Fix T58896: Addons with ob.vertex_groups.new without name keywork
Original report: OBJ file import fails for objects with vertex groups defined when polygroups option is selected
This commit is contained in:
parent
259f694d14
commit
ec5d4c9a37
Notes:
blender-bot
2023-02-14 04:39:18 +01:00
Referenced by issue blender/blender#58896, OBJ file import fails for objects with vertex groups defined when polygroups option is selected
|
@ -102,7 +102,7 @@ def createVertexGroup(obj):
|
|||
if obj.mode == "EDIT":
|
||||
bpy.ops.object.editmode_toggle()
|
||||
|
||||
group = obj.vertex_groups.new("easy_lattice_group")
|
||||
group = obj.vertex_groups.new(name="easy_lattice_group")
|
||||
|
||||
for vert in vertices:
|
||||
if vert.select is True:
|
||||
|
|
|
@ -154,7 +154,7 @@ class Set_Up_Fold(Operator):
|
|||
b.select = False
|
||||
b.layers = vis
|
||||
b.parent = root
|
||||
vg = obj.vertex_groups.new(b.name)
|
||||
vg = obj.vertex_groups.new(name=b.name)
|
||||
vg.add(f.vertices, 1, "ADD")
|
||||
|
||||
bpy.ops.object.mode_set()
|
||||
|
|
|
@ -821,9 +821,9 @@ def create_armature(armAnim, leafP, cu, frameRate, leafMesh, leafObj, leafVertSi
|
|||
# If there are leaves then we need a new vertex group so they will attach to the bone
|
||||
if not leafAnim:
|
||||
if (len(levelCount) > 1) and (i >= levelCount[-2]) and leafObj:
|
||||
leafObj.vertex_groups.new(boneName)
|
||||
leafObj.vertex_groups.new(name=boneName)
|
||||
elif (len(levelCount) == 1) and leafObj:
|
||||
leafObj.vertex_groups.new(boneName)
|
||||
leafObj.vertex_groups.new(name=boneName)
|
||||
"""
|
||||
# If this is first point of the spline then it must be parented to the level above it
|
||||
if n == 0:
|
||||
|
@ -997,7 +997,7 @@ def create_armature(armAnim, leafP, cu, frameRate, leafMesh, leafObj, leafVertSi
|
|||
)
|
||||
|
||||
for group in vertexGroups:
|
||||
leafObj.vertex_groups.new(group)
|
||||
leafObj.vertex_groups.new(name=group)
|
||||
leafObj.vertex_groups[group].add(vertexGroups[group], 1.0, 'ADD')
|
||||
|
||||
# Now we need the rotation mode to be 'XYZ' to ensure correct rotation
|
||||
|
@ -1988,7 +1988,7 @@ def addTree(props):
|
|||
treeMesh.from_pydata(treeVerts, treeEdges, ())
|
||||
|
||||
for group in vertexGroups:
|
||||
treeObj.vertex_groups.new(group)
|
||||
treeObj.vertex_groups.new(name=group)
|
||||
treeObj.vertex_groups[group].add(vertexGroups[group], 1.0, 'ADD')
|
||||
|
||||
# add armature
|
||||
|
|
|
@ -666,10 +666,10 @@ class AddGear(Operator):
|
|||
# XXX, supporting adding in editmode is move involved
|
||||
if obj.mode != 'EDIT':
|
||||
# Create vertex groups from stored vertices.
|
||||
tipGroup = obj.vertex_groups.new('Tips')
|
||||
tipGroup = obj.vertex_groups.new(name='Tips')
|
||||
tipGroup.add(verts_tip, 1.0, 'ADD')
|
||||
|
||||
valleyGroup = obj.vertex_groups.new('Valleys')
|
||||
valleyGroup = obj.vertex_groups.new(name='Valleys')
|
||||
valleyGroup.add(verts_valley, 1.0, 'ADD')
|
||||
|
||||
return {'FINISHED'}
|
||||
|
@ -790,7 +790,7 @@ class AddWormGear(Operator):
|
|||
# XXX, supporting adding in editmode is move involved
|
||||
if obj.mode != 'EDIT':
|
||||
# Create vertex groups from stored vertices.
|
||||
tipGroup = obj.vertex_groups.new('Tips')
|
||||
tipGroup = obj.vertex_groups.new(name='Tips')
|
||||
tipGroup.add(verts_tip, 1.0, 'ADD')
|
||||
|
||||
valleyGroup = obj.vertex_groups.new('Valleys')
|
||||
|
|
|
@ -953,43 +953,43 @@ class Eroder(bpy.types.Operator):
|
|||
try:
|
||||
vg=ob.vertex_groups["rainmap"]
|
||||
except:
|
||||
vg=ob.vertex_groups.new("rainmap")
|
||||
vg=ob.vertex_groups.new(name="rainmap")
|
||||
try:
|
||||
vgscree=ob.vertex_groups["scree"]
|
||||
except:
|
||||
vgscree=ob.vertex_groups.new("scree")
|
||||
vgscree=ob.vertex_groups.new(name="scree")
|
||||
try:
|
||||
vgavalanced=ob.vertex_groups["avalanced"]
|
||||
except:
|
||||
vgavalanced=ob.vertex_groups.new("avalanced")
|
||||
vgavalanced=ob.vertex_groups.new(name="avalanced")
|
||||
try:
|
||||
vgw=ob.vertex_groups["water"]
|
||||
except:
|
||||
vgw=ob.vertex_groups.new("water")
|
||||
vgw=ob.vertex_groups.new(name="water")
|
||||
try:
|
||||
vgscour=ob.vertex_groups["scour"]
|
||||
except:
|
||||
vgscour=ob.vertex_groups.new("scour")
|
||||
vgscour=ob.vertex_groups.new(name="scour")
|
||||
try:
|
||||
vgdeposit=ob.vertex_groups["deposit"]
|
||||
except:
|
||||
vgdeposit=ob.vertex_groups.new("deposit")
|
||||
vgdeposit=ob.vertex_groups.new(name="deposit")
|
||||
try:
|
||||
vgflowrate=ob.vertex_groups["flowrate"]
|
||||
except:
|
||||
vgflowrate=ob.vertex_groups.new("flowrate")
|
||||
vgflowrate=ob.vertex_groups.new(name="flowrate")
|
||||
try:
|
||||
vgsediment=ob.vertex_groups["sediment"]
|
||||
except:
|
||||
vgsediment=ob.vertex_groups.new("sediment")
|
||||
vgsediment=ob.vertex_groups.new(name="sediment")
|
||||
try:
|
||||
vgsedimentpct=ob.vertex_groups["sedimentpct"]
|
||||
except:
|
||||
vgsedimentpct=ob.vertex_groups.new("sedimentpct")
|
||||
vgsedimentpct=ob.vertex_groups.new(name="sedimentpct")
|
||||
try:
|
||||
vgcapacity=ob.vertex_groups["capacity"]
|
||||
except:
|
||||
vgcapacity=ob.vertex_groups.new("capacity")
|
||||
vgcapacity=ob.vertex_groups.new(name="capacity")
|
||||
|
||||
g = Grid.fromBlenderMesh(me, vg, self.Ef)
|
||||
|
||||
|
|
|
@ -2170,7 +2170,7 @@ def rebuildmesh(obj):
|
|||
|
||||
# vertices weight groups
|
||||
for vgroup in vertGroups:
|
||||
group = obmesh.vertex_groups.new(vgroup)
|
||||
group = obmesh.vertex_groups.new(name=vgroup)
|
||||
for v in vertGroups[vgroup]:
|
||||
group.add([v[0]], v[1], 'ADD') # group.add(array[vertex id],weight,add)
|
||||
bpy.context.scene.objects.link(obmesh)
|
||||
|
|
|
@ -673,7 +673,7 @@ def pskimport(infile,importmesh,importbone,bDebugLogPSK,importmultiuvtextures):
|
|||
for bone in ob_new.data.bones:
|
||||
#print("names:", bone.name, ":", dir(bone))
|
||||
#print("names:", bone.name)
|
||||
group = obmesh.vertex_groups.new(bone.name)
|
||||
group = obmesh.vertex_groups.new(name=bone.name)
|
||||
|
||||
for vgroup in obmesh.vertex_groups:
|
||||
#print(vgroup.name, ":", vgroup.index)
|
||||
|
|
|
@ -771,7 +771,7 @@ class Ms3dImporter():
|
|||
in ms3d_to_blender_vertex_groups.items():
|
||||
ms3d_name = ms3d_model.joints[ms3d_bone_id].name
|
||||
blender_vertex_group = blender_mesh_object.vertex_groups.new(
|
||||
ms3d_name)
|
||||
name=ms3d_name)
|
||||
for blender_vertex_id_weight in blender_vertex_index_weight_list:
|
||||
blender_vertex_index = blender_vertex_id_weight[0]
|
||||
blender_vertex_weight = blender_vertex_id_weight[1]
|
||||
|
|
|
@ -710,7 +710,7 @@ def create_mesh(new_objects,
|
|||
# content of the vertex_groups. If the user selects to NOT have vertex groups saved then
|
||||
# the following test will never run
|
||||
for group_name, group_indices in vertex_groups.items():
|
||||
group = ob.vertex_groups.new(group_name.decode('utf-8', "replace"))
|
||||
group = ob.vertex_groups.new(name=group_name.decode('utf-8', "replace"))
|
||||
group.add(group_indices, 1.0, 'REPLACE')
|
||||
|
||||
|
||||
|
|
|
@ -401,7 +401,7 @@ def tassellate(ob0, ob1, offset, zscale, gen_modifiers, com_modifiers, mode,
|
|||
|
||||
# vertex group
|
||||
if bool_vertex_group:
|
||||
new_ob.vertex_groups.new("generator_group")
|
||||
new_ob.vertex_groups.new(name="generator_group")
|
||||
for i in range(len(new_vertex_group_np)):
|
||||
new_ob.vertex_groups["generator_group"].add([i],
|
||||
new_vertex_group_np[i],
|
||||
|
|
|
@ -141,7 +141,7 @@ class uv_to_mesh(Operator):
|
|||
try:
|
||||
for group in ob0.vertex_groups:
|
||||
index = group.index
|
||||
ob.vertex_groups.new(group.name)
|
||||
ob.vertex_groups.new(name=group.name)
|
||||
for p in me0.polygons:
|
||||
for vert, loop in zip(p.vertices, p.loop_indices):
|
||||
ob.vertex_groups[index].add([loop], group.weight(vert), "ADD")
|
||||
|
|
Loading…
Reference in New Issue