@@ -169,11 +169,10 @@ def buildGeometry(self):
169169 armature = bpy .data .armatures .new ("Armature" )
170170 arm_obj = bpy .data .objects .new ("Armature" , armature )
171171 view_layer .active_layer_collection .collection .objects .link (arm_obj )
172- armature_data = arm_obj
173172 # Must make armature active and in edit mode to create a bone
174- view_layer .objects .active = armature_data
175- bpy .ops .object .mode_set (mode = " EDIT" , toggle = False )
176- edit_bones = armature_data .data .edit_bones
173+ view_layer .objects .active = arm_obj
174+ bpy .ops .object .mode_set (mode = ' EDIT' , toggle = False )
175+ edit_bones = arm_obj .data .edit_bones
177176 for vs_bone in self .bones :
178177 blender_bone = edit_bones .new (vs_bone .name )
179178 blender_bone .use_relative_parent = False
@@ -221,8 +220,9 @@ def buildGeometry(self):
221220 mat .blend_method = "CLIP" # to handle alpha cutout
222221 # maybe i should consider using a simpler material... VS doesn't need a PBR Material :D
223222 bsdf = mat .node_tree .nodes ["Principled BSDF" ]
224- bsdf .inputs ["Specular " ].default_value = 0
223+ bsdf .inputs ["Roughness " ].default_value = 0
225224 bsdf .inputs ["Metallic" ].default_value = 0
225+ bsdf .inputs [12 ].default_value = 0 # specular
226226 texImage = mat .node_tree .nodes .new ("ShaderNodeTexImage" )
227227 texImage .image = bpy .data .images .new (str (self .name + "_Tex" + str (i )), self .tim .textureWidth , self .tim .textureHeigth )
228228 texImage .image .pixels = self .tim .textures [i ]
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