Spelling fixes in comments and descriptions, patch by luzpaz

Differential Revision: https://developer.blender.org/D5240
This commit is contained in:
Brecht Van Lommel 2019-07-31 13:27:19 +02:00
parent 2176c8f2aa
commit 4e1cda9885
45 changed files with 85 additions and 85 deletions

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@ -1358,7 +1358,7 @@ def perform_pruning(baseSize, baseSplits, childP, cu, currentMax, currentMin, cu
stemsegL, lengthV[n], taperCrown, boneStep, rotate, rotateV
)
# If pruning is enabled then we must to the check to see if the end of the spline is within the evelope
# If pruning is enabled then we must check to see if the end of the spline is within the envelope
if prune:
# Check each endpoint to see if it is inside
for s in splineList:

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@ -233,20 +233,20 @@ def Mirror_Verts_Faces(VERTS, FACES, AXIS, FLIP_POINT=0):
# Returns a list of faces that
# make up an array of 4 point polygon.
def Build_Face_List_Quads(OFFSET, COLUM, ROW, FLIP=0):
def Build_Face_List_Quads(OFFSET, COLUMN, ROW, FLIP=0):
Ret = []
RowStart = 0
for j in range(ROW):
for i in range(COLUM):
for i in range(COLUMN):
Res1 = RowStart + i
Res2 = RowStart + i + (COLUM + 1)
Res3 = RowStart + i + (COLUM + 1) + 1
Res2 = RowStart + i + (COLUMN + 1)
Res3 = RowStart + i + (COLUMN + 1) + 1
Res4 = RowStart + i + 1
if FLIP:
Ret.append([OFFSET + Res1, OFFSET + Res2, OFFSET + Res3, OFFSET + Res4])
else:
Ret.append([OFFSET + Res4, OFFSET + Res3, OFFSET + Res2, OFFSET + Res1])
RowStart += COLUM + 1
RowStart += COLUMN + 1
return Ret

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@ -50,12 +50,12 @@ Limitations and new delta option for 2.8
it will be set to zero.
- new "delta" option usage, when you hope to make new shape-key with keep currently visible other shape keys value.
it can generate new shape key, with value as 1.00. then deform target shape as soruce shape with keep other shape key values relative.
- If overwrite shape key,<select active shape key of target as non "base shape">
current shape key value is ignored and turn as 1.00.
then if active shape key was driven (bone rotation etc), you may get un-expected result. When transfer, I recommend, keep set active-shape key as base . so transfered shape key do not "overwrite". but generate new shape key.
it can generate new shape key, with value as 1.00. then deform target shape as source shape with keep other shape key values relative.
- If overwrite shape key,<select active shape key of target as non "base shape">
current shape key value is ignored and turn as 1.00.
then if active shape key was driven (bone rotation etc), you may get un-expected result. When transfer, I recommend, keep set active-shape key as base. so transferred shape key do not "overwrite". but generate new shape key.
if active-shape key have no driver, you can overwrite it (but as 1.00 value )
"""
@ -254,7 +254,7 @@ class add_corrective_pose_shape(bpy.types.Operator):
class add_corrective_pose_shape_delta (bpy.types.Operator):
"""Adds first object as shape to second object for the current pose """ \
"""while maintaining modifiers and currently used other shape keys""" \
"""with keep other shape key value, generate new shape key which deform to soruce shape """
"""with keep other shape key value, generate new shape key which deform to source shape """
bl_idname = "object.add_corrective_pose_shape_delta"
bl_label = "Add object as corrective pose shape delta"

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@ -172,7 +172,7 @@ def create_roof_mesh(self):
bpy.context.view_layer.objects.active = myroof
myroof.select_set(True)
# Thicknes
# Thickness
if self.roof_thick > 0.0:
set_modifier_solidify(myroof, self.roof_thick)
# Subsurf

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@ -584,7 +584,7 @@ class GlLine(GlBaseLine):
def sized_normal(self, t, size):
"""
GlLine perpendicular on plane defined by z_axis and of given size
positionned at t in current line
positioned at t in current line
lie on the right side
p1
|--x

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@ -1073,7 +1073,7 @@ class SizeLocationManipulator(SizeManipulator):
Also take care of moving linked objects too
Changing size is not necessary as link does
allredy handle this and childs panels are
already handle this and childs panels are
updated by base object.
"""
def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None):
@ -1185,7 +1185,7 @@ class SnapSizeLocationManipulator(SizeLocationManipulator):
Also take care of moving linked objects too
Changing size is not necessary as link does
allredy handle this and childs panels are
already handle this and childs panels are
updated by base object.

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@ -274,7 +274,7 @@ class BlenderKitUIProps(PropertyGroup):
thumb_size: IntProperty(name="Thumbnail Size", default=thumb_size_def, min=-1, max=256)
margin: IntProperty(name="Margin", default=margin_def, min=-1, max=256)
highlight_margin: IntProperty(name="Higlight Margin", default=int(margin_def / 2), min=-10, max=256)
highlight_margin: IntProperty(name="Highlight Margin", default=int(margin_def / 2), min=-10, max=256)
bar_height: IntProperty(name="Bar Height", default=thumb_size_def + 2 * margin_def, min=-1, max=2048)
bar_x_offset: IntProperty(name="Bar X Offset", default=20, min=0, max=5000)

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@ -45,7 +45,7 @@ def append_material(file_name, matname=None, link=False, fake_user=True):
'''append a material type asset'''
# first, we have to check if there is a material with same name
# in previous step there's check if the imported material
# is allready in the scene, so we know same name != same material
# is already in the scene, so we know same name != same material
mats_before = bpy.data.materials.keys()

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@ -312,7 +312,7 @@ def append_asset(asset_data, **kwargs): # downloaders=[], location=None,
sprops.append_link = 'APPEND'
sprops.import_as = 'INDIVIDUAL'
# set consistency for objects allready in scene, otherwise this literally breaks blender :)
# set consistency for objects already in scene, otherwise this literally breaks blender :)
ain = asset_in_scene(asset_data)
if ain is not False:
if ain == 'LINKED':
@ -382,7 +382,7 @@ def append_asset(asset_data, **kwargs): # downloaders=[], location=None,
elif asset_data['asset_type'] == 'brush':
# TODO if allready in scene, should avoid reappending.
# TODO if already in scene, should avoid reappending.
inscene = False
for b in bpy.data.brushes:
@ -539,7 +539,7 @@ class Downloader(threading.Thread):
get_download_url(asset_data, scene_id, api_key, tcom=tcom)
if tcom.error:
return
# only now we can check if the file allready exists. This should have 2 levels, for materials and for brushes
# only now we can check if the file already exists. This should have 2 levels, for materials and for brushes
# different than for the non free content. delete is here when called after failed append tries.
if check_existing(asset_data) and not tcom.passargs.get('delete'):
# this sends the thread for processing, where another check should occur, since the file might be corrupted.
@ -622,7 +622,7 @@ def download(asset_data, **kwargs):
def check_downloading(asset_data, **kwargs):
''' check if an asset is allready downloading, if yes, just make a progress bar with downloader object.'''
''' check if an asset is already downloading, if yes, just make a progress bar with downloader object.'''
global download_threads
downloading = False
@ -646,7 +646,7 @@ def check_existing(asset_data):
file_names = paths.get_download_filenames(asset_data)
utils.p('check if file allready exists')
utils.p('check if file already exists')
if len(file_names) == 2:
# TODO this should check also for failed or running downloads.
# If download is running, assign just the running thread. if download isn't running but the file is wrong size,
@ -663,11 +663,11 @@ def check_existing(asset_data):
def try_finished_append(asset_data, **kwargs): # location=None, material_target=None):
''' try to append asset, if not successfull delete source files.
''' try to append asset, if not successfully delete source files.
This means probably wrong download, so download should restart'''
file_names = paths.get_download_filenames(asset_data)
done = False
utils.p('try to append allready existing asset')
utils.p('try to append already existing asset')
if len(file_names) > 0:
if os.path.isfile(file_names[-1]):
kwargs['name'] = asset_data['name']
@ -688,7 +688,7 @@ def try_finished_append(asset_data, **kwargs): # location=None, material_target
def asset_in_scene(asset_data):
'''checks if the asset is allready in scene. If yes, modifies asset data so the asset can be reached again.'''
'''checks if the asset is already in scene. If yes, modifies asset data so the asset can be reached again.'''
scene = bpy.context.scene
au = scene.get('assets used', {})
@ -746,7 +746,7 @@ def get_download_url(asset_data, scene_id, api_key, tcom=None):
if r.status_code == 403:
r = 'You need Full plan to get this item.'
tcom.report = r
r1 = 'All materials and brushes are aviable for free. Only users registered to Standart plan can use all models.'
r1 = 'All materials and brushes are available for free. Only users registered to Standard plan can use all models.'
tasks_queue.add_task((ui.add_report, (r1, 5, colors.RED)))
tcom.error = True
@ -764,7 +764,7 @@ def start_download(asset_data, **kwargs):
'''
check if file isn't downloading or doesn't exist, then start new download
'''
# first check if the asset is allready in scene. We can use that asset without checking with server
# first check if the asset is already in scene. We can use that asset without checking with server
quota_ok = asset_in_scene(asset_data) is not False
# otherwise, check on server
@ -774,7 +774,7 @@ def start_download(asset_data, **kwargs):
# is the asseet being currently downloaded?
downloading = check_downloading(asset_data, **kwargs)
if not downloading:
# check if there are files allready. This check happens 2x once here(for free assets),
# check if there are files already. This check happens 2x once here(for free assets),
# once in thread(for non-free)
fexists = check_existing(asset_data)
@ -823,7 +823,7 @@ class BlenderkitKillDownloadOperator(bpy.types.Operator):
class BlenderkitDownloadOperator(bpy.types.Operator):
"""Download and link asset to scene. Only link if asset allready available locally."""
"""Download and link asset to scene. Only link if asset already available locally."""
bl_idname = "scene.blenderkit_download"
bl_label = "BlenderKit Asset Download"
bl_options = {'REGISTER', 'UNDO'}

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@ -164,7 +164,7 @@ def get_download_filenames(asset_data):
file_names = []
# fn = asset_data['file_name'].replace('blend_', '')
if asset_data.get('url') is not None:
# this means asset is allready in scene and we don't nedd to check
# this means asset is already in scene and we don't nedd to check
fn = extract_filename_from_url(asset_data['url'])
fn.replace('_blend', '')
@ -236,7 +236,7 @@ def get_addon_thumbnail_path(name):
# fpath = os.path.join(p, subpath)
ext = name.split('.')[-1]
next = ''
if not (ext == 'jpg' or ext == 'png'): # allready has ext?
if not (ext == 'jpg' or ext == 'png'): # already has ext?
next = '.jpg'
subpath = "thumbnails" + os.sep + name + next
return os.path.join(script_path, subpath)

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@ -92,7 +92,7 @@ def refresh_token_timer():
def scene_load(context):
wm = bpy.context.window_manager
fetch_server_data()
# following doesn't necessarilly happen if version isn't checked yet or similar, first run.
# following doesn't necessarily happen if version isn't checked yet or similar, first run.
# wm['bkit_update'] = version_checker.compare_versions(blenderkit)
categories.load_categories()
if not bpy.app.timers.is_registered(refresh_token_timer):
@ -116,7 +116,7 @@ def fetch_server_data():
def timer_update(): # TODO might get moved to handle all blenderkit stuff.
global search_threads
# don't do anything while dragging - this could switch asset type during drag, and make results list lenght different,
# don't do anything while dragging - this could switch asset type during drag, and make results list length different,
# causing a lot of throuble literally.
if len(search_threads) == 0 or bpy.context.scene.blenderkitUI.dragging:
return 1
@ -803,7 +803,7 @@ class Searcher(threading.Thread):
full_thbs = zip(thumb_full_filepaths, thumb_full_urls)
# we save here because a missing thumbnail check is in the previous loop
# we can also prepend previous results. These have allready thumbnails downloaded...
# we can also prepend previous results. These have already thumbnails downloaded...
if params['get_next']:
rdata['results'][0:0] = origdata['results']
@ -1149,12 +1149,12 @@ def unregister_search():
'''
search -
search -
build query
START THREAD
send query (bg allready)
get result - metadata, small thumbnails, big thumbnails paths (now genereate this?)
write metadata, possibly to
send query (bg already)
get result - metadata, small thumbnails, big thumbnails paths (now generate this?)
write metadata, possibly to
download small thumbnails first
start big thumbnails download. these don't have to be there on updates, if they aren't the Image in image editor doesn't get updated.
parse metadata, save it in json in the temp dir which gets read on each update of the search.

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@ -977,7 +977,7 @@ def is_rating_possible():
ad = ao.get('asset_data')
if ad is not None:
rated = bpy.context.scene['assets rated'].get(ad['asset_base_id'])
# originally hidden for allready rated assets
# originally hidden for already rated assets
return True, rated, ao, ad
# check also materials
@ -1599,7 +1599,7 @@ class AssetBarOperator(bpy.types.Operator):
# this sends message to the originally running operator, so it quits, and then it ends this one too.
# If it initiated a search, the search will finish in a thread. The switch off procedure is run
# by the 'original' operator, since if we get here, it means
# same operator is allready running.
# same operator is already running.
ui_props.turn_off = True
# if there was an error, we need to turn off these props so we can restart after 2 clicks
ui_props.assetbar_on = False

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@ -631,7 +631,7 @@ def start_upload(self, context, asset_type, as_new, metadata_only):
json_metadata["verificationStatus"] = "uploading"
r = requests.put(url, json=json_metadata, headers=headers, verify=True) # files = files,
props.upload_state = 'uploaded metadata'
# parse the reqest
# parse the request
# print('uploaded metadata')
# print(r.text)
except requests.exceptions.RequestException as e:
@ -714,7 +714,7 @@ class ModelUploadOperator(Operator):
as_new: BoolProperty(
name="upload as new",
description="delets asset id and uploads as new file",
description="deletes asset id and uploads as new file",
default=False,
options={'SKIP_SAVE'}
)

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@ -184,7 +184,7 @@ def save_prefs(self, context):
# first check context, so we don't do this on registration or blender startup
if not bpy.app.background: #(hasattr kills blender)
user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
# we test the api key for lenght, so not a random accidentaly typed sequence gets saved.
# we test the api key for length, so not a random accidentally typed sequence gets saved.
lk = len(user_preferences.api_key)
if 0 < lk < 25:
# reset the api key in case the user writes some nonsense, e.g. a search string instead of the Key

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@ -161,7 +161,7 @@ def write_armature(
"pose_mat",
# Blender rest matrix (armature space).
"rest_arm_mat",
# Blender rest batrix (local space).
# Blender rest matrix (local space).
"rest_local_mat",
# Pose_mat inverted.
"pose_imat",

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@ -347,7 +347,7 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #r
coat3D.remove_path = True
createnodes(index_mat, texcoat, create_group_node, tile_list, objekti, ind, is_new)
def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind, is_new): # Cretes new nodes and link textures into them
def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind, is_new): # Creates new nodes and link textures into them
bring_color = True # Meaning of these is to check if we can only update textures or do we need to create new nodes
bring_metalness = True
bring_roughness = True
@ -366,7 +366,7 @@ def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind,
main_material = coatMat.node_tree
applink_group_node = False
# First go throug all image nodes and let's check if it starts with 3DC and reload if needed
# First go through all image nodes and let's check if it starts with 3DC and reload if needed
for node in coatMat.node_tree.nodes:
if (node.type == 'OUTPUT_MATERIAL'):

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@ -216,7 +216,7 @@ class Unfolder:
def save(self, properties):
"""Export the document"""
# Note about scale: input is direcly in blender length
# Note about scale: input is directly in blender length
# Mesh.scale_islands multiplies everything by a user-defined ratio
# exporters (SVG or PDF) multiply everything by 1000 (output in millimeters)
Exporter = SVG if properties.file_format == 'SVG' else PDF
@ -438,7 +438,7 @@ class Mesh:
def generate_stickers(self, default_width, do_create_numbers=True):
"""Add sticker faces where they are needed."""
def uvedge_priority(uvedge):
"""Retuns whether it is a good idea to stick something on this edge's face"""
"""Returns whether it is a good idea to stick something on this edge's face"""
# TODO: it should take into account overlaps with faces and with other stickers
face = uvedge.uvface.face
return face.calc_area() / face.calc_perimeter()

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@ -390,7 +390,7 @@ def modify_objects(action_type,
break
# Separating atoms from a dupliverts strucutre.
# Separating atoms from a dupliverts structure.
def separate_atoms(scn):
# Get the mesh.

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@ -2972,7 +2972,7 @@ def save_single(operator, scene, depsgraph, filepath="",
path_mode,
os.path.dirname(bpy.data.filepath), # base_src
os.path.dirname(filepath), # base_dst
# Local dir where to put images (medias), using FBX conventions.
# Local dir where to put images (media), using FBX conventions.
os.path.splitext(os.path.basename(filepath))[0] + ".fbm", # subdir
embed_textures,
set(), # copy_set

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@ -14,7 +14,7 @@
def get_output_node(node_tree):
"""Retrive output node."""
"""Retrieve output node."""
output = [node for node in node_tree.nodes if node.type == 'OUTPUT_MATERIAL'][0]
return output

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@ -239,7 +239,7 @@ def __gather_mesh(blender_object, export_settings):
armature_modifiers = {}
if export_settings[gltf2_blender_export_keys.SKINS]:
# temprorary disable Armature modifiers if exporting skins
# temporarily disable Armature modifiers if exporting skins
for idx, modifier in enumerate(blender_object.modifiers):
if modifier.type == 'ARMATURE':
armature_modifiers[idx] = modifier.show_viewport

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@ -106,7 +106,7 @@ class BlenderNodeAnim():
if channel.target.path in ['translation', 'rotation', 'scale']:
# There is an animation on object
# We can't remove Yup2Zup oject
# We can't remove Yup2Zup object
gltf.animation_object = True
if animation.samplers[channel.sampler].interpolation == "CUBICSPLINE":

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@ -131,7 +131,7 @@ class BlenderPrimitive():
elif gltf.import_settings['import_shading'] == "SMOOTH":
poly.use_smooth = True
else:
pass # Should not happend
pass # Should not happen
offset = offset + pyprimitive.vertices_length
return offset

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@ -159,7 +159,7 @@ class BlenderScene():
#bpy.context.scene.collection.objects.unlink(obj_rotation)
bpy.data.objects.remove(obj_rotation)
# Restore collection hiden / disabled values
# Restore collection hidden / disabled values
if gltf.blender_active_collection is not None:
bpy.data.collections[gltf.blender_active_collection].hide_viewport = gltf.collection_hide_viewport
# TODO restore visibility when expose in bpy

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@ -199,7 +199,7 @@ def __compress_primitive(primitive, dll, export_settings):
# it can finally be compressed.
if dll.compress(compressor):
# Compression was successfull.
# Compression was successful.
# Move compressed data into a bytes object,
# which is referenced by a 'gltf2_io_binary_data.BinaryData':
#

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@ -2896,7 +2896,7 @@ def importShape_LoadAppearance(vrmlname, appr, ancestry, node, is_vcol):
USE on an Appearance node and USE on a Material node
call for different approaches.
Tools generate repeating, idential material definitions.
Tools generate repeating, identical material definitions.
Can't rely on USE alone. Repeating texture definitions
are entirely possible, too.

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@ -1,7 +1,7 @@
######################################################################################################
# An simple add-on to auto cut in two and mirror an object #
# Actualy partialy uncommented (see further version) #
# Author: Lapineige, Bookyakuno #
# A simple add-on to auto cut in two and mirror an object #
# Actually partially uncommented (see further version) #
# Author: Lapineige, Bookyakuno #
# License: GPL v3 #
######################################################################################################
# 2.8 update by Bookyakuno, meta-androcto

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@ -3457,8 +3457,8 @@ class GPENCIL_OT_SURFSK_add_surface(Operator):
class GPENCIL_OT_SURFSK_init(Operator):
bl_idname = "gpencil.surfsk_init"
bl_label = "Bsurfaces initialize"
bl_description = "Bsurfaces initialiaze"
bl_description = "Bsurfaces initialize"
active_object: PointerProperty(type=bpy.types.Object)
def execute(self, context):

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@ -815,7 +815,7 @@ def _EMatch(er):
return (er, er[1][1])
i = random.randint(0, len(er) - 1)
eri = (wi, _, tl, tr) = er[i]
# case a: include eri. exlude other edges that touch tl or tr
# case a: include eri. exclude other edges that touch tl or tr
a = _CopyExcluding(er, tl, tr)
a.append(eri)
(amatch, wa) = _DCMatch(a)

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@ -4207,7 +4207,7 @@ class Relax(Operator):
class Space(Operator):
bl_idname = "mesh.looptools_space"
bl_label = "Space"
bl_description = "Space the vertices in a regular distrubtion on the loop"
bl_description = "Space the vertices in a regular distribution on the loop"
bl_options = {'REGISTER', 'UNDO'}
influence: FloatProperty(

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@ -210,7 +210,7 @@ class SnapUtilitiesLine(SnapUtilities, bpy.types.Operator):
wait_for_input : bpy.props.BoolProperty(name="Wait for Input", default=True)
def _exit(self, context):
#avoids unpredictable crashs
#avoids unpredictable crashes
del self.main_snap_obj
del self.main_bm
del self.list_edges

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@ -122,7 +122,7 @@ def do_vtx_if_appropriate(bm, edges):
if not coplanar:
return {'NON_PLANAR_EDGES'}
# point must lie on an edge or the virtual extention of an edge
# point must lie on an edge or the virtual extension of an edge
bm = perform_vtx(bm, point, edges, (p1, p2, p3, p4), vertex_indices)
return bm

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@ -18,10 +18,10 @@
#-------------------------- COLORS / GROUPS EXCHANGER -------------------------#
# #
# Vertex Color to Vertex Group allow you to convert colors channles to weight #
# Vertex Color to Vertex Group allow you to convert colors channels to weight #
# maps. #
# The main purpose is to use vertex colors to store information when importing #
# files from other softwares. The script works with the active vertex color #
# files from other software. The script works with the active vertex color #
# slot. #
# For use the command "Vertex Clors to Vertex Groups" use the search bar #
# (space bar). #

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@ -2964,7 +2964,7 @@ class TISSUE_PT_tessellate_object(Panel):
if props.bool_multi_components:
col2.enabled = False
# TRANFER DATA ### OFF
# TRANSFER DATA ### OFF
if props.fill_mode != 'PATCH' and False:
col = layout.column(align=True)
col.label(text="Component Data:")

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@ -78,7 +78,7 @@ def read_weight(_weight, vertex_group):
#for t in processes: t.join()
return weight
#Recursivly transverse layer_collection for a particular name
#Recursively transverse layer_collection for a particular name
def recurLayerCollection(layerColl, collName):
found = None
if (layerColl.name == collName):

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@ -63,7 +63,7 @@ def draw_string(self, color1, color2, left, bottom, text, max_option, divide = 1
line_height = (blf.dimensions(font_id, "gM")[1] * 1.45)
y_offset = 5
# Test if the text is a list formated like : ('option', 'key')
# Test if the text is a list formatted like : ('option', 'key')
if isinstance(text,list):
for string in text:
blf.position(font_id, (left), (bottom + y_offset), 0)
@ -76,7 +76,7 @@ def draw_string(self, color1, color2, left, bottom, text, max_option, divide = 1
blf.draw(font_id, string[1])
y_offset += line_height
else:
# The text is formated like : ('option')
# The text is formatted like : ('option')
blf.position(font_id, left, (bottom + y_offset), 0)
blf.color(font_id, *color1)
blf.draw(font_id, text)

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@ -167,7 +167,7 @@ def object_colors_calc(rules, objects):
if is_set is False:
obj_color = color
else:
# prevent mixing colors loosing saturation
# prevent mixing colors losing saturation
obj_color_s = obj_color.s
obj_color = (obj_color * blend[0]) + (color * blend[1])
obj_color.s = (obj_color_s * blend[0]) + (color.s * blend[1])

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@ -249,7 +249,7 @@ def cell_fracture_objects(context, obj,
except RuntimeError:
import traceback
traceback.print_exc()
# Smooth faces will remain only inner faces, after appling boolean modifier.
# Smooth faces will remain only inner faces, after applying boolean modifier.
if use_smooth_faces:
for bm_face in bm.faces:
bm_face.smooth = True

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@ -143,7 +143,7 @@ class RigifyPreferences(AddonPreferences):
print('Reloading external metarigs...')
metarig_menu.get_external_metarigs(set_list)
# Re-register rig paramaters
# Re-register rig parameters
register_rig_parameters()
legacy_mode: BoolProperty(

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@ -354,7 +354,7 @@ def obj_to_bone(obj, rig, bone_name):
def create_circle_polygon(number_verts, axis, radius=1.0, head_tail=0.0):
""" Creates a basic circle around of an axis selected.
number_verts: number of vertices of the poligon
number_verts: number of vertices of the polygon
axis: axis normal to the circle
radius: the radius of the circle
head_tail: where along the length of the bone the circle is (0.0=head, 1.0=tail)

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@ -526,7 +526,7 @@ def ik2fk_leg(obj, fk, ik):
else:
# Stretch
if 'stretch_lenght' in footi.keys() and 'stretch_lenght' in thigh.keys():
if 'stretch_length' in footi.keys() and 'stretch_length' in thigh.keys():
# Kept for compat with legacy rigify Human
footi['stretch_length'] = thigh['stretch_length']

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@ -98,7 +98,7 @@ def create_widget(rig, bone_name, bone_transform_name=None):
def create_circle_polygon(number_verts, axis, radius=1.0, head_tail=0.0):
""" Creates a basic circle around of an axis selected.
number_verts: number of vertices of the poligon
number_verts: number of vertices of the polygon
axis: axis normal to the circle
radius: the radius of the circle
head_tail: where along the length of the bone the circle is (0.0=head, 1.0=tail)

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@ -141,7 +141,7 @@ def align_function(subject, active_too, consistent, self_or_active, loc_x, loc_y
me = obj.data
co_list = []
# let's get all the points coodinates
# let's get all the points coordinates
if space == "global":
ok = False
obj_mtx = obj.matrix_world
@ -626,7 +626,7 @@ class OBJECT_OT_align_tools(Operator):
name="Selection reference",
description="Moved objects reference point"
)
# Active Oject Option:
# Active Object Option:
ref2: EnumProperty(
items=(("3", "Max", "Align to the maximum point"),
("1", "Center", "Align to the center point"),

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@ -144,7 +144,7 @@ def pLoopExec(self, context, funk):
funk(bone, active, context)
# The following functions are used o copy attributes from active to bone
# The following functions are used to copy attributes from active to bone
def pLocLocExec(bone, active, context):
bone.location = active.location
@ -316,7 +316,7 @@ def world_to_basis(active, ob, context):
return(mat)
# The following functions are used o copy attributes from
# The following functions are used to copy attributes from
# active to selected object
def obLoc(ob, active, context):

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@ -246,7 +246,7 @@ class MathVis(PropertyGroup):
in_front: BoolProperty(
name="Always In Front",
default=True,
description="Draw Points and lines alwasy in front",
description="Draw Points and lines always in front",
update=call_console_hook
)