forked from bartvdbraak/blender
fix for skinning uneven loops, fixed to use even edge removal currently
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e53b05fbd8
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c2624e1a4f
@ -233,9 +233,12 @@ def mesh_faces_extend(me, faces, mat_idx = 0):
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while i < new_facetot:
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f = [v.index for v in faces[i]]
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if len(f)==4 and f[3]==0:
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f = f[1], f[2], f[3], f[0]
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if len(f)==4:
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if f[3]==0:
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f = f[1], f[2], f[3], f[0]
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else:
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f = f[0], f[1], f[2], 0
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mf = me_faces[orig_facetot+i]
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mf.verts_raw = f
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mf.material_index = mat_idx
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@ -536,10 +539,15 @@ def main(context):
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# The line below checks if any of the vert loops are differenyt in length.
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if False in [len(v[0]) == len(vertLoops[0][0]) for v in vertLoops]:
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CULL_METHOD = PupMenu('Small to large edge loop distrobution method%t|remove edges evenly|remove smallest edges')
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if CULL_METHOD == -1:
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if is_editmode: Window.EditMode(1)
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return
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#XXX CULL_METHOD = PupMenu('Small to large edge loop distrobution method%t|remove edges evenly|remove smallest edges')
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#XXX if CULL_METHOD == -1:
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#XXX if is_editmode: Window.EditMode(1)
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#XXX return
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CULL_METHOD = 1 # XXX FIXME
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if CULL_METHOD ==1: # RESET CULL_METHOD
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CULL_METHOD = 0 # shortest
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