Age | Commit message (Collapse) | Author |
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Scene.GetCurrent().getChildren() is what is needed.
When through and replaced the obvious ones but there are still a a few Id rather not touch without more about whats going on.
Did quite a few changes to export-iv also.
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matricies applied.
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(as opposed to NMesh).
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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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- Jean-Michel Soler (thanks!) pointed that the 3ds importer was missing
license info. Added a GPL license block copied from the 3ds exporter by
the same author.
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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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changed maximum length of the text entry to 399 to conform with Blenders limit.
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removed set() from BpyMesh and added some uv utility functions.
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- Jean-Michel Soler updated the svg to obj module used by Paths
Importer (thanks!)
- user request: added option to control whether user prefers per face
(uv face select "TwoSided" toggle) or per mesh ("Double Sided") single /
double face info in ac3d exporter.
BPY:
- Blender_ShowHelp() was now crashing Blender when called for the
second time, due to EXPP_dict_set_item_str decrementing the reference
count of an object passed as argument to Blender_ShowHelp() (so not
owned by that function).
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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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Stupid hack- added 0,0,0 dummyvert so UVs import right (unrotated).
This script aparently dosent work on powerpc... (endian issues Im guessing)
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Based on Ed Halley's report.
* Default size is now 512, min is 64, max 8192
* Loading saved params check that Editor path is valid.
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Help->System->Benchmark (the Tkey benchmark) returned timings even if
user cancelled the pupmenu. Was just missing a check
for -1 in toets.c -- wonder how old this one was... Reported by Wim Van
Hoydonck.
Scripts:
- Updated Jean-Michel's hotkeys script for Blender 2.42.
- Followed Pieter Visser's suggestion and added version info to the menu
names of the older collada scripts (v1.3.1).
Thanks guys!
Note for builders: nevermind if you already compiled 2.42RC1, these
updates are not critical at all and can be left for the release or RC2.
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http://projects.blender.org/tracker/?func=detail&aid=4279&group_id=9&atid=125
Thanks Wim Van Hoydonck for report / fix.
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len(mface.v)
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the same as OBJ Import.
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import was not maintainded and would not load some files.
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* replaced foobar==[]: with if foobar: - no reason to make empty lists for comparison.
* Would raise an error is importing a mesh with a blender that had objects in more then 1 scene.
* sped up some of the XML reading functions.
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This script adds support for importing kmz mesh files (google maps model format) - the script was written by jmz, thanks
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removing to fix some commit problems - cambo will add them back
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well as it did)
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objs objects into a new scene and have a group instanced in the current scene.
some extra details in Epydocs about how groups work.
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http://projects.blender.org/tracker/index.php?func=detail&aid=3959&group_id=9&atid=125
py2.4 set issue with bevel_center.py (use dicts for now) - set's commented.
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Cleaned up functions and optimized loops, extra checks and better defaults.
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switched back to renderAnim.
More efficient texture usage, packer now rotates the convex hull of the UV's for each image to fit the most image into the smallest rectangle.
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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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uv_auto_layout_tex now uses the recently fixed saveRenderedImage - I needed to make clean and make to get it working.
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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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[ #4237 ] MD2 export Light Normal is rotated incorrectly fixed by Bob Holcomb
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centers object to export correctly by Bob Holcomb
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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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for export depending on whether the object containing the data has
modifiers or not. For an object without modifiers, things are nice since
the mesh can be properly instanced and reused. For an object with
modifiers there are problems, since a new Mesh has to be created,
akin to doing an Alt-C on the mesh, and we end up using more memory
after the use of the script than we used beforehand. (I wonder if
I would be better off porting the thing to C.)
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This script makes a new image from the used areas of all the images mapped to the selected mesh objects.
Image are packed into 1 new image that is assigned to the original faces.
This is usefull for game models where 1 image is faster then many, and saves the labour of manual texture layout in an image editor.
- Realy needs an image example to see why this is usefull.
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* a misuse of the Mesh module meant that I kept creating new
meshes each time the script was run;
* the commas in the vertex color export looked weird.
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Changes include, but may not be limited to:
* Support for meshes with multiple materials/face images
* Mode modular design that more closely reflects Blender's
internal workings
* Position, scale, and orientations are now exclusively dealt
with in Transform nodes, making the math more unified and
way easier to understand.
* vertex colors either written when mesh has SHARED_COL
face property, or when mesh has vertex colors and
first material with VCOL_PAINT (a little crufty, but
maybe will try a better way later)
* Support for debugging output to the console by setting
the 'rt' button to 42 (for mild verbosity) or 43 (for more
verbosity)
* Potentially long lists like vertex coordinates, face indices,
etc. are now unindented (why potentially waste thousands of
tab characters?)
* All lines in the script are under 79 characters (as per the
python style guide).
A major revision will usually beget major bugs, so
please test, test, test to make sure I haven't broken your favorite
feature in this script! (I've done a number of tests loading
output into the Bitmanagement viewer and into 3DSMax.)
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~20% faster and memory saved by re-using the face and edge lists and their classes each pass rather then __init__'ing new ones.
Stupid mistake- was only collapsing edges with UV's
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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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