Age | Commit message (Collapse) | Author |
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- moved release/io and release/ui into release/scripts/io, ui
- updated scons, cmake, make
When porting 2.4x scripts back, use a command like this so as not to loose the commit history...
svn cp https://svn.blender.org/svnroot/bf-blender/branches/blender2.4/release/scripts/raw_import.py release/scripts/io/import_raw.py
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for all scripts except import_dxf and colladaImEx/translator.py
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when meshWeight2List was called on a mesh with no vgroups
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not offset)
BPyMesh.py - own dumb error, was using dir as an arg (which is a py keyword)
object_drop.py - new script, the first to use UIBlock, it drops objects into terrain, either a group or the active object. on teh Z axis or view axis.
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moved bpy into bpy.data and bpy will be eventually replace the root level 'Blender' module.
currently we have bpy.library bpy.config and bpy.data
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http://members.optusnet.com.au/cjbarton/teapot.jpg
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Existing data is flagged with LIB_APPEND_TAG and all_local only has an option to only operate on un-flagged data.
If you append an object thats linked to a material alredy linked in your scene, the material will not be made local.
So at worst youll need to make local some of the datablocks.
This is fairly simple and though my tests show it to work, do some tests on your own libraries before assuming its problem free.
scripttemplate_mesh_edit wasnt updated with PyAPI changes and moved some functions into generic places.
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* stopped bpy from importing automaticaly as decieded in the meeting.
* removed Blender.Main, since we agree it will be called bpy, renamed files also.
* updated epydocs from this and last commit.
* updated scripts to use bpy.*, and bugfix's for widgetwizard
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type(foo) == type(list()) can be done as
type(foo) == list:
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and flips the faces (needed for solidify) but not for general purpose use.
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MultiUV/Color support - all layers are copied to new faces. as well as hole filling faces.
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well as some speedups- mostly problems with lightwave_export
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BPyMesh getMeshFromObject bugfix in some cases non mesh object types could be a problem.
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continual script stuff, minor stuff..
fix for bad return in group.
Added back group.objects.append/remove but print deprectaed warning. also some epydoc changes.
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returns all face loops as a list of their edge keys
Used this in uvcalc_follow_active_coords to speed it from 5.53sec to 0.098 on a 1000 face mesh.
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weightpaint_envelope_assign - can update active vgroup only
weightpaint_normalize - fixups
BKE_plugin_types - made the max length 32 ratehr then 16 so you can fill the text space in pupBlock
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Click project, a nifty 3 click way to use a face to set a projection aurientation and then 2 more clicks for the U and V scales
with realtime updating as you move the mouse
should be faster then using view project all the time because you dont have to line the view up with the faces.
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Minor changes to radiosity_export, updated to work with the new API (vertexColors MTFace)
obdatacopier - was getting the selection but not using it. made it ignore some read only properties.
BPyMesh - minor change: use face iterator rather then making a tuple()
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accepting the name only was causing big problems when exporting library data, because duplicate names are possible the wrong data was exporting.
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added a function to BPyMesh.py to get faces in linked groups (like split by loose parts) - but returns lists of faces only.
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results in the least error.
locations are: smart, middle, v1, and v2
where smart is an attempt to generate a loc that will collapse without loosing volume.
This can now collapse a subdivided cube properly.
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blended to alpha zero, but was raising an error, fixed.
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added GPL header and docstrings to other scripts
removed double batch_name_edit, same file is object_batch_name_edit
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and better in some cases.
Speedup for bpymesh_redux (poly reducer) with reducing vertex weights. use list2MeshWeight and meshWeight2List.
renamed vertex gradient files
Removed reload()'s
- 3ds_import.py
- mesh_cleanup.py
- mesh_poly_reduce.py
- vertexpaint_selfshadow_ao.py
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installed and some nendo import optimizations.
BPyMesh will work with the exception of the redux function in py2.3
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dumb mistage within a try - Thanks lightbringer for finding the error
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errors at the user.
Export mesh data with modifiers and objects matrix applied. export not only mesh data but text, nurbs etc (thanks to BPYMesh getMeshFromObject)
Small updates to ply import, dont set the TEX of a face (no pink faces anymore)
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made ngon loop-reduce function faster by replacing dicts with sets
off_export has some errors, modernized the script.
added a python 2.3 reversed compat function - just uses ls[::-1]
Further 2.3 compat testing needed.
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bpymeshes ngon to ignore polylines with <3 verts.
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epydoc links and updated BPyMesh NGon function
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has working optimized loop detection, uses PolyFill function.
LWO cheats by having multiply poly lines in 1, by doubling back on the line. BPyMeshes NGON function splits this into multiple NGons so PolyFill can fill properly.
Tested with 1711 LWO files - (2 had unreadable faces) 77meg and 103 OBJ files- all worked.
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themselves, vert length edges and removes doubles (also slower :/ )
Lightwave importer uses this and also makes FGons from imported ngons.
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Further changes need to be added but theres a bug in Blender that prevents the NGon function from working.
https://projects.blender.org/tracker/index.php?func=detail&aid=4544&group_id=9&atid=125
Lightwave major update by Alessandro Pirovano (uaraus) intergrated with my changes.
Tested with ~ 500 models to import without throwing an error.
Added subsurf back, image loading fixes and removed meshtools dependancy
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wrapper and use BPyImage.comprehensiveImageLoad
Sped up with LC's for vert loading.
tried to removing meshtools as a dependancy, but cant do that everywhere.
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removed set() from BpyMesh and added some uv utility functions.
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python tools.
added functions
pickMeshRayFace(me, orig, dir):
pickMeshGroupWeight(me, act_group, orig, dir):
pickMeshGroupVCol(me, orig, dir):
facePlanerIslands(me):
edgeFaceUserCount(me, faces= None):
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len(mface.v)
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Added a 2D Line intersection function
Added a function to BPyMesh that gets the mesh space vertex location of a Faces UV Pixel.
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Added remove doubles as a keyword option,
Fixed Triangulate (need to select the faces first)
Fixed boundry weighting (defaults reduced boundries first more then
non boundry verts!)
Made face area weighting give better results.
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Workaround for a problem where badly predicted positions are further then half the edge length, on these cases just collapse to the weighted middle of teh edge.
Added docs for "PolyReduce" (Uses BPyMesh_Redux) and WIP Docs for AutoTex Layout.
http://mediawiki.blender.org/index.php/Manual/PartXIII/Modelling_Scripts
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Added support for "Weighted Collapse" Before an edge could only collapse into its middle,
Now the edge collapses into a point bias'd by the 2 verts Concave/Convec "Pointyness" value as well as boundry weighting.
This works much better for boundry verts. - UV's Vcols and Weights are correctly interpolated into the new location.
Added a tool in the mesh menu for accessing the poly reduction tool.
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this and be quiet.
fixed some bugs in BPyMesh_redux, tweaked to work well for test cases. much better use of error levels for edge weighting. better collapsing to the desired target. triangulates before reduction be default now.
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