Age | Commit message (Collapse) | Author |
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removing obsolete and redundant scripts from the repository
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updated directx8 exporter by Ben Omari
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Updated the interface to use PupBlock and the FileSelector instead of drawing a full GUI
Fix a crash when no objects were selected and the Ob option was activated
Added option to edit the resulting image in an external program (this needs a full python distro for the os module. it detects the presence of the module and shows the option only if possible).
Saves the selected settings (except the save path) with Registry, so they get loaded back next time you use the script.
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iterkeys and has_key -> try/except
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Bugfix, Wrongly waited colinear test that caused quads with co-linear edges to be made.
Bugfix, Use active object even if unselected.
Optimize, Skip further tests if face pair is above the quad error limit.
Optimize, Faster edge/Face user dict creation ~10%
Feature: Options to ignore VCols and UV's as delimetres.
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open inventor export contributed by Radek Barton
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Supported:
Polylines where each vert has no more then 2 edges attached to it.
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unselected faces.
Use this script in face select mode.
Note- If you make new faces between faces that are alredy UV mapped there is currently no way to say- map from others... this script does exactly that. and can save a lot of time manually moving and welding UV coords one by one.
Its realy usefull for mapping after a scanfill too.
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Somebody with good knowledge of the current state of icons should
probably check blenderbuttons for correctness. Also, splash.blend
was corrupt, so I restored the old version, but it says 2.40...
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This script relaxes selected UV verts in relation to there surrounding geometry.
Use this script in face select mode.
Left Click to finish or wait until no more relaxing can be done.
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- Mesh objects split by material- many 3ds objects used more then 16 per mesh. and when a face looses its image texture its tedious to set again.
- Removed a lot of unneeded variable creation.
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- color-correction-hsv & color-correction-yuv
Do color correction in HSV or YUV-space, rather sophisticated but slow.
You can control setup, gain and gamma and saturation (seperated by
shadows, midtones and highlights).
- gamma
a simple RGB-Gamma plugin, but very fast.
- dnr
Dynamic Noise Reduction (plugin ported from VirtualDub).
This helps mpeg encoding alot, by ignoring noise /movement
below a given threshold between frames.
It is also a lot faster than the original VirtualDub-plugin preserving
it's quality.
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the display of timeline, output, U/V scatter plot and Luma waveform.
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Also have datatoc.c add a new line at the end of the file, seems this
was added directly to blenderbuttons.c to fix a warning before.
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Face indicies spanning over 1 line are now supported (had a freak obj that did this)
Small optimization @% overall speedup.
- Last release before move to Mesh over NMesh.
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- Material importing speedup.
- Tested with more models.
- Support some corrupt models.
(Bug in Mesh causes segfaults on some files still, kens looking into it)
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and updated...
Version 0.93
- Tested with 400 3ds files from turbosquid, model cd's and net samples.
- Tactfully ignore faces that used the same verts twice.
- Rollback to 0.83 sloppy un-reorganized code, new code broke UV coord loading.
- Converted from NMesh to Mesh. First importer to use Mesh.
- Faster and cleaner new names.
- Use external comprehensive image loader.
- Re intergrated 0.92 and 0.9 changes
- Fixes for 2.41 compat.
- Non textured faces do not use a texture flag.
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imagepath and a file path- and imports the image, if it exists it uses the one alredy loaded or does a realy good job of finding the right image case insensitite if the normal path is not found. looks in all the logical places for the image- If teh image isnt found then a new dummy image is returned.
The nice thing about this is you can request an image and you know youll get an image back- without doing your own error handeling.
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object(s) ['Cube.004', 'Cube.003', 'Cube.002', 'Cube.001']."
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selected object(s), and rises exceptions for the cases where does not work. documentation to be improved .. and perhaps the API shows RuntimeErrors with messages for the users nicely in popups or something in the phuture.
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the UI integration still, is .. eh suboptimal here, but is noted with XXX in comments with suggestions :) .. thanks for theeth and others on Elysiun who made this, and for Unnamed on irc for digging up .. seems that NMesh -> Mesh conversion was not necessary, but might be a nice excercise.
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Small typo (or so it seems) in bevel center, preventing it from working.
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The orange -> HEAD merge reverted some scripts to older versions. This only
affected the ones that already existed before the orange branch.
Minor issue, easy to fix.
All in all, kudos to kaito, Hos and others for all the hard work in
bringing (coding, merging) all these changes to the main branch.
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able to improve with 2.41's features.
Edits the current image in an external application, esp usefull when dealing with projects that have lots of images.
Basicaly-- a quck way to have the image in the gimp (using gimp-remote) without rooting around in your project tree.
Added registry variable to save the external application... and some OS context for what app to run- could somebody test on macosx+win32.
How about a python slot in the Image Menu?
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real data name.
Added features.
- Triangulate
- Export Object is OBJ objects
- Objects as Groups
- Group by Materials
- Updated blender website from www.blender.org to www.blender3d.org and write blender version number too.
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background to alpha.
Also checking in cleaned up blenderbuttons from Matt.
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Still todo: splash!
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location.
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updated svg import - it is better than the last version, and apparently works perfect on linux - but some issues on windows? work done by jms
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file name gets written instead of the blend file name.
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DirectX exporter now supports animation again. Thanks Ben Omari for the update - there is a bug in armatures (not python?) that can leave the bones looking crazy after export - tab tab to make it return to correct
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Made sure all data is unselected before endering brush mode.
Also made adaptive geometry off be default.
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- Now uses PupBlock where possible
- Uses Mesh for changing mesh names (saves us a full NMesh update)
- Fixed a bug renaming objects from their data - with emprys.
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and better new names.
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Updated bvh to armatures script by Jean-Baptiste Perin (thanks).
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