class VertexGroup:
def __init__(self, group):
- self.group = group.group
- self.weight = group.weight
+ if group:
+ self.group = group.group
+ self.weight = group.weight
+ else:
+ self.group = 0
+ self.weight = 0.0
class Face:
# Clone basic data
self.vertices = [Vertex(v) for v in mesh.vertices]
- for v in self.vertices:
- v.groups = [VertexGroup(g) for g in v.groups]
+ if self.vertex_groups:
+ for v in self.vertices:
+ v.groups = [VertexGroup(g) for g in v.groups]
self.faces = [Face(f) for f in mesh.polygons]
self.edges = [Edge(e) for e in mesh.edges]
self.use_auto_smooth = mesh.use_auto_smooth
self.auto_smooth_angle = mesh.auto_smooth_angle
+ self.max_groups_per_vertex = mesh.max_groups_per_vertex
# Clone only the desired UV layers
if mesh.use_uv=='NONE' or not mesh.uv_layers:
progress.pop_task()
def prepare_vertex_groups(self, obj):
+ if not self.vertex_groups:
+ return
+
for v in self.vertices:
if v.groups:
weight_sum = sum(g.weight for g in v.groups)
weight_scale = weight_sum/sum(g.weight for g in v.groups)
for g in v.groups:
g.weight *= weight_scale
+ while len(v.groups)<self.max_groups_per_vertex:
+ v.groups.append(VertexGroup(None))
if obj.parent and obj.parent.type=="ARMATURE":
armature = obj.parent.data