bl.meshAddVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
hasShape=False
for i in s.indices:
- if isBlender24():
- if i in vertex_map:
- hasShape=True
- bl.meshAssignVertexGroup(
- obj, MMD_SHAPE_GROUP_NAME, vertex_map[i], 0)
- else:
+ if i in vertex_map:
hasShape=True
bl.meshAssignVertexGroup(
- obj, MMD_SHAPE_GROUP_NAME, i, 0)
+ obj, MMD_SHAPE_GROUP_NAME, vertex_map[i], 0)
if not hasShape:
return
assert(base)
for index, offset in zip(s.indices, s.pos_list):
try:
- vertex_index=base.indices[index]
+ vertex_index=vertex_map[base.indices[index]]
bl.shapeKeyAssign(new_shape_key, vertex_index,
mesh.verts[vertex_index].co+
bl.createVector(*convert_coord(offset)))