Clean up of tooltips in py operators and better operator name for

randomize transform
This commit is contained in:
Daniel Salazar 2010-02-11 23:13:47 +00:00
parent 51cc200fa3
commit bc5f81ee3c
7 changed files with 16 additions and 16 deletions

@ -583,7 +583,7 @@ def metarig_template():
class AddHuman(bpy.types.Operator):
'''Add an advanced human metarig base.'''
'''Add an advanced human metarig base'''
bl_idname = "object.armature_human_advanced_add"
bl_label = "Add Humanoid (advanced metarig)"
bl_register = True

@ -75,7 +75,7 @@ from bpy.props import *
class AddTorus(bpy.types.Operator):
'''Add a torus mesh.'''
'''Add a torus mesh'''
bl_idname = "mesh.primitive_torus_add"
bl_label = "Add Torus"
bl_register = True

@ -23,7 +23,7 @@ from bpy.props import *
class SelectPattern(bpy.types.Operator):
'''Select object matching a naming pattern.'''
'''Select object matching a naming pattern'''
bl_idname = "object.select_pattern"
bl_label = "Select Pattern"
bl_register = True
@ -76,7 +76,7 @@ class SelectPattern(bpy.types.Operator):
class SelectCamera(bpy.types.Operator):
'''Select object matching a naming pattern.'''
'''Select object matching a naming pattern'''
bl_idname = "object.select_camera"
bl_label = "Select Camera"
bl_register = True
@ -161,7 +161,7 @@ class SubdivisionSet(bpy.types.Operator):
class ShapeTransfer(bpy.types.Operator):
'''Copy another selected objects active shape to this one by applying the relative offsets.'''
'''Copy another selected objects active shape to this one by applying the relative offsets'''
bl_idname = "object.shape_key_transfer"
bl_label = "Transfer Shape Key"

@ -80,9 +80,9 @@ from bpy.props import *
class RandomizeLocRotSize(bpy.types.Operator):
'''Randomize objects loc/rot/scale.'''
bl_idname = "object.randomize_locrotsize"
bl_label = "Randomize Loc Rot Size"
'''Randomize objects loc/rot/scale'''
bl_idname = "object.randomize_transform"
bl_label = "Randomize Transform"
bl_register = True
bl_undo = True
@ -141,6 +141,6 @@ bpy.types.register(RandomizeLocRotSize)
def menu_func(self, context):
if context.mode == 'OBJECT':
self.layout.operator(RandomizeLocRotSize.bl_idname,
text="Randomize Loc Rot Size")
text="Randomize Transform")
bpy.types.VIEW3D_MT_transform.append(menu_func)

@ -23,7 +23,7 @@ from bpy.props import *
class ExportUVLayout(bpy.types.Operator):
'''Export the Mesh as SVG.'''
'''Export the Mesh as SVG'''
bl_idname = "uv.export_layout"
bl_label = "Export UV Layout"
@ -34,8 +34,8 @@ class ExportUVLayout(bpy.types.Operator):
check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'})
export_all = BoolProperty(name="All UV's", description="Export all UVs in this mesh (not just the visible ones)", default=False)
mode = EnumProperty(items=(
('SVG', "Scalable Vector Graphic (.svg)", "Export the UV layout to a vector SVG file."),
('EPS', "Encapsulate PostScript (.eps)", "Export the UV layout to a vector EPS file.")),
('SVG', "Scalable Vector Graphic (.svg)", "Export the UV layout to a vector SVG file"),
('EPS', "Encapsulate PostScript (.eps)", "Export the UV layout to a vector EPS file")),
name="Format",
description="File format to export the UV layout to",
default='SVG')

@ -47,7 +47,7 @@ def extend(obj, operator, EXTEND_MODE):
'''
Takes 2 faces,
Projects its extends its UV coords onto the face next to it.
Both faces must share an edge.
Both faces must share an edge
'''
def face_edge_vs(vi):
@ -239,14 +239,14 @@ def main(context, operator):
class FollowActiveQuads(bpy.types.Operator):
'''Follow UVs from active quads along continuous face loops.'''
'''Follow UVs from active quads along continuous face loops'''
bl_idname = "uv.follow_active_quads"
bl_label = "Follow Active Quads"
bl_register = True
bl_undo = True
mode = bpy.props.EnumProperty(items=(("EVEN", "Even", "Space all UVs evently"), ("LENGTH", "Length", "Average space UVs edge length of each loop.")),
mode = bpy.props.EnumProperty(items=(("EVEN", "Even", "Space all UVs evently"), ("LENGTH", "Length", "Average space UVs edge length of each loop")),
name="Edge Length Mode",
description="Method to space UV edge loops",
default="LENGTH")

@ -161,7 +161,7 @@ class VertexPaintDirt(bpy.types.Operator):
obj = context.object
if not obj or obj.type != 'MESH':
print('Error, no active mesh object, aborting.')
print('Error, no active mesh object, aborting')
return('CANCELLED',)
mesh = obj.data