Revision: 41954
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=41954
Author:   campbellbarton
Date:     2011-11-18 04:55:43 +0000 (Fri, 18 Nov 2011)
Log Message:
-----------
tab -> spaces

Modified Paths:
--------------
    trunk/blender/doc/python_api/rst/info_gotcha.rst

Modified: trunk/blender/doc/python_api/rst/info_gotcha.rst
===================================================================
--- trunk/blender/doc/python_api/rst/info_gotcha.rst    2011-11-18 04:48:27 UTC 
(rev 41953)
+++ trunk/blender/doc/python_api/rst/info_gotcha.rst    2011-11-18 04:55:43 UTC 
(rev 41954)
@@ -147,7 +147,7 @@
 
 .. note::
 
-       In the following examples ``bpy.context.object`` is assumed to be an 
armature object.
+   In the following examples ``bpy.context.object`` is assumed to be an 
armature object.
 
 
 Edit Bones
@@ -163,11 +163,11 @@
 
 This will be empty outside of editmode.
 
-       >>> mybones = bpy.context.selected_editable_bones
+   >>> mybones = bpy.context.selected_editable_bones
 
 Returns an editbone only in edit mode.
 
-       >>> bpy.context.active_bone
+   >>> bpy.context.active_bone
 
 
 Bones (Object Mode)
@@ -179,15 +179,15 @@
 
 Returns a bone (not an editbone) outside of edit mode
 
-       >>> bpy.context.active_bone
+   >>> bpy.context.active_bone
 
 This works, as with blender the setting can be edited in any mode
 
-       >>> bpy.context.object.data.bones["Bone"].use_deform = True
+   >>> bpy.context.object.data.bones["Bone"].use_deform = True
 
 Accessible but read-only
 
-       >>> tail = myobj.data.bones["Bone"].tail
+   >>> tail = myobj.data.bones["Bone"].tail
 
 
 Pose Bones
@@ -199,20 +199,20 @@
 
 .. code-block:: python
 
-       # Gets the name of the first constraint (if it exists)
-       bpy.context.object.pose.bones["Bone"].constraints[0].name 
+   # Gets the name of the first constraint (if it exists)
+   bpy.context.object.pose.bones["Bone"].constraints[0].name 
 
-       # Gets the last selected pose bone (pose mode only)
-       bpy.context.active_pose_bone
+   # Gets the last selected pose bone (pose mode only)
+   bpy.context.active_pose_bone
 
 
 .. note::
 
-       Notice the pose is accessed from the object rather than the object 
data, this is why blender can have 2 or more objects sharing the same armature 
in different poses.
+   Notice the pose is accessed from the object rather than the object data, 
this is why blender can have 2 or more objects sharing the same armature in 
different poses.
 
 .. note::
 
-       Strictly speaking PoseBone's are not bones, they are just the state of 
the armature, stored in the :class:`bpy.types.Object` rather than the 
:class:`bpy.types.Armature`, the real bones are however accessible from the 
pose bones - :class:`bpy.types.PoseBone.bone`
+   Strictly speaking PoseBone's are not bones, they are just the state of the 
armature, stored in the :class:`bpy.types.Object` rather than the 
:class:`bpy.types.Armature`, the real bones are however accessible from the 
pose bones - :class:`bpy.types.PoseBone.bone`
 
 
 Armature Mode Switching
@@ -236,20 +236,20 @@
 
 .. code-block:: python
 
-       bpy.data.meshes.new(name=meshid)
-       
-       # normally some code, function calls...
-       bpy.data.meshes[meshid]
+   bpy.data.meshes.new(name=meshid)
+   
+   # normally some code, function calls...
+   bpy.data.meshes[meshid]
 
 
 Or with name assignment...
 
 .. code-block:: python
 
-       obj.name = objname
-       
-       # normally some code, function calls...
-       obj = bpy.data.meshes[objname]
+   obj.name = objname
+   
+   # normally some code, function calls...
+   obj = bpy.data.meshes[objname]
 
 
 Data names may not match the assigned values if they exceed the maximum 
length, are already used or an empty string.
@@ -262,16 +262,16 @@
 
 .. code-block:: python
 
-       # typically declared in the main body of the function.
-       mesh_name_mapping = {}
-       
-       mesh = bpy.data.meshes.new(name=meshid)
-       mesh_name_mapping[meshid] = mesh
-       
-       # normally some code, or function calls...
-       
-       # use own dictionary rather then bpy.data
-       mesh = mesh_name_mapping[meshid]
+   # typically declared in the main body of the function.
+   mesh_name_mapping = {}
+   
+   mesh = bpy.data.meshes.new(name=meshid)
+   mesh_name_mapping[meshid] = mesh
+   
+   # normally some code, or function calls...
+   
+   # use own dictionary rather then bpy.data
+   mesh = mesh_name_mapping[meshid]
 
 
 Library Collisions

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