def get_bone_name(l, index):
- if index==0xFFFF:
+ if index==-1:
return l.bones[0].name.decode('cp932')
if index < len(l.bones):
effector_name=l.bones[ik.index].name.decode('cp932')
constraint=bl.armature.createIkConstraint(armature_object,
- p_bone, effector_name, ik)
+ p_bone, effector_name,
+ ik.children, ik.weight, ik.iterations)
bl.armature.makeEditable(armature_object)
bl.armature.update(armature)
material,
bl.material.getTexture(
toon_material,
- 0 if m.toon_index==0xFF else m.toon_index
+ 0 if m.toon_index==-1 else m.toon_index
),
False)
material=bl.material.create('rigidBody')
rigidMeshes=[]
for i, rigid in enumerate(io.rigidbodies):
- if rigid.bone_index==0xFFFF:
+ if rigid.bone_index==-1:
# no reference bone
bone=io.bones[0]
else: