures.new(objectname) ob_new = bpy.data.objects.new(meshname, armdata) #ob_new = bpy.data.objects.new(meshname, 'ARMATURE') @@ -438,10 +414,9 @@ def pskimport(infile,importmesh,importbone,bDebugLogPSK): newbone.tail.y = parentbone.head.y + (pos_y + bonesize * rotmatrix[1][1]) newbone.tail.z = parentbone.head.z + (pos_z + bonesize * rotmatrix[1][2]) else: - print("rotmatrix:",dir(bone.bindmat.to_matrix().resize_4x4())) + #print("rotmatrix:",dir(bone.bindmat.to_matrix().resize_4x4())) #rotmatrix = bone.bindmat.to_matrix().resize_4x4().to_3x3() # XXX, redundant matrix conversion? - rotmatrix = bone.bindmat.to_matrix().to_3x3() # XXX, redundant matrix conversion? - + rotmatrix = bone.bindmat.to_matrix().to_3x3() newbone.head.x = bone.bindpos[0] newbone.head.y = bone.bindpos[1] @@ -577,13 +552,16 @@ def pskimport(infile,importmesh,importbone,bDebugLogPSK): #=================================================================================================== # #=================================================================================================== + #print("me_ob",dir(me_ob)) + #this update the render in the 3d scene. + me_ob.update(); obmesh = bpy.data.objects.new(objName,me_ob) #check if there is a material to set to if len(materials) > 0: obmesh.active_material = materials[0] #material setup tmp bpy.context.scene.objects.link(obmesh) - + #print("obmesh",dir(obmesh)) bpy.context.scene.update() print ("PSK2Blender completed") -- GitLab