def after_renaming(self): if self._blender_filename == 'mocap_human': # no need for mocap return # Store the human real name (ie, after renaming) in its link 'POS_EMPTY' and 'Human_Camera' object, for later control. pos_empty = bpymorse.get_object("POS_EMPTY" + self.suffix) bpymorse.select_only(pos_empty) bpymorse.new_game_property() prop = pos_empty.game.properties # select the last property in the list (which is the one we just added) prop[-1].name = "human_name" prop[-1].type = "STRING" prop[-1].value = self.name human_camera = bpymorse.get_object("Human_Camera" + self.suffix) bpymorse.select_only(human_camera) bpymorse.new_game_property() prop = human_camera.game.properties # select the last property in the list (which is the one we just added) prop[-1].name = "human_name" prop[-1].type = "STRING" prop[-1].value = self.name
def _property_new(self, name, value, ptype=None): """ Add a new game property for the Blender object :param name: property name (string) :param value: property value :param ptype: property type (enum in ['BOOL', 'INT', 'FLOAT', 'STRING', 'TIMER'], optional, auto-detect, default=None) """ self.select() bpymorse.new_game_property() prop = self._bpy_object.game.properties # select the last property in the list (which is the one we just added) prop[-1].name = name return self._property_set(-1, value, ptype)