Age | Commit message (Collapse) | Author |
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Holding Ctrl flips the align view in editmode. (patch from BeBraw)
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unweld - warn that this tool destroys MultiUV/Col's (because of NMesh)
API_intro and NMesh - note that NMesh is maintained but deprecated.
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* Support for fgons (dont make wire on fgon edges)
* added new wire type (extra sharp)
* also fixed editnmesh problem
* mistake in previous commit log (mesh_solidifym meant mesh_wire)
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segments. also made solid wire an option.
uvcalc_smart_project - removed import of Main, was causing error
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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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other areas of Python API), this could break existing scripts that count on new data being unselected (unlikely)
* Added a keyword argument to mesh.transform() - "selected_only" so you can transform the selected verts. this wont break existing scripts.
* Documented these changes in epydocs.
* used these functions in BPyAddMesh
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I updated to use new API calls and removed unneeded debug print thrashing.
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add_mesh_torus - print's wernt removed
others, changed user visible text to american spelling - center
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*add_mesh_simple* - add a mesh from vert/edge/face data.
It deals with setting the mesh rotation and location based on the cursor and view rotation, vertex and object selection etc.
so adding a python object works just like other blenders internal add functions, in editmode and object mode.
*write_mesh_script* - writes a Py script containing the active mesh, this can be put in the user scripts dir so users can define their own objects in the addd menu.
Currently neither of these are accessed by the user however heres a script that uses add_mesh_simple and was written with write_mesh_script.
http://members.optusnet.com.au/cjbarton/add_mesh_teapot.py
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each type remembers its own cap ends setting per session. adding a Cylinder with cap ends disabled names a new object cube.
console - Ctrl+Tab was autocomplete but that conflicted with weightpaint. Use Ctrl+Enter and Shift+Enter for newline without executing.
also made console.py import bpy.
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the data its linked to.
obdata/group/dupgroup/image/material/texture
This or similar functionality should eventualy be added to the outliner.
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Changelog
0.5.7 : - Wash down of some handle problems.
0.5.8 : - 2007/3/9
Wash down of the last exec and correction of a
problem with the curve's first beztriple handle
which was not recorded at first time .
- Added some units managements
- Correction of the rotate matrix
- Correction of the skew matrix
- change in the wash_DATA function suggested by cambo
- added __slot__ in class Bez, ITEM and CURVE suggested by cambo
- remove unused properties in class ITEM and CURVE
0.5.9 : - 2007/3/28
- many improvements for faster and clearer code suggested by cambo and martin.
replacement of "%s" statement by str function.
- correction of an error in the scale transform management
- correction in the management of the stack transformation that rise an error
under python 2.5 but curiously not with python 2.4
.5.9a : - 2007/3/29
- Again a lot of minors corrections
- Backward to 0.5.8 of the function that manages float numbers exported
by the Adobe Illustrator's SVG. After a lot of tests it seems that this oldest
version is also faster too .
- correction (bad) on handle management with V and H commands.
.5.9b : - 2007/3/31
- one or two minor corrections :
now the new object curve is added in the current layer.
short modif in the scale menu...
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image_billboard.py - was broken because textures dont accept the antialias flag anymore
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import OBJ dosnt raise a Py Error when no image is given for a material
export FBX works much better, tested 179 models and dosnt crash on any now. tested import export with large scene, 375,000 tri's.
Mesh.py doc note about UV coords,,
editmesh_add minor typo
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Armatures bone weights and animation not supported yet.
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bpy.*libBlickSeq*.new() - name is now an optiona arg.
moved some more scripts to bpy.* api.
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curve - added curve_type() to return the curve type
BPyModule & gen_library - works with text3d now, can also make new text3d through bpy.curves.new
Added Draw.Label() so scripts can draw can using freetype.
widgetwizard - use Draw.Label
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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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[ #6450 ] Save UV Layout: Overflow Error
This error was caused by excentric UV faces being exported (I'm talking things like 3443870976 as UV coord, in a range of 0..1).
Edges with extreme coordinates are now ignored (for TGA only, they are exported to SVG) and a warning is printed (at most once) to the console.
I chose to still export them to SVG because they don't affect the running time of the script while exporting them to TGA is just insanely long.
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error when brightness setting was used with no vertex colors.
made some very minor edits myself.
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* lightmaps for all selected objects
* add new blank images
* use 1 image for all mesh objects
and some other less important ones.
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packing 2400 rectanges is about 38x faster.
Use the C implimentation in uvcalc_lightmap and uvcalc_smart_project
Blender.c - filename returning None raises errors with existing scripts, just return "" so string functions on the filename dont raise an error.
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http://celeriac.net/unfolder/
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others, but it seems to follow the 3ds format. for the files it messes up, just remove transformation.
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svg2obj.py update from JMS
- Exec was removed from the collect_ATTRIBUTS function .
- Other uses was evaluated.
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bvh_import.py
- delaying IPO updates gives a significant speedup.
- IPO's use linear interpolation now
- Added an option to loop the animation.
- fix for own bug, importing to empties never worked.
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islands.
uvcalc_smart_project - needed to import Main
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per brush, nurbs surfaces as a patch
texture mapping dosnt work yet.
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Simple script to copy the active vertex group, also has the option to only copy the selected faces into the new group.
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Sound.c - moved to getseters
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* improved autocompleation
* faster dictionary usage
Types.c
* type(scene.getTimeLine()) # old bug, will crash blender
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- Updated ac3d exporter to use first material found in the mesh for loose edges (lines) color. Inspired by bug report from Stewart Andreason. Also made a few updates to very old parts of the code, got rid of two "try/except".
- Updated ac3d importer to be even more forgiving to bad data. Also added option to turn transparency on in the 3D View for models using materials with alpha < 1.0. Added optional support for ac3d's subdiv tag, works by adding a subsurf modifier to the imported model(s) that have this tag, so they appear as intended.
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adding menu slot ScriptTemplate
new script scripttemplate_mesh_edit is a template for an editmesh script.
The function Text makeCurrent() is a dummy until I can get it working when the script runs from a menu.
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baking lightmaps
object_sel2dupgroup, creates a dupliGroup from a set of selected objects, using the active as the transformation for the dupli-ob. The advantage of using thus script is that objects have this transformation removed.
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To use:
Make sure NSIS is in your %PATH% and type 'scons nsis'
It doesn't currently compile blender first, so make sure you do a
normal 'scons' before this.
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