Age | Commit message (Collapse) | Author |
|
arguments when called from another script
from Bill N (slow67)
Also made uvcalc_quad_clickproj.py and uvcalc_follow_active_coords.py add UV's if they didn't exist.
|
|
load factory settings and replaced elysiun with blenderartist.org in headers
|
|
because the TFace flag was not always easy to access from editmode.
using the last selected face was almost good enough however when selecting verts and edges the last selected face would become inactive and the space image would flicker about too much.
The active face is used for getting the space image at the moment and keeps scripts that use this flag working also.
This has 2 commands to get and set, so the variable is not accessed directly.
all "UV Calculate" scripts work now
last commit crashed when in solid draw mode, it seems subsurf modifier is ignoring the displayMask since MTFACE is available. just made it do a null check for now.
uvcalc_follow_active_coords.py - should be done inC and put in the snap menu.
|
|
hide/select data for each face is annoying.
using mface->flag for both.
Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
|
|
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
|
|
* 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
|
|
|
|
not hidden as well as being selected.
|
|
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.
|
|
active face.
Added a new mode that generaly gives better results. "Loop Average" -
It gives good results for mapping roads that are more then just 1 quad wide.
Thanks LucidMonkey for pointing this out.
See the bottom of these docs.
http://mediawiki.blender.org/index.php/Scripts/Manual/UV_Calculate/Follow_active_quads
|