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Blender 4.4 update issue correction #43

@HTPCall

Description

@HTPCall

For somene who can't use the addon for blender 4.4 Go to Blender Addon Location find Abnormal and change the "operator_modal.py"'s 220 lines

from ::


        # INITIALIZE OBJECT DATA LISTS
        self._object = context.active_object
        self._object_name = context.active_object.name
        self._object_pointer = context.active_object.as_pointer()

        self._object_bm = ob_bm
        self._object_bvh = ob_bvh
        self._object_kd = ob_kd

        if bpy.app.version[0] <= 4 and bpy.app.version[1] < 1:
            if self._object.data.use_auto_smooth == False:
                self._object.data.use_auto_smooth = True
                self._object.data.auto_smooth_angle = 180

        if bpy.app.version[0] >= 4:
            shader_2d_str = 'UNIFORM_COLOR'
            shader_3d_str = 'UNIFORM_COLOR'
        else:
            shader_2d_str = '2D_UNIFORM_COLOR'
            shader_3d_str = '3D_UNIFORM_COLOR'

TO

       # INITIALIZE OBJECT DATA LISTS
        self._object = context.active_object
        self._object_name = context.active_object.name
        self._object_pointer = context.active_object.as_pointer()

        self._object_bm = ob_bm
        self._object_bvh = ob_bvh
        self._object_kd = ob_kd

        if bpy.app.version[0] <= 4 and bpy.app.version[1] < 1:
            # OLD VERSIONS USE USE_AUTO_SMOOTH, "use_auto_smooth" BUT WE WILL USE INSTEAD.
            if not self._object.data.use_auto_smooth:
                self._object.data.use_auto_smooth = True
                self._object.data.auto_smooth_angle = 180
        else:
            import math
            mod = self._object.modifiers.get("EdgeSplit")
            if not mod:
                mod = self._object.modifiers.new(name="EdgeSplit", type='EDGE_SPLIT')
                mod.split_angle = math.radians(180)
                mod.use_edge_angle = True

        if bpy.app.version[0] >= 4:
            shader_2d_str = 'UNIFORM_COLOR'
            shader_3d_str = 'UNIFORM_COLOR'
        else:
            shader_2d_str = '2D_UNIFORM_COLOR'
            shader_3d_str = '3D_UNIFORM_COLOR'

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