Cleanup: fix typos in blender addons
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D15646
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@ -269,7 +269,7 @@ def MakeABlock(bounds, segsize, vll=0, Offsets=None, FaceExclude=[],
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bounds: a list of boundary positions:
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0:left, 1:right, 2:bottom, 3:top, 4:back, 5:front
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segsize: the maximum size before lengthwise subdivision occurs
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vll: the number of vertexes already in the mesh. len(mesh.verts) should
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vll: the number of vertices already in the mesh. len(mesh.verts) should
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give this number.
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Offsets: list of coordinate delta values.
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Offsets are lists, [x,y,z] in
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@ -365,7 +365,7 @@ def MakeAKeystone(xpos, width, zpos, ztop, zbtm, thick, bevel, vll=0, FaceExclud
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zbtm: distance from zpos to the bottom
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thick: thickness
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bevel: the amount to raise the back vertex to account for arch beveling
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vll: the number of vertexes already in the mesh. len(mesh.verts) should give this number
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vll: the number of vertices already in the mesh. len(mesh.verts) should give this number
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faceExclude: list of faces to exclude from the faces list.
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0:left, 1:right, 2:bottom, 3:top, 4:back, 5:front
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xBevScl: how much to divide the end (+- x axis) bevel dimensions.
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@ -779,7 +779,7 @@ class rowOb:
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def arch(ra, rt, x, z, archStart, archEnd, bevel, bevAngle, vll):
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__doc__ = """\
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Makes a list of faces and vertexes for arches.
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Makes a list of faces and vertices for arches.
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ra: the radius of the arch, to the center of the bricks
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rt: the thickness of the arch
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x: x center location of the circular arc, as if the arch opening were centered on x = 0
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@ -48,7 +48,7 @@ def faces_from_mesh(ob, global_matrix, use_mesh_modifiers=False):
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"""
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From an object, return a generator over a list of faces.
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Each faces is a list of his vertexes. Each vertex is a tuple of
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Each faces is a list of his vertices. Each vertex is a tuple of
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his coordinate.
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use_mesh_modifiers
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@ -168,7 +168,7 @@ def _binary_write(filepath, faces):
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for face in faces:
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# calculate face normal
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# write normal + vertexes + pad as attributes
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# write normal + vertices + pad as attributes
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fw(struct.pack('<3f', *normal(*face)) + pack(*itertools.chain.from_iterable(face)))
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# attribute byte count (unused)
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fw(b'\0\0')
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@ -1528,7 +1528,7 @@ def fbx_data_armature_elements(root, arm_obj, scene_data):
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elem_data_single_int32(fbx_skin, b"Version", FBX_DEFORMER_SKIN_VERSION)
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elem_data_single_float64(fbx_skin, b"Link_DeformAcuracy", 50.0) # Only vague idea what it is...
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# Pre-process vertex weights (also to check vertices assigned ot more than four bones).
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# Pre-process vertex weights (also to check vertices assigned to more than four bones).
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ob = ob_obj.bdata
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bo_vg_idx = {bo_obj.bdata.name: ob.vertex_groups[bo_obj.bdata.name].index
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for bo_obj in clusters.keys() if bo_obj.bdata.name in ob.vertex_groups}
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@ -15,7 +15,7 @@ def create_gltf_ao_group(operator, group_name):
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class NODE_OT_GLTF_SETTINGS(bpy.types.Operator):
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bl_idname = "node.gltf_settings_node_operator"
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bl_label = "glTF Material Ouptut"
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bl_label = "glTF Material Output"
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bl_description = "Add a node to the active tree for glTF export"
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@classmethod
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@ -208,10 +208,10 @@ class SCENE_OT_gltf2_assign_to_variant(bpy.types.Operator):
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return {'FINISHED'}
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# Operator to reset mesh to orignal (using default material when exists)
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# Operator to reset mesh to original (using default material when exists)
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class SCENE_OT_gltf2_reset_to_original(bpy.types.Operator):
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bl_idname = "scene.gltf2_reset_to_original"
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bl_label = "Reset to Orignal"
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bl_label = "Reset to Original"
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bl_options = {'REGISTER'}
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@classmethod
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@ -405,7 +405,7 @@ def gather_keyframes(blender_obj_uuid: str,
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# for both in and out tangents, we guarantee that (even if there are errors or numerical imprecisions)
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# symmetrical control points translate to symmetrical tangents.
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# Note: I am not sure that linearity is never broken with quaternions and their normalization.
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# Especially at sign swap it might occure that the value gets negated but the control point not.
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# Especially at sign swap it might occur that the value gets negated but the control point not.
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# I have however not once encountered an issue with this.
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key.in_tangent = [
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c.keyframe_points[i].co[1] + (c.keyframe_points[i].handle_left[1] - c.keyframe_points[i].co[1]) / (c.keyframe_points[i].handle_left[0] - c.keyframe_points[i].co[0])
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@ -46,7 +46,7 @@ def pbr_metallic_roughness(mh: MaterialHelper):
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additional_location = 40, -370 # For occlusion and/or volume / original PBR extensions
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# Set IOR to 1.5, this is the default in glTF
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# This value may be overidden later if IOR extension is set on file
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# This value may be overridden later if IOR extension is set on file
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pbr_node.inputs['IOR'].default_value = GLTF_IOR
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if mh.pymat.occlusion_texture is not None or (mh.pymat.extensions and 'KHR_materials_specular' in mh.pymat.extensions):
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@ -610,7 +610,7 @@ def occlusion(mh: MaterialHelper, location, occlusion_socket):
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# => [Add Emission] => [Mix Alpha] => [Material Output] if needed, only for SpecGlossiness
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# => [Volume] => [Add Shader] => [Material Output] if needed
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# => [Velvet] => [Add Shader] => [Material Output] if nedded
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# => [Velvet] => [Add Shader] => [Material Output] if needed
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def make_output_nodes(
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mh: MaterialHelper,
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location,
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@ -333,7 +333,7 @@ def mu_select_by_material_name(self, find_material_name, extend_selection = Fals
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elif not internal:
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# Some object types are not supported
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# mostly because don't really support selecting by material (like Font/Text objects)
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# ore that they don't support multiple materials/are just "weird" (i.e. Meta balls)
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# or that they don't support multiple materials/are just "weird" (i.e. Meta balls)
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self.report({'WARNING'}, "The type '" +
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obj.type +
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"' isn't supported in Edit mode by Material Utilities!")
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@ -13,7 +13,7 @@ class POWER_SEQUENCER_OT_fade_add(bpy.types.Operator):
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Fade options:
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- In, Out, In and Out create a fade animation of the given duration from
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the start of the sequence, to the end of the sequence, or on boths sides
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the start of the sequence, to the end of the sequence, or on both sides
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- From playhead: the fade animation goes from the start of sequences under the playhead to the playhead
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- To playhead: the fade animation goes from the playhead to the end of sequences under the playhead
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@ -31,7 +31,7 @@ class POWER_SEQUENCER_OT_mouse_trim(bpy.types.Operator):
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*brief* Cut or Trim strips quickly with the mouse cursor
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Click somehwere in the Sequencer to insert a cut, click and drag to trim
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Click somewhere in the Sequencer to insert a cut, click and drag to trim
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With this function you can quickly cut and remove a section of strips while keeping or
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collapsing the remaining gap.
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Press <kbd>Ctrl</kbd> to snap to cuts.
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@ -199,8 +199,8 @@ def tangent_setup(context, pg, plane, obj_data, centre_0, centre_1, centre_2, ra
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obj_data: All the data of the chosen object
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centre_0: Centre coordinates of the first arc
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centre_1: Centre coordinates of the second arc
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centre_2: Coordinates fo the point
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radius_0: Radius if the first Arc
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centre_2: Coordinates of the point
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radius_0: Radius of the first Arc
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radius_1: Radius of the second Arc
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Returns:
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@ -75,7 +75,7 @@ def export_hair(file, ob, mod, p_sys, global_matrix):
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# When you render, the entire dependency graph will be
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# evaluated at render resolution, including the particles.
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# In the viewport it will be at viewport resolution.
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# So there is no need fo render engines to use this function anymore,
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# So there is no need for render engines to use this function anymore,
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# it's automatic now.
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steps = p_sys_settings.display_step
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steps = 2**steps # or + 1 # Formerly : len(particle.hair_keys)
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@ -959,7 +959,7 @@ class BaseLimbRig(BaseRig):
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params.limb_uniform_scale = bpy.props.BoolProperty(
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name = "Support Uniform Scaling",
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default = False,
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description = "Suport uniformly scaling the limb via the gear control at the base"
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description = "Support uniformly scaling the limb via the gear control at the base"
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)
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# Setting up extra layers for the FK and tweak
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