From ef2d0ba8974d20545e38b2d43438998f5ff61ec6 Mon Sep 17 00:00:00 2001 From: John Phan <darkneter@gmail.com> Date: Mon, 11 Oct 2010 18:03:54 +0000 Subject: [PATCH] fix bug in converting triangle bool when there no tmp mesh it deleted original mesh. added coplanar face which vectors are selected in edit mode. --- io_export_unreal_psk_psa.py | 28 +++++++++++++++++++++++++++- 1 file changed, 27 insertions(+), 1 deletion(-) diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py index 74a346165..a27590729 100644 --- a/io_export_unreal_psk_psa.py +++ b/io_export_unreal_psk_psa.py @@ -641,6 +641,7 @@ def triangulateNMesh(object): bpy.context.scene.unrealtriangulatebool = True print("Triangulate Mesh Done!") else: + bpy.context.scene.unrealtriangulatebool = False print("No need to convert tri mesh.") me_ob = object return me_ob @@ -687,7 +688,7 @@ def parse_meshes(blender_meshes, psk_file): print ("----- parsing meshes -----") print("Number of Object Meshes:",len(blender_meshes)) for current_obj in blender_meshes: #number of mesh that should be one mesh here - + bpy.ops.object.mode_set(mode='EDIT') current_obj = triangulateNMesh(current_obj) #print(dir(current_obj)) print("Mesh Name:",current_obj.name) @@ -850,7 +851,29 @@ def parse_meshes(blender_meshes, psk_file): dindex0 = current_face.vertices[0]; dindex1 = current_face.vertices[1]; dindex2 = current_face.vertices[2]; + print(dir(current_mesh.vertices[dindex0])) + #current_mesh.vertices[dindex0].co.x = 0; + #current_mesh.vertices[dindex0].co.y = 0; + #current_mesh.vertices[dindex0].co.z = 0; + #current_mesh.vertices[dindex1].co.x = 0; + #current_mesh.vertices[dindex1].co.y = 0; + #current_mesh.vertices[dindex1].co.z = 0; + #current_mesh.vertices[dindex2].co.x = 0; + #current_mesh.vertices[dindex2].co.y = 0; + #current_mesh.vertices[dindex2].co.z = 0; + + current_mesh.vertices[dindex0].select = True + current_mesh.vertices[dindex1].select = True + current_mesh.vertices[dindex2].select = True + + #print(dir(current_mesh)) + + #current_mesh.vertices[dindex1] = 0 + #current_mesh.vertices[dindex2] = 0 + #print(dir(current_face)) raise RuntimeError("normal vector coplanar with face! points:", current_mesh.vertices[dindex0].co, current_mesh.vertices[dindex1].co, current_mesh.vertices[dindex2].co) + #print(dir(current_face)) + current_face.select = True #print((current_face.use_smooth)) #not sure if this right #tri.SmoothingGroups @@ -1037,6 +1060,9 @@ def parse_armature(blender_armature, psk_file, psa_file): #magic 0 sized root bone for UT - this is where all armature dummy bones will attach #dont increment nbone here because we initialize it to 1 (hackity hackity hack) + + print(dir(bpy)) + #bpy.types.report({'INFO'}, exportmessage) #count top level bones first. NOT EFFICIENT. child_count = 0 -- GitLab