From f1c2dcaef8bde166866f5a1c237d2caeaf3bc246 Mon Sep 17 00:00:00 2001 From: plagman Date: Fri, 11 Mar 2011 04:55:02 +0000 Subject: [PATCH] Blender ASE: fix animation import. git-svn-id: https://svn.eduke32.com/eduke32@1838 1a8010ca-5511-0410-912e-c29ae57300e0 --- polymer/eduke32/build/src/util/ase_import.py | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/polymer/eduke32/build/src/util/ase_import.py b/polymer/eduke32/build/src/util/ase_import.py index 28f735a9b..f97e0ce78 100755 --- a/polymer/eduke32/build/src/util/ase_import.py +++ b/polymer/eduke32/build/src/util/ase_import.py @@ -385,8 +385,8 @@ def spawn_mesh(obj): if objMe.animated: objMe.frameCount -= 1 # do we always get an extra frame at the end? for frame in objMe.frames: - for vert in objMe.verts: - xyz = Blender.Mathutils.Vector(frame[vert.origi].x, frame[vert.origi].y, frame[vert.origi].z) + for i in range(objMe.vCount): + xyz = Blender.Mathutils.Vector(frame[objMe.verts[i].origi].x, frame[objMe.verts[i].origi].y, frame[objMe.verts[i].origi].z) newMesh.verts[i].co = xyz; newObj.insertShapeKey()