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authorWillian Padovani Germano <wpgermano@gmail.com>2004-06-10 07:27:46 +0400
committerWillian Padovani Germano <wpgermano@gmail.com>2004-06-10 07:27:46 +0400
commita6d077bae243eef5f8826b2c7b27bd297428d7d4 (patch)
treee170a7cc6c848969d5316c5abb3f68fa89de5d9d /release
parent7ff5c16a025adc56651b293ca993da82a2432a75 (diff)
Scripts:
- tiny updates for better behavior, unix line endings, cvs Id tags; - Updated DX7 exporter (thanks to author Ben Omari who's also working on a DX8 one); - added sysinfo script; Interface (scripts): - changed behavior for which win is chosen for script guis: Now there's a smarter order, guis will use either: - Scripts win - Buttons win (if not a script from groups Wizards or Utils) - Text win - Closest bigger area - Added a button to the scripts header so that it's faster to return to the buttons win (this can be made general), if that was the previous win used.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/DirectXExporter.py52
-rw-r--r--release/scripts/UVpaint05.py3
-rw-r--r--release/scripts/ac3d_export.py24
-rw-r--r--release/scripts/ac3d_import.py3
-rw-r--r--release/scripts/blender2cal3d.py3
-rw-r--r--release/scripts/bvh_export.py5
-rw-r--r--release/scripts/bvh_import.py4
-rw-r--r--release/scripts/disp_paint233f.py2
-rw-r--r--release/scripts/fixfromarmature.py3
-rw-r--r--release/scripts/lightwave_export.py2
-rw-r--r--release/scripts/lightwave_import.py2
-rw-r--r--release/scripts/mod_blender.py39
-rw-r--r--release/scripts/mod_meshtools.py2
-rw-r--r--release/scripts/nendo_export.py2
-rw-r--r--release/scripts/nendo_import.py2
-rw-r--r--release/scripts/obj_export.py2
-rw-r--r--release/scripts/obj_import.py2
-rw-r--r--release/scripts/radiosity_export.py2
-rw-r--r--release/scripts/radiosity_import.py2
-rw-r--r--release/scripts/raw_export.py2
-rw-r--r--release/scripts/raw_import.py2
-rw-r--r--release/scripts/rvk1_torvk2.py2
-rw-r--r--release/scripts/slp_import.py2
-rw-r--r--release/scripts/sysinfo.py148
-rw-r--r--release/scripts/truespace_export.py2
-rw-r--r--release/scripts/truespace_import.py2
-rw-r--r--release/scripts/unweld044.py2
-rw-r--r--release/scripts/uv_export.py2
-rw-r--r--release/scripts/videoscape_export.py2
-rw-r--r--release/scripts/wings_export.py55
-rw-r--r--release/scripts/wings_import.py2
-rw-r--r--release/scripts/wrl2export.py5
-rwxr-xr-xrelease/text/blender.html36
33 files changed, 346 insertions, 74 deletions
diff --git a/release/scripts/DirectXExporter.py b/release/scripts/DirectXExporter.py
index 6e5436df27b..60f802e538b 100644
--- a/release/scripts/DirectXExporter.py
+++ b/release/scripts/DirectXExporter.py
@@ -8,6 +8,8 @@ Submenu: 'Only mesh data...' mesh
Submenu: 'Animation(not armature yet)...' anim
Tip: 'Export to DirectX text file format format.'
"""
+# $Id$
+#
# DirectX.py version 1.0
# Copyright (C) 2003 Arben OMARI -- aromari@tin.it
#
@@ -28,7 +30,6 @@ Tip: 'Export to DirectX text file format format.'
import Blender
from Blender import Types, Object, NMesh, Material
-#import string
from math import *
@@ -114,9 +115,6 @@ class xExport:
self.file.write("%s;\n" % (mat.spec))
self.file.write("%s; %s; %s;;\n" % (mat.specR, mat.specG, mat.specB))
self.file.write("0.0; 0.0; 0.0;;\n")
- self.file.write("TextureFilename {\n")
- self.file.write('none ;')
- self.file.write("}\n")
self.file.write("}\n")
self.writeTextures(name, tex)
@@ -198,18 +196,18 @@ class xExport:
coun += 1
if coun == numface:
if len(face.v) == 3:
- self.file.write("3; %s; %s; %s;;\n" % (counter, counter + 1, counter + 2))
+ self.file.write("3; %s, %s, %s;;\n" % (counter, counter + 1, counter + 2))
counter += 3
else :
- self.file.write("4; %s; %s; %s; %s;;\n" % (counter, counter + 1, counter + 2, counter + 3))
+ self.file.write("4; %s, %s, %s, %s;;\n" % (counter, counter + 1, counter + 2, counter + 3))
counter += 4
else:
if len(face.v) == 3:
- self.file.write("3; %s; %s; %s;,\n" % (counter, counter + 1, counter + 2))
+ self.file.write("3; %s, %s, %s;,\n" % (counter, counter + 1, counter + 2))
counter += 3
else :
- self.file.write("4; %s; %s; %s; %s;,\n" % (counter, counter + 1, counter + 2, counter + 3))
+ self.file.write("4; %s, %s, %s, %s;,\n" % (counter, counter + 1, counter + 2, counter + 3))
counter += 4
@@ -280,14 +278,14 @@ class xExport:
counter += 1
if counter == numfaces:
if len(face.v) == 3:
- self.file.write("3; %s; %s; %s;;\n" % (face[0].index, face[1].index, face[2].index))
+ self.file.write("3; %s, %s, %s;;\n" % (face[0].index, face[1].index, face[2].index))
elif len(face.v) == 4:
- self.file.write("4; %s; %s; %s; %s;;\n" % (face[0].index, face[1].index, face[2].index, face[3].index))
+ self.file.write("4; %s, %s, %s, %s;;\n" % (face[0].index, face[1].index, face[2].index, face[3].index))
else:
if len(face.v) == 3:
- self.file.write("3; %s; %s; %s;,\n" % (face[0].index, face[1].index, face[2].index))
+ self.file.write("3; %s, %s, %s;,\n" % (face[0].index, face[1].index, face[2].index))
elif len(face.v) == 4 :
- self.file.write("4; %s; %s; %s; %s;,\n" % (face[0].index, face[1].index, face[2].index, face[3].index))
+ self.file.write("4; %s, %s, %s, %s;,\n" % (face[0].index, face[1].index, face[2].index, face[3].index))
self.file.write("}\n")
#***********************************************
#MESH TEXTURE COORDS
@@ -298,6 +296,7 @@ class xExport:
#VERTICES NUMBER
mesh = name.data
numvert = 0
+ numfaces=len(obj.faces)
for face in mesh.faces:
numvert = numvert + len(face.v)
self.file.write("%s;\n" % (numvert))
@@ -305,15 +304,26 @@ class xExport:
counter = -1
for face in mesh.faces:
counter += 1
- if len(face.v) == 4:
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[0][0], -mesh.faces[counter].uv[0][1]))
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[1][0], -mesh.faces[counter].uv[1][1]))
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[2][0], -mesh.faces[counter].uv[2][1]))
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[3][0], -mesh.faces[counter].uv[3][1]))
- elif len(face.v) == 3:
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[0][0], -mesh.faces[counter].uv[0][1]))
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[1][0], -mesh.faces[counter].uv[1][1]))
- self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[2][0], -mesh.faces[counter].uv[2][1]))
+ if counter == numfaces - 1:
+ if len(face.v) == 4:
+ self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[0][0], -mesh.faces[counter].uv[0][1]))
+ self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[1][0], -mesh.faces[counter].uv[1][1]))
+ self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[2][0], -mesh.faces[counter].uv[2][1]))
+ self.file.write("%s;%s;;\n" % (mesh.faces[counter].uv[3][0], -mesh.faces[counter].uv[3][1]))
+ elif len(face.v) == 3:
+ self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[0][0], -mesh.faces[counter].uv[0][1]))
+ self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[1][0], -mesh.faces[counter].uv[1][1]))
+ self.file.write("%s;%s;;\n" % (mesh.faces[counter].uv[2][0], -mesh.faces[counter].uv[2][1]))
+ else :
+ if len(face.v) == 4:
+ self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[0][0], -mesh.faces[counter].uv[0][1]))
+ self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[1][0], -mesh.faces[counter].uv[1][1]))
+ self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[2][0], -mesh.faces[counter].uv[2][1]))
+ self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[3][0], -mesh.faces[counter].uv[3][1]))
+ elif len(face.v) == 3:
+ self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[0][0], -mesh.faces[counter].uv[0][1]))
+ self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[1][0], -mesh.faces[counter].uv[1][1]))
+ self.file.write("%s;%s;,\n" % (mesh.faces[counter].uv[2][0], -mesh.faces[counter].uv[2][1]))
self.file.write("}\n")
diff --git a/release/scripts/UVpaint05.py b/release/scripts/UVpaint05.py
index b994be23871..40902a4909f 100644
--- a/release/scripts/UVpaint05.py
+++ b/release/scripts/UVpaint05.py
@@ -5,7 +5,8 @@ Blender: 232
Group: 'UV'
Tip: 'Use vertex paint color value to fill uvmapping.'
"""
-
+# $Id$
+#
#----------------------------------------------
# uvpainter script (c) 04/2004 jean-michel soler
# http://jmsoler.free.fr/util/blenderfile/py/UVpaint05.zip
diff --git a/release/scripts/ac3d_export.py b/release/scripts/ac3d_export.py
index 04da0d38cab..9e45d8ab109 100644
--- a/release/scripts/ac3d_export.py
+++ b/release/scripts/ac3d_export.py
@@ -10,6 +10,8 @@ Submenu: 'Configure +' config
Tip: 'Export to AC3D (.ac) format.'
"""
+# $Id$
+#
# --------------------------------------------------------------------------
# AC3DExport version 2.32-1 Jan 21, 2004
# Program versions: Blender 2.32+ and AC3Db files (means version 0xb)
@@ -62,7 +64,7 @@ def update_RegistryInfo():
d['ADD_DEFAULT_MAT'] = ADD_DEFAULT_MAT
Blender.Registry.SetKey('AC3DExport', d)
-# The default material to be used when necessary (see right above)
+# The default material to be used when necessary (see ADD_DEFAULT_MAT)
DEFAULT_MAT = \
'MATERIAL "DefaultWhite" rgb 1 1 1 amb 1 1 1 emis 0 0 0 spec 0.5 0.5 0.5 shi 64 trans 0'
@@ -329,23 +331,19 @@ def gui():
BGL.glClearColor(0.6,0.6,0.9,1)
BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
BGL.glColor3f(1,1,1)
- BGL.glRasterPos2i(20, 270)
- Draw.Text("AC3D Exporter")
- BGL.glRasterPos2i(30, 250)
+ BGL.glRasterPos2i(18, 150)
Draw.Text("AC3D is a simple, affordable commercial 3d modeller that can be found at www.ac3d.org .")
- BGL.glRasterPos2i(30, 230)
+ BGL.glRasterPos2i(18, 130)
Draw.Text("It uses a nice text file format (extension .ac) which supports uv-textured meshes")
- BGL.glRasterPos2i(30, 210)
+ BGL.glRasterPos2i(18, 110)
Draw.Text("with parenting (grouping) information.")
- BGL.glRasterPos2i(30, 190)
+ BGL.glRasterPos2i(18, 90)
Draw.Text("Notes: AC3D has a 'data' token that assigns a string to each mesh, useful for games,")
- BGL.glRasterPos2i(67, 170)
+ BGL.glRasterPos2i(55, 70)
Draw.Text("for example. You can use Blender's mesh datablock name for that.")
- BGL.glRasterPos2i(67, 150)
- Draw.Text("The .ac format is well supported by the PLib 3d gaming library. You can use this")
- BGL.glRasterPos2i(67, 130)
- Draw.Text("exporter to have your Blender models in games and other apps written with PLib.")
- Draw.Button("Ok", 21, 285, 80, 100, 40, "Click to return to previous screen.")
+ BGL.glRasterPos2i(55, 50)
+ Draw.Text("The .ac format is well supported by the PLib 3d gaming library.")
+ Draw.Button("Ok", 21, 285, 10, 45, 20, "Click to return to previous screen.")
else:
BGL.glClearColor(0,0,1,1)
BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
diff --git a/release/scripts/ac3d_import.py b/release/scripts/ac3d_import.py
index 3dc8af7ad2c..2cc8f6ad08a 100644
--- a/release/scripts/ac3d_import.py
+++ b/release/scripts/ac3d_import.py
@@ -6,7 +6,8 @@ Blender: 232
Group: 'Import'
Tip: 'Import an AC3D (.ac) file.'
"""
-
+# $Id$
+#
# --------------------------------------------------------------------------
# AC3DImport version 2.32-1 Jan 21, 2004
# Program versions: Blender 2.32+ and AC3Db files (means version 0xb)
diff --git a/release/scripts/blender2cal3d.py b/release/scripts/blender2cal3d.py
index 9d0d7295512..7e81529d26b 100644
--- a/release/scripts/blender2cal3d.py
+++ b/release/scripts/blender2cal3d.py
@@ -6,7 +6,8 @@ Blender: 232
Group: 'Export'
Tip: 'Export armature/bone data to the Cal3D library.'
"""
-
+# $Id$
+#
# blender2cal3D.py version 0.5
# Copyright (C) 2003 Jean-Baptiste LAMY -- jiba@tuxfamily.org
#
diff --git a/release/scripts/bvh_export.py b/release/scripts/bvh_export.py
index 8c0f95fdc25..7f6ad856c04 100644
--- a/release/scripts/bvh_export.py
+++ b/release/scripts/bvh_export.py
@@ -6,6 +6,9 @@ Blender: 232
Group: 'Export'
Tip: 'Export a (*.bvh) motion capture file'
"""
+
+# $Id$
+#
#===============================================#
# BVH Export script 1.0 by Campbell Barton #
# Copyright MetaVR 30/03/2004, #
@@ -381,4 +384,4 @@ def saveBVH(filename):
file.close()
print 'done'
-Blender.Window.FileSelector(saveBVH, 'SELECT NEW BVH FILE') \ No newline at end of file
+Blender.Window.FileSelector(saveBVH, 'SELECT NEW BVH FILE')
diff --git a/release/scripts/bvh_import.py b/release/scripts/bvh_import.py
index c677906f79e..cde0e0dfde8 100644
--- a/release/scripts/bvh_import.py
+++ b/release/scripts/bvh_import.py
@@ -7,6 +7,8 @@ Group: 'Import'
Tip: 'Import a (*.bvh) motion capture file'
"""
+# $Id$
+#
#===============================================#
# BVH Import script 1.0 by Campbell Barton #
# 25/03/2004, euler rotation code taken from #
@@ -439,4 +441,4 @@ def loadBVH(filename):
# Main file loop
lineIdx += 1
-Blender.Window.FileSelector(loadBVH) \ No newline at end of file
+Blender.Window.FileSelector(loadBVH)
diff --git a/release/scripts/disp_paint233f.py b/release/scripts/disp_paint233f.py
index cf60f4ecfae..e3e6636f63f 100644
--- a/release/scripts/disp_paint233f.py
+++ b/release/scripts/disp_paint233f.py
@@ -7,6 +7,8 @@ Group: 'Modifiers'
Tip: 'use vertex paint color value to modify shape displacing vertices along normal.'
"""
+# $Id$
+#
#----------------------------------------------
# jm soler, displacement paint 03/2002 - > 05/2004: disp_paintf
#----------------------------------------------
diff --git a/release/scripts/fixfromarmature.py b/release/scripts/fixfromarmature.py
index 564e56ff66e..24757f7fa20 100644
--- a/release/scripts/fixfromarmature.py
+++ b/release/scripts/fixfromarmature.py
@@ -6,7 +6,8 @@ Blender: 232
Group: 'Generators'
Tip: 'Fix armature deformation.'
"""
-
+# $Id$
+#
#----------------------------------------------
# jm soler 05/2004 : 'FixfromArmature'
#----------------------------------------------
diff --git a/release/scripts/lightwave_export.py b/release/scripts/lightwave_export.py
index 6ed96300673..56e137cc380 100644
--- a/release/scripts/lightwave_export.py
+++ b/release/scripts/lightwave_export.py
@@ -7,6 +7,8 @@ Group: 'Export'
Tooltip: 'Export selected meshes to LightWave File Format (*.lwo)'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2002 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/lightwave_import.py b/release/scripts/lightwave_import.py
index 5bfef5c907a..583e57191e6 100644
--- a/release/scripts/lightwave_import.py
+++ b/release/scripts/lightwave_import.py
@@ -7,6 +7,8 @@ Group: 'Import'
Tooltip: 'Import LightWave Object File Format (*.lwo)'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2002 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/mod_blender.py b/release/scripts/mod_blender.py
new file mode 100644
index 00000000000..fd1e376182c
--- /dev/null
+++ b/release/scripts/mod_blender.py
@@ -0,0 +1,39 @@
+# $Id$
+#
+# --------------------------------------------------------------------------
+# mod_blender.py version 0.1 Jun 09, 2004
+# --------------------------------------------------------------------------
+# helper functions to be used by other scripts
+# --------------------------------------------------------------------------
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# Copyright (C) 2004: Willian P. Germano, wgermano _at_ ig.com.br
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+# --------------------------------------------------------------------------
+
+# Basic set of modules Blender should have in all supported platforms:
+# XXX still incomplete
+basic_modules = [
+'Blender',
+'sys',
+'os',
+'math',
+'chunk',
+'gzip',
+'string'
+]
diff --git a/release/scripts/mod_meshtools.py b/release/scripts/mod_meshtools.py
index 95dae16b562..6409f7ad72b 100644
--- a/release/scripts/mod_meshtools.py
+++ b/release/scripts/mod_meshtools.py
@@ -1,3 +1,5 @@
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2001 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/nendo_export.py b/release/scripts/nendo_export.py
index 97796f03207..5fd6db87d53 100644
--- a/release/scripts/nendo_export.py
+++ b/release/scripts/nendo_export.py
@@ -7,6 +7,8 @@ Group: 'Export'
Tooltip: 'Export selected mesh to Nendo File Format (*.ndo)'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2001 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/nendo_import.py b/release/scripts/nendo_import.py
index d14d99d87ab..3d42f4bfc51 100644
--- a/release/scripts/nendo_import.py
+++ b/release/scripts/nendo_import.py
@@ -7,6 +7,8 @@ Group: 'Import'
Tooltip: 'Import Nendo Object File Format (*.ndo)'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2001 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/obj_export.py b/release/scripts/obj_export.py
index c260e619b97..ecf081cf55c 100644
--- a/release/scripts/obj_export.py
+++ b/release/scripts/obj_export.py
@@ -7,6 +7,8 @@ Group: 'Export'
Tooltip: 'Save a Wavefront OBJ File'
"""
+# $Id$
+#
# --------------------------------------------------------------------------
# OBJ Export v0.9 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
diff --git a/release/scripts/obj_import.py b/release/scripts/obj_import.py
index 1b015db5089..364fbc590be 100644
--- a/release/scripts/obj_import.py
+++ b/release/scripts/obj_import.py
@@ -7,6 +7,8 @@ Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File'
"""
+# $Id$
+#
# --------------------------------------------------------------------------
# OBJ Import v0.9 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
diff --git a/release/scripts/radiosity_export.py b/release/scripts/radiosity_export.py
index 34c913dc1ef..85b8ae8e598 100644
--- a/release/scripts/radiosity_export.py
+++ b/release/scripts/radiosity_export.py
@@ -7,6 +7,8 @@ Group: 'Export'
Tooltip: 'Export selected mesh (with vertex colors) to Radiosity File Format (*.radio)'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2002 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/radiosity_import.py b/release/scripts/radiosity_import.py
index 46705855285..8aeb66fd7d0 100644
--- a/release/scripts/radiosity_import.py
+++ b/release/scripts/radiosity_import.py
@@ -7,6 +7,8 @@ Group: 'Import'
Tooltip: 'Import Radiosity File Format (*.radio) with vertex colors'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2002 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/raw_export.py b/release/scripts/raw_export.py
index 9c2407c41a7..4493a6bc463 100644
--- a/release/scripts/raw_export.py
+++ b/release/scripts/raw_export.py
@@ -7,6 +7,8 @@ Group: 'Export'
Tooltip: 'Export selected mesh to Raw Triangle Format (*.raw)'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2002 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/raw_import.py b/release/scripts/raw_import.py
index f1b6cc511e4..a195a5dfa30 100644
--- a/release/scripts/raw_import.py
+++ b/release/scripts/raw_import.py
@@ -7,6 +7,8 @@ Group: 'Import'
Tooltip: 'Import Raw Triangle File Format (*.raw)'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2002 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/rvk1_torvk2.py b/release/scripts/rvk1_torvk2.py
index efe6c9a9559..601d8c0a1ad 100644
--- a/release/scripts/rvk1_torvk2.py
+++ b/release/scripts/rvk1_torvk2.py
@@ -7,6 +7,8 @@ Group: 'Animation'
Tip: 'Copy deform data (not surf. subdiv) of active obj to rvk of the 2nd selected obj.'
"""
+# $Id$
+#
#----------------------------------------------
# jm soler (c) 05/2004 : 'Rvk1toRvk2' release under blender artistic licence
#----------------------------------------------
diff --git a/release/scripts/slp_import.py b/release/scripts/slp_import.py
index a066e333445..acd3531f118 100644
--- a/release/scripts/slp_import.py
+++ b/release/scripts/slp_import.py
@@ -7,6 +7,8 @@ Group: 'Import'
Tooltip: 'Import SLP (Pro Engineer) File Format (*.raw)'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2004 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/sysinfo.py b/release/scripts/sysinfo.py
new file mode 100644
index 00000000000..736eb78a961
--- /dev/null
+++ b/release/scripts/sysinfo.py
@@ -0,0 +1,148 @@
+#!BPY
+"""
+Name: 'System Info'
+Blender: 233
+Group: 'Utils'
+Tooltip: 'Information about your Blender environment, useful to diagnose problems.'
+"""
+
+# $Id$
+#
+# --------------------------------------------------------------------------
+# sysinfo.py version 0.1 Jun 09, 2004
+# --------------------------------------------------------------------------
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# Copyright (C) 2004: Willian P. Germano, wgermano _at_ ig.com.br
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+# --------------------------------------------------------------------------
+
+import Blender
+from Blender.BGL import *
+import sys
+
+# has_textwrap = 1 # see commented code below
+output_filename = "system-info.txt"
+warnings = 0
+
+def cutPoint(text, length):
+ "Returns position of the last space found before 'length' chars"
+ l = length
+ c = text[l]
+ while c != ' ':
+ l -= 1
+ if l == 0: return length # no space found
+ c = text[l]
+ return l
+
+def textWrap(text, length = 70):
+ lines = []
+ while len(text) > 70:
+ cpt = cutPoint(text, length)
+ line, text = text[:cpt], text[cpt + 1:]
+ lines.append(line)
+ lines.append(text)
+ return lines
+
+## Better use our own text wrap functions here
+#try:
+# import textwrap
+#except:
+# has_textwrap = 0
+# msg = sys.exc_info()[1].__str__().split()[3]
+# Blender.Draw.PupMenu("Python error:|This script requires the %s module" %msg)
+
+header = "= Blender %s System Information =" % Blender.Get("version")
+lilies = len(header)*"="+"\n"
+header = lilies + header + "\n" + lilies
+
+output = Blender.Text.New(output_filename)
+
+output.write(header + "\n\n")
+
+output.write("Platform: %s\n========\n\n" % sys.platform)
+
+output.write("Python:\n======\n\n")
+output.write("- Version: %s\n\n" % sys.version)
+output.write("- Path:\n\n")
+for p in sys.path:
+ output.write(p + '\n')
+
+output.write("\n- Default folder for registered scripts:\n\n")
+scriptsdir = Blender.Get("datadir")
+if scriptsdir:
+ scriptsdir = scriptsdir.replace("/bpydata","/scripts")
+ output.write(scriptsdir)
+else:
+ output.write("<WARNING> -- not found")
+ warnings += 1
+
+missing_mods = [] # missing basic modules
+
+try:
+ from mod_blender import basic_modules
+ for m in basic_modules:
+ try: exec ("import %s" % m)
+ except: missing_mods.append(m)
+
+ if missing_mods:
+ output.write("\n\n<WARNING>:\n\nSome expected modules were not found.\n")
+ output.write("Because of that some scripts bundled with Blender may not work.\n")
+ output.write("Please read the FAQ in the Readme.html file shipped with Blender\n")
+ output.write("for information about how to fix the problem.\n\n")
+ output.write("The missing modules:\n")
+ warnings += 1
+ for m in missing_mods:
+ output.write('-> ' + m + '\n')
+ else:
+ output.write("\n\n- Modules: all basic ones were found.\n")
+
+except:
+ output.write("\n\n<WARNING>:\nCouldn't find mod_blender.py in scripts dir.")
+ output.write("\nBasic modules availability won't be tested.\n")
+ warnings += 1
+
+
+output.write("\nOpenGL:\n======\n\n")
+output.write("- Renderer: %s\n" % glGetString(GL_RENDERER))
+output.write("- Vendor: %s\n" % glGetString(GL_VENDOR))
+output.write("- Version: %s\n\n" % glGetString(GL_VERSION))
+output.write("- Extensions:\n\n")
+
+glext = glGetString(GL_EXTENSIONS)
+glext = textWrap(glext, 70)
+
+for l in glext:
+ output.write(l + "\n")
+
+output.write("\n\n- Simplistic almost useless benchmark:\n\n")
+t = Blender.sys.time()
+nredraws = 10
+for i in range(nredraws):
+ Blender.Redraw(-1) # redraw all windows
+result = str(Blender.sys.time() - t)
+output.write("Redrawing all areas %s times took %s seconds.\n" % (nredraws, result))
+
+if (warnings):
+ output.write("\n(*) Found %d warning" % warnings)
+ if (warnings > 1): output.write("s") # (blush)
+ output.write(", documented in the text above.")
+else: output.write("\n==\nNo problems were found.")
+
+exitmsg = "Done!|Please check the text %s at the Text Editor window." % output.name
+Blender.Draw.PupMenu(exitmsg)
diff --git a/release/scripts/truespace_export.py b/release/scripts/truespace_export.py
index 8013278e528..f50e00f6d8a 100644
--- a/release/scripts/truespace_export.py
+++ b/release/scripts/truespace_export.py
@@ -7,6 +7,8 @@ Group: 'Export'
Tooltip: 'Export selected meshes to trueSpace File Format (*.cob)'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2001 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/truespace_import.py b/release/scripts/truespace_import.py
index 2b4f393d81f..7898fa40fa7 100644
--- a/release/scripts/truespace_import.py
+++ b/release/scripts/truespace_import.py
@@ -7,6 +7,8 @@ Group: 'Import'
Tooltip: 'Import trueSpace Object File Format (*.cob)'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2001 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/unweld044.py b/release/scripts/unweld044.py
index 481aeab8aa2..469200ad142 100644
--- a/release/scripts/unweld044.py
+++ b/release/scripts/unweld044.py
@@ -6,6 +6,8 @@ Group: 'Modifiers'
Tip: 'unweld all faces from one selected and commun vertex. Made vertex bevelling'
"""
+# $Id$
+#
# ------------------------------------------
# Un-Weld script 0.4.4 beta
#
diff --git a/release/scripts/uv_export.py b/release/scripts/uv_export.py
index 5a494952487..bbd2cb8eba8 100644
--- a/release/scripts/uv_export.py
+++ b/release/scripts/uv_export.py
@@ -7,6 +7,8 @@ Group: 'UV'
Tooltip: 'Export the UV face layout of the selected object to a .TGA file'
"""
+# $Id$
+#
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
diff --git a/release/scripts/videoscape_export.py b/release/scripts/videoscape_export.py
index 6cfbd3e9e1e..a647012d104 100644
--- a/release/scripts/videoscape_export.py
+++ b/release/scripts/videoscape_export.py
@@ -7,6 +7,8 @@ Group: 'Export'
Tooltip: 'Export selected mesh to VideoScape File Format (*.obj)'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2001 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/wings_export.py b/release/scripts/wings_export.py
index 46112ac83fd..df36aec4c9f 100644
--- a/release/scripts/wings_export.py
+++ b/release/scripts/wings_export.py
@@ -7,6 +7,8 @@ Group: 'Export'
Tooltip: 'Export selected mesh to Wings3D File Format (*.wings)'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2002 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
@@ -268,6 +270,7 @@ def write(filename):
start = time.clock()
objects = Blender.Object.GetSelected()
+
objname = objects[0].name
meshname = objects[0].data.name
mesh = Blender.NMesh.GetRaw(meshname)
@@ -280,28 +283,30 @@ def write(filename):
message = "Unable to generate\nEdge Table for mesh.\n"
message += "Object name is: " + meshname
mod_meshtools.print_boxed(message)
- #return
-
- if 0:
- import Tkinter, tkMessageBox
- sys.argv=['wings.pyo','wings.pyc'] # ?
-
- #Tkinter.NoDefaultRoot()
- win1 = Tkinter.Tk()
- ans = tkMessageBox.showerror("Error", message)
- win1.pack()
- print ans
- if ans:
- win1.quit()
- win1.mainloop()
-
- else:
- from Tkinter import Label
- sys.argv = 'wings.py'
- widget = Label(None, text=message)
- #widget.title("Error")
- widget.pack()
- widget.mainloop()
+ Blender.Draw.PupMenu("Wings Export error|Unable to generate Edge Table for mesh")
+ return
+
+
+# if 0:
+# import Tkinter, tkMessageBox
+# sys.argv=['wings.pyo','wings.pyc'] # ?
+#
+# #Tkinter.NoDefaultRoot()
+# win1 = Tkinter.Tk()
+# ans = tkMessageBox.showerror("Error", message)
+# win1.pack()
+# print ans
+# if ans:
+# win1.quit()
+# win1.mainloop()
+#
+# else:
+# from Tkinter import Label
+# sys.argv = 'wings.py'
+# widget = Label(None, text=message)
+# #widget.title("Error")
+# widget.pack()
+# widget.mainloop()
data = generate_data(objname, edge_table, mesh)
dsize = len(data)
@@ -334,4 +339,8 @@ def fs_callback(filename):
if filename.find('.wings', -6) <= 0: filename += '.wings'
write(filename)
-Blender.Window.FileSelector(fs_callback, "Wings3D Export")
+
+if Blender.Object.GetSelected()[0].getType() != "Mesh":
+ Blender.Draw.PupMenu("Wings Export error|Selected object is not a mesh!")
+else:
+ Blender.Window.FileSelector(fs_callback, "Wings3D Export")
diff --git a/release/scripts/wings_import.py b/release/scripts/wings_import.py
index 85d5fa377ad..b2e77ab0d16 100644
--- a/release/scripts/wings_import.py
+++ b/release/scripts/wings_import.py
@@ -7,6 +7,8 @@ Group: 'Import'
Tooltip: 'Import Wings3D File Format (*.wings)'
"""
+# $Id$
+#
# +---------------------------------------------------------+
# | Copyright (c) 2002 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
diff --git a/release/scripts/wrl2export.py b/release/scripts/wrl2export.py
index b45f8e372e1..2394a640395 100644
--- a/release/scripts/wrl2export.py
+++ b/release/scripts/wrl2export.py
@@ -7,13 +7,14 @@ Submenu: 'All objects...' all
Submenu: 'Only selected objects...' selected
Tooltip: 'Export to VRML2 (.wrl) file.'
"""
+
+# $Id$
+#
#------------------------------------------------------------------------
# VRML2 exporter for blender 2.28a or above
#
# Source: http://blender.kimballsoftware.com/
#
-# $Id$
-#
# Authors: Rick Kimball with much inspiration
# from the forum at www.elysiun.com
# and irc://irc.freenode.net/blenderchat
diff --git a/release/text/blender.html b/release/text/blender.html
index 1d60be74682..c7e88fb7064 100755
--- a/release/text/blender.html
+++ b/release/text/blender.html
@@ -35,7 +35,7 @@ world-wide community.</p>
distribution. It's open-source software, released under a dual GPL / BL
licence. The full program sources are available online.</p>
-<p>For impatient readers; here the two most important links:</p>
+<p>For impatient readers, here the two most important links:</p>
<a href="http://www.blender.org">www.blender.org</a> the developement/community website<br>
<a href="http://www.blender3d.org">www.blender3d.org</a> the general website<br>
@@ -97,7 +97,10 @@ Some downloaded scripts may require extra Python modules not shipped with
Blender. Installing the whole Python distribution is a way to solve this
issue for most cases except scripts that require extensions (3rd party
modules), but we are starting to add more modules to Blender itself so that
-most scripts don't depend on full Python installs anymore.</p>
+most scripts don't depend on full Python installs anymore. This is mostly
+about Windows, in other platforms Python is usually a standard component
+nowadays, so unless there's a version mismatch or an incomplete py
+installation, there should be no problems.</p>
<p>Even if you do have the right version of Python installed you may need to
tell the embedded Python interpreter where the installation is. To do that
@@ -279,11 +282,15 @@ YafRay and many goodies: sample .blend files with models, textures and
animations, plugins, scripts, documentation, etc. It's an extensive reference
written by Blender gurus and also a good way to help Blender development.</p>
+<p><strong>New</strong>: the new guide's text is now available for download
+online and the second edition of the printed book has also been released.</p>
+
<p>You can learn more about it at the main Blender site:
<a href="http://www.blender3d.org">www.blender3d.org</a>. There you'll also
find news, online documentation like tutorials, the 2.0 guide, the Blender
-Python API Reference for script writers, etc. There are also forums,
-galleries of images and movies, games, scripts, plugins, links and more.</p>
+Python API Reference for script writers, docs for the newest features added
+to the program, etc. There are also forums, galleries of images and movies,
+games, scripts, plugins, links for many resources and more.</p>
<p>The main Blender community site is elYsiun:
<a href="http://www.elysiun.com">www.elysiun.com</a>. There's a lot of
@@ -313,12 +320,14 @@ and should be updated on future versions of this text.</p>
<dl>
<dt><a href="http://www.gimp.org">The Gimp</a></dt>
<dd>The mighty GNU Image Manipulation Program. In 3d work it is a valuable
-resource to create, convert and, of course, manipulate texture images.</dd>
+resource to create, convert and, of course, manipulate texture images.
+It is also useful for work with rendered pictures, for example to add 2d text,
+logos or to touch-up, apply factory or hand-made effects and compose with other
+images.</dd>
<dt><a href="http://www.wings3d.com">The Wings 3D modeler</a></dt>
<dd>A great mesh modeler, with a different approach. Some things are much
easier to model in Wings, others in Blender, making them a powerful combination
-for experienced users.
-</dd>
+for experienced users.</dd>
</dl>
<h4>Renderers:</h4>
@@ -402,6 +411,9 @@ usually the Python &amp; Plugins forum at
announcements, questions, suggestions and bug reports related to scripts. It's
the recommended place to look first, specially if no site was specified at the
script's window or source file(s).</p>
+<p>If some or all scripts that should appear in menus are not there, running
+Blender in <a href="#trouble_gen">debug mode </a> can possibly inform what is
+wrong. Make sure the reported dir(s) really exist.</p>
<h3><a name="trouble_bugt">The Bug Tracker</a></h3>
@@ -430,6 +442,12 @@ make sure the scene has a camera pointing at your models (camera view is
NumPad 0) and at least one light properly placed. Otherwise you'll only get a
black rectangle.</p>
+<p>Setting texture map input to "uv" in the Material Buttons window is not enough
+to assign a texture image and uv data to a mesh. It's necessary to select the mesh,
+enter face select mode (modes can be accessed in the 3d view's header), load an
+image in the UV/Image Editor window and then define the mapping. Only then
+the mesh will have uv data available for exporting.</p>
+
<p>If you want the fastest possible access to Blender's functionality, remember
what a <cite>wise power user</cite> wrote: "keep one hand on the keyboard
and the other on the mouse". Learn and use the shortcuts, configure your
@@ -498,7 +516,7 @@ as "newbie-friendly". It doesn't come packed with "one-click" or "wizard"
functionality, where you get much faster results in detriment of flexibility
and value. It also isn't bundled with tens of megabytes of sample models,
texture images, tutorials, etc. (which only partly explains how Blender can fit
-in a less than 3 MB download).</p>
+in a less than 4 MB download).</p>
<p>Thankfully, these are not fatal shortcomings. The pace at which features
are being added or polished in Blender is impressive, now that it's a well
@@ -534,7 +552,7 @@ should not be sent to Blender developers or its bug tracker. Then
<hr>
<p>Thanks for reading, we hope you enjoy Blender!</p>
-<p><font size=-1>Document version 1.0, april 2004</font></p>
+<p><font size=-1>Document version 1.01, June 2004</font></p>
<p align="right"><a href="#top">back to top</a></p>