Cleanup: fix typos in blender addons

Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D15646
This commit is contained in:
Brecht Van Lommel 2022-08-09 19:23:13 +02:00
parent fd5afdfe2f
commit 99576a8478
13 changed files with 19 additions and 19 deletions

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@ -269,7 +269,7 @@ def MakeABlock(bounds, segsize, vll=0, Offsets=None, FaceExclude=[],
bounds: a list of boundary positions:
0:left, 1:right, 2:bottom, 3:top, 4:back, 5:front
segsize: the maximum size before lengthwise subdivision occurs
vll: the number of vertexes already in the mesh. len(mesh.verts) should
vll: the number of vertices already in the mesh. len(mesh.verts) should
give this number.
Offsets: list of coordinate delta values.
Offsets are lists, [x,y,z] in
@ -365,7 +365,7 @@ def MakeAKeystone(xpos, width, zpos, ztop, zbtm, thick, bevel, vll=0, FaceExclud
zbtm: distance from zpos to the bottom
thick: thickness
bevel: the amount to raise the back vertex to account for arch beveling
vll: the number of vertexes already in the mesh. len(mesh.verts) should give this number
vll: the number of vertices already in the mesh. len(mesh.verts) should give this number
faceExclude: list of faces to exclude from the faces list.
0:left, 1:right, 2:bottom, 3:top, 4:back, 5:front
xBevScl: how much to divide the end (+- x axis) bevel dimensions.
@ -779,7 +779,7 @@ class rowOb:
def arch(ra, rt, x, z, archStart, archEnd, bevel, bevAngle, vll):
__doc__ = """\
Makes a list of faces and vertexes for arches.
Makes a list of faces and vertices for arches.
ra: the radius of the arch, to the center of the bricks
rt: the thickness of the arch
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):
"""
From an object, return a generator over a list of faces.
Each faces is a list of his vertexes. Each vertex is a tuple of
Each faces is a list of his vertices. Each vertex is a tuple of
his coordinate.
use_mesh_modifiers

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@ -168,7 +168,7 @@ def _binary_write(filepath, faces):
for face in faces:
# calculate face normal
# write normal + vertexes + pad as attributes
# write normal + vertices + pad as attributes
fw(struct.pack('<3f', *normal(*face)) + pack(*itertools.chain.from_iterable(face)))
# attribute byte count (unused)
fw(b'\0\0')

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@ -1528,7 +1528,7 @@ def fbx_data_armature_elements(root, arm_obj, scene_data):
elem_data_single_int32(fbx_skin, b"Version", FBX_DEFORMER_SKIN_VERSION)
elem_data_single_float64(fbx_skin, b"Link_DeformAcuracy", 50.0) # Only vague idea what it is...
# Pre-process vertex weights (also to check vertices assigned ot more than four bones).
# Pre-process vertex weights (also to check vertices assigned to more than four bones).
ob = ob_obj.bdata
bo_vg_idx = {bo_obj.bdata.name: ob.vertex_groups[bo_obj.bdata.name].index
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):
class NODE_OT_GLTF_SETTINGS(bpy.types.Operator):
bl_idname = "node.gltf_settings_node_operator"
bl_label = "glTF Material Ouptut"
bl_label = "glTF Material Output"
bl_description = "Add a node to the active tree for glTF export"
@classmethod
@ -208,10 +208,10 @@ class SCENE_OT_gltf2_assign_to_variant(bpy.types.Operator):
return {'FINISHED'}
# Operator to reset mesh to orignal (using default material when exists)
# Operator to reset mesh to original (using default material when exists)
class SCENE_OT_gltf2_reset_to_original(bpy.types.Operator):
bl_idname = "scene.gltf2_reset_to_original"
bl_label = "Reset to Orignal"
bl_label = "Reset to Original"
bl_options = {'REGISTER'}
@classmethod

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@ -405,7 +405,7 @@ def gather_keyframes(blender_obj_uuid: str,
# for both in and out tangents, we guarantee that (even if there are errors or numerical imprecisions)
# symmetrical control points translate to symmetrical tangents.
# Note: I am not sure that linearity is never broken with quaternions and their normalization.
# Especially at sign swap it might occure that the value gets negated but the control point not.
# Especially at sign swap it might occur that the value gets negated but the control point not.
# I have however not once encountered an issue with this.
key.in_tangent = [
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):
additional_location = 40, -370 # For occlusion and/or volume / original PBR extensions
# Set IOR to 1.5, this is the default in glTF
# This value may be overidden later if IOR extension is set on file
# This value may be overridden later if IOR extension is set on file
pbr_node.inputs['IOR'].default_value = GLTF_IOR
if mh.pymat.occlusion_texture is not None or (mh.pymat.extensions and 'KHR_materials_specular' in mh.pymat.extensions):
@ -610,7 +610,7 @@ def occlusion(mh: MaterialHelper, location, occlusion_socket):
# => [Add Emission] => [Mix Alpha] => [Material Output] if needed, only for SpecGlossiness
# => [Volume] => [Add Shader] => [Material Output] if needed
# => [Velvet] => [Add Shader] => [Material Output] if nedded
# => [Velvet] => [Add Shader] => [Material Output] if needed
def make_output_nodes(
mh: MaterialHelper,
location,

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@ -333,7 +333,7 @@ def mu_select_by_material_name(self, find_material_name, extend_selection = Fals
elif not internal:
# Some object types are not supported
# mostly because don't really support selecting by material (like Font/Text objects)
# ore that they don't support multiple materials/are just "weird" (i.e. Meta balls)
# or that they don't support multiple materials/are just "weird" (i.e. Meta balls)
self.report({'WARNING'}, "The type '" +
obj.type +
"' 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):
Fade options:
- In, Out, In and Out create a fade animation of the given duration from
the start of the sequence, to the end of the sequence, or on boths sides
the start of the sequence, to the end of the sequence, or on both sides
- From playhead: the fade animation goes from the start of sequences under the playhead to the playhead
- 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):
*brief* Cut or Trim strips quickly with the mouse cursor
Click somehwere in the Sequencer to insert a cut, click and drag to trim
Click somewhere in the Sequencer to insert a cut, click and drag to trim
With this function you can quickly cut and remove a section of strips while keeping or
collapsing the remaining gap.
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
obj_data: All the data of the chosen object
centre_0: Centre coordinates of the first arc
centre_1: Centre coordinates of the second arc
centre_2: Coordinates fo the point
radius_0: Radius if the first Arc
centre_2: Coordinates of the point
radius_0: Radius of the first Arc
radius_1: Radius of the second Arc
Returns:

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@ -75,7 +75,7 @@ def export_hair(file, ob, mod, p_sys, global_matrix):
# When you render, the entire dependency graph will be
# evaluated at render resolution, including the particles.
# In the viewport it will be at viewport resolution.
# So there is no need fo render engines to use this function anymore,
# So there is no need for render engines to use this function anymore,
# it's automatic now.
steps = p_sys_settings.display_step
steps = 2**steps # or + 1 # Formerly : len(particle.hair_keys)

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@ -959,7 +959,7 @@ class BaseLimbRig(BaseRig):
params.limb_uniform_scale = bpy.props.BoolProperty(
name = "Support Uniform Scaling",
default = False,
description = "Suport uniformly scaling the limb via the gear control at the base"
description = "Support uniformly scaling the limb via the gear control at the base"
)
# Setting up extra layers for the FK and tweak