Age | Commit message (Collapse) | Author |
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each collapse by about half)
fixed some other UI logic in the python menu script
Added an option to use a vertex group for a reduction weight map to force reducing some areas more then others.
Mesh epydocs activeGroups can be None as well as string.
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somewhere, so commented it out and it works ;)
Theres some other error that only happens when exporting fairly high poly meshes, but this problem is with the old exporter also.
Also added export for non mesh objects as meshes- text, metaballs etc and null material slots dont stop the script.
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UV coordinates for plane preview (buttons) was rotated 90 degrees.
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3ds_import.py minimal updates- changelog.
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enabled by default- manu models would import so large that people couldent see the objects without scaling by 0.01.
Other changes are minor tooltips
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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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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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Fixed the blur-plugin (and maybe a lot more) crashes by expecting
future float-buffer aware sequencer-plugins to have a bumped PLUGIN_VERSION
number. Since quality and speed is degraded by converting the float
buffer first to byte, performing the effect on bytes and then converting
back again an additional warning is displayed in the effect strip,
suggesting to update the used sequencer-plugins.
Fixed some more crashes along the way.
Float buffer aware sequencer plugins should
- first check, if the output-ibuf has a rect_float
=> perform all operations with floats (input and output)
- if not: perform everything on bytes (intput and output)
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- the .so files are copied to the installation dir plugin/ directory now
(other platforms copy it to the .blender dir, which doesn't exist there
for OSX)
- plugin C files got #defines for return values, was old patch I applied,
but was never committed
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you can click on the 'Sample' button, to sample any colour on the Blender
screen. This is really useful in the compositor, and would probably be good for
sampling footage in any eventual chroma key nodes that may be made, too.
LMB to pick the colour, ESC or RMB to cancel.
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The preview.blend now shows raytracing/transparency, and also turns on and off
the fake shadow based on the 'shadbuf' setting.
Also included an updated preview.blend file to accomodate this.
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- Improved lighting and background (also turned off shadows, unnecessary and
a potential slowdown in generating the preview)
- UV unwrapped the sphere and monkey models, so you can actually see something
useful when a texture is mapped to UV
- Added a 'hair' preview option (reused sphere icon will be eventually
forthcoming)
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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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