# Blender.NMesh module and the NMesh PyType object """ The Blender.NMesh submodule. B{New}: - edges class (L{NMEdge}) and nmesh methods (L{NMesh.addEdge}, L{NMesh.addEdgesData}, etc.); - new optional arguments to L{NMesh.update}; - L{NMesh.transform}; - L{GetNames}. Mesh Data ========= This module provides access to B{Mesh Data} objects in Blender. Example:: import Blender from Blender import NMesh, Material, Window editmode = Window.EditMode() # are we in edit mode? If so ... if editmode: Window.EditMode(0) # leave edit mode before getting the mesh me = NMesh.GetRaw("Plane") # get the mesh data called "Plane" if not me.materials: # if there are no materials ... newmat = Material.New() # create one ... me.materials.append(newmat) # and append it to the mesh's list of mats print me.materials # print the list of materials mat = me.materials[0] # grab the first material in the list mat.R = 1.0 # redefine its red component for v in me.verts: # loop the list of vertices v.co[0] *= 2.5 # multiply the coordinates v.co[1] *= 5.0 v.co[2] *= 2.5 me.update() # update the real mesh in Blender if editmode: Window.EditMode(1) # optional, just being nice @type Modes: readonly dictionary @type FaceFlags: readonly dictionary @type FaceModes: readonly dictionary @type FaceTranspModes: readonly dictionary @var Modes: The available mesh modes. - NOVNORMALSFLIP - no flipping of vertex normals during render. - TWOSIDED - double sided mesh. - AUTOSMOOTH - turn auto smoothing of faces "on". - SUBSURF - turn Catmull-Clark subdivision of surfaces "on". - OPTIMAL - optimal drawing of edges when "SubSurf" is "on". @var FaceFlags: The available *texture face* (uv face select mode) selection flags. Note: these refer to TexFace faces, available if nmesh.hasFaceUV() returns true. - SELECT - selected. - HIDE - hidden. - ACTIVE - the active face. @var FaceModes: The available *texture face* modes. Note: these are only meaningful if nmesh.hasFaceUV() returns true, since in Blender this info is stored at the TexFace (TexFace button in Edit Mesh buttons) structure. - ALL - set all modes at once. - BILLBOARD - always orient after camera. - HALO - halo face, always point to camera. - DYNAMIC - respond to collisions. - INVISIBLE - invisible face. - LIGHT - dynamic lighting. - OBCOL - use object color instead of vertex colors. - SHADOW - shadow type. - SHAREDVERT - apparently unused in Blender. - SHAREDCOL - shared vertex colors (per vertex). - TEX - has texture image. - TILES - uses tiled image. - TWOSIDE - two-sided face. @var FaceTranspModes: The available face transparency modes. Note: these are ENUMS, they can't be combined (and'ed, or'ed, etc) like a bit vector. - SOLID - draw solid. - ADD - add to background (halo). - ALPHA - draw with transparency. - SUB - subtract from background. @var EdgeFlags: The available edge flags. - SELECT - selected. - EDGEDRAW - edge is drawn out of edition mode. - SEAM - edge is a seam for LSCM UV unwrapping - FGON - edge is part of a F-Gon. """ def Col(col = [255, 255, 255, 255]): """ Get a new mesh rgba color. @type col: list @param col: A list [red, green, blue, alpha] of integer values in [0, 255]. @rtype: NMCol @return: A new NMCol (mesh rgba color) object. """ def Vert(x = 0, y = 0, z = 0): """ Get a new vertex object. @type x: float @type y: float @type z: float @param x: The x coordinate of the vertex. @param y: The y coordinate of the vertex. @param z: The z coordinate of the vertex. @rtype: NMVert @return: A new NMVert object. """ def Face(vertexList = None): """ Get a new face object. @type vertexList: list @param vertexList: A list of B{up to 4} NMVerts (mesh vertex objects). @rtype: NMFace @return: A new NMFace object. """ def New(name = 'Mesh'): """ Create a new mesh object. @type name: string @param name: An optional name for the created mesh. rtype: NMesh @return: A new (B{empty}) NMesh object. """ def GetRaw(name = None): """ Get the mesh data object called I{name} from Blender. @type name: string @param name: The name of the mesh data object. @rtype: NMesh @return: It depends on the 'name' parameter: - (name) - The NMesh wrapper of the mesh called I{name}, None if not found. - () - A new (empty) NMesh object. """ def GetNames(): """ Get a list with the names of all available meshes in Blender. @rtype: list of strings @return: a list of mesh names. @note: to get actual mesh data, pass a mesh name to L{GetRaw}. """ def GetRawFromObject(name): """ Get the raw mesh data object from the Object in Blender called I{name}.\n Note: The mesh coordinates are in local space, not the world space of its Object.\n For world space vertex coordinates, each vertex location must be multiplied by the object's 4x4 matrix. @type name: string @param name: The name of an Object of type "Mesh". @rtype: NMesh @return: The NMesh wrapper of the mesh data from the Object called I{name}. @note: For "subsurfed" meshes, it's the B{display} level of subdivision that matters, the rendering one is only processed at the rendering pre-stage and is not available for scripts. This is not a problem at all, since you can get and set the subdivision levels via scripting, too (see L{NMesh.getSubDivLevels}, L{NMesh.setSubDivLevels}). @warn: This function gets I{deformed} mesh data, already modified for displaying (think "display list"). It also doesn't let you overwrite the original mesh in Blender, so if you try to update it, a new mesh will be created. """ def PutRaw(nmesh, name = None, recalc_normals = 1, store_edges = 0): """ Put a BPython NMesh object as a mesh data object in Blender. @note: if there is already a mesh with the given 'name', its contents are freed and the new data is put in it. Also, if this mesh is not linked to any object, a new object for it is created. Reminder: in Blender an object is composed of the base object and linked object data (mesh, metaball, camera, etc. etc). @type nmesh: NMesh @type name: string @type recalc_normals: int @type store_edges: int @param name: The name of the mesh data object in Blender which will receive this nmesh data. It can be an existing mesh data object or a new one. @param recalc_normals: If non-zero, the vertex normals for the mesh will be recalculated. @param store_edges: if non-zero, the edges data are stored @rtype: None or Object @return: It depends on the 'name' parameter: - I{name} refers to an existing mesh data obj already linked to an object: return None. - I{name} refers to a new mesh data obj or an unlinked (no users) one: return the created Blender Object wrapper. """ class NMCol: """ The NMCol object ================ This object is a list of ints: [r, g, b, a] representing an rgba color. @ivar r: The Red component in [0, 255]. @ivar g: The Green component in [0, 255]. @ivar b: The Blue component in [0, 255]. @ivar a: The Alpha (transparency) component in [0, 255]. """ class NMVert: """ The NMVert object ================= This object holds mesh vertex data. @type co: 3D Vector object. @ivar co: The vertex coordinates (x, y, z). @type no: 3D Vector object. (unit length) @ivar no: The vertex normal vector (x, y, z). @type uvco: 3D Vector object. @ivar uvco: The vertex texture "sticky" coordinates. The Z value of the Vector is ignored. @type index: int @ivar index: The vertex index, if owned by a mesh. @type sel: int @ivar sel: The selection state (selected:1, unselected:0) of this vertex.\n Note: An NMesh will return the selection state of the mesh when EditMod was last exited. A python script operating in EditMode must exit edit mode, before getting the current selection state of the mesh. @warn: There are two kinds of uv texture coordinates in Blender: per vertex ("sticky") and per face vertex (uv in L{NMFace}). In the first, there's only one uv pair of coordinates for each vertex in the mesh. In the second, for each face it belongs to, a vertex can have different uv coordinates. This makes the per face option more flexible, since two adjacent faces won't have to be mapped to a continuous region in an image: each face can be independently mapped to any part of its texture. """ class NMEdge: """ The NMEdge object ================= This object holds mesh edge data. @type v1: NMVert @ivar v1: The first vertex of the edge. @type v2: NMVert @ivar v2: The second vertex of the edge. @type crease: int @ivar crease: The crease value of the edge. It is in the range [0,255]. @type flag: int @ivar flag: The bitmask describing edge properties. See L{NMesh.EdgeFlags}. """ class NMFace: """ The NMFace object ================= This object holds mesh face data. Example:: import Blender from Blender import NMesh, Window in_emode = Window.EditMode() if in_emode: Window.EditMode(0) me = NMesh.GetRaw("Mesh") faces = me.faces ## Example for editmode faces selection: selected_faces = [] for f in faces: if f.sel: selected_faces.append(f) # ... unselect selected and select all the others: for f in faces: f.sel = 1 - f.sel # 1 becomes 0, 0 becomes 1 ## Example for uv textured faces selection: selected_faces = [] SEL = NMesh.FaceFlags['SELECT'] # get selected faces: for f in faces: if f.flag & SEL: selected_faces.append(f) # ... unselect selected and select all the others: for f in faces: if f.flag & SEL: f.flag &=~SEL # unselect these else: f.flag |= SEL # and select these me.update() if in_emode: Window.EditMode(1) Blender.Redraw() @type v: list @ivar v: The list of face vertices (B{up to 4}). @type sel: bool @ivar sel: The selection state (1: selected, 0: unselected) of this NMesh's faces *in edit mode*. This is not the same as the selection state of the textured faces (see L{NMesh.NMFace.flag}). @type hide: bool @ivar hide: The visibility state (1: hidden, 0: visible) of this NMesh's faces *in edit mode*. This is not the same as the visibility state of the textured faces (see L{NMesh.NMFace.flag}). @ivar col: The list of vertex colours. @ivar mat: Same as I{materialIndex} below. @ivar materialIndex: The index of this face's material in its NMesh materials list. @ivar smooth: If non-zero, the vertex normals are averaged to make this face look smooth. @ivar image: The Image used as a texture for this face. @ivar mode: The display mode (see L{Mesh.FaceModes}) @ivar flag: Bit vector specifying selection / visibility flags for uv textured faces (visible in Face Select mode, see L{NMesh.FaceFlags}). @ivar transp: Transparency mode bit vector (see L{NMesh.FaceTranspModes}). @ivar uv: List of per-face UV coordinates: [(u0, v0), (u1, v1), ...]. @ivar normal: (or just B{no}) The normal vector for this face: [x,y,z]. @note: there are normal faces and textured faces in Blender, both currently with their own selection and visibility states, due to a mix of old and new code. To (un)select or (un)hide normal faces (visible in editmode), use L{NMFace.sel} and L{NMFace.hide} vars. For textured faces (Face Select mode in Blender) use the old L{NMFace.flag} bitflag. Also check the example above and note L{Window.EditMode}. @note: Assigning uv textures to mesh faces in Blender works like this: 1. Select your mesh. 2. Enter face select mode (press f) and select at least some face(s). 3. In the UV/Image Editor window, load / select an image. 4. Play in both windows (better split the screen to see both at the same time) until the uv coordinates are where you want them. Hint: in the 3d window, the 'u' key opens a menu of default uv choices and the 'r' key lets you rotate the uv coords. 5. Leave face select mode (press f). """ def append(vertex): """ Append a vertex to this face's vertex list. @type vertex: NMVert @param vertex: An NMVert object. """ class NMesh: """ The NMesh Data object ===================== This object gives access to mesh data in Blender. We refer to mesh as the object in Blender and NMesh as its Python counterpart. @ivar name: The NMesh name. It's common to use this field to store extra data about the mesh (to be exported to another program, for example). @ivar materials: The list of materials used by this NMesh. See L{NMesh.getMaterials} for important details. @ivar verts: The list of NMesh vertices (NMVerts). @ivar users: The number of Objects using (linked to) this mesh. @ivar faces: The list of NMesh faces (NMFaces). @ivar edges: None if mesh has no edge data, else a list of L{NMEdge} edges. Use L{addEdgesData} to create edge data if it do not exist. @ivar mode: The mode flags for this mesh. See L{setMode}. @ivar subDivLevels: The [display, rendering] subdivision levels in [1, 6]. @ivar maxSmoothAngle: The max angle for auto smoothing. See L{setMode}. """ def addEdge(v1, v2): """ Create an edge between two vertices. If an edge already exists between those vertices, it is returned. Created edge is automatically added to edges list. You can only call this method if mesh has edge data. @note: In Blender only zero or one edge can link two vertices. @type v1: NMVert @param v1: the first vertex of the edge. @type v2: NMVert @param v2: the second vertex of the edge. @rtype: NMEdge @return: The created or already existing edge. """ def findEdge(v1, v2): """ Try to find an edge between two vertices. If no edge exists between v1 and v2, None is returned. You can only call this method if mesh has edge data. @type v1: NMVert @param v1: the first vertex of the edge. @type v2: NMVert @param v2: the second vertex of the edge. @rtype: NMEdge @return: The found edge. None if no edge was found. """ def removeEdge(v1, v2): """ Remove an edge between two vertices. All faces using this edge are removed from faces list. You can only call this method if mesh has edge data. @type v1: NMVert @param v1: the first vertex of the edge. @type v2: NMVert @param v2: the second vertex of the edge. """ def addFace(face): """ Add a face to face list and add to edge list (if edge data exists) necessary edges. @type face: NMFace @param face: the face to add to the mesh. @rtype: list of NMEdge @return: If mesh has edge data, return the list of face edges. """ def removeFace(face): """ Remove a face for face list and remove edges no more used by any other face (if edge data exists). @type face: NMFace @param face: the face to add to the mesh. """ def addEdgesData(): """ If edge data does not exist for the mesh (ie L{edges}==None), then create them. """ def addMaterial(material): """ Add a new material to this NMesh's list of materials. This method is the slower but safer way to add materials, since it checks if the argument given is really a material, imposes a limit of 16 materials and only adds the material if it wasn't already in the list. @type material: Blender Material @param material: A Blender Material. """ def getMaterials(what = -1): """ Get this NMesh's list of materials. @type what: int @param what: determines the list's contents: - -1: return the current nmesh's list; - 0: retrieve a fresh list from the Blender mesh -- eventual modifications made by the script not included, unless L{NMesh.update}d is called before this method; - 1: like 0, but empty slots are not ignored, they are returned as None's. @note: what >= 0 also updates nmesh.materials attribute. @rtype: list of materials @return: the requested list of materials. @note: if a user goes to the material buttons window and removes some mesh's link to a material, that material slot becomes empty. Previously such materials were ignored. """ def setMaterials(matlist): """ Set this NMesh's list of materials. This method checks the consistency of the passed list: must only have materials or None's and can't contain more than 16 entries. @type matlist: list of materials @param matlist: a list with materials, None's also accepted (they become empty material slots in Blender. """ def hasVertexColours(flag = None): """ Get (and optionally set) if this NMesh has vertex colours. @type flag: int @param flag: If given and non-zero, the "vertex colour" flag for this NMesh is turned I{on}. @rtype: bool @return: The current value of the "vertex colour" flag. @warn: If a mesh has both vertex colours and textured faces, this function will return False. This is due to the way Blender deals internally with the vertex colours array (if there are textured faces, it is copied to the textured face structure and the original array is freed/deleted). If you want to know if a mesh has both textured faces and vertex colours, set *in Blender* the "VCol Paint" flag for each material that covers an area that was also vertex painted and then check in your Python script if that material flag is set. Of course also tell others who use your script to do the same. The "VCol Paint" material mode flag is the way to tell Blender itself to render with vertex colours, too, so it's a natural solution. """ def hasFaceUV(flag = None): """ Get (and optionally set) if this NMesh has UV-mapped textured faces. @type flag: int @param flag: If given and non-zero, the "textured faces" flag for this NMesh is turned I{on}. @rtype: bool @return: The current value of the "textured faces" flag. """ def hasVertexUV(flag = None): """ Get (and optionally set) the "sticky" flag that controls if a mesh has per vertex UV coordinates. @type flag: int @param flag: If given and non-zero, the "sticky" flag for this NMesh is turned I{on}. @rtype: bool @return: The current value of the "sticky" flag. """ def getActiveFace(): """ Get the index of the active face. @rtype: int @return: The index of the active face. """ def getSelectedFaces(flag = None): """ Get list of selected faces. @type flag: int @param flag: If given and non-zero, the list will have indices instead of the NMFace objects themselves. @rtype: list @return: It depends on the I{flag} parameter: - if None or zero: List of NMFace objects. - if non-zero: List of indices to NMFace objects. @warn: this method exists to speed up retrieving of selected faces from the actual mesh in Blender. So, if you make changes to the nmesh, you need to L{update} it before using this method. """ def getVertexInfluences(index): """ Get influences of bones in a specific vertex. @type index: int @param index: The index of a vertex. @rtype: list of lists @return: List of pairs (name, weight), where name is the bone name (string) and its weight is a float value. """ def insertKey(frame = None, type = 'relative'): """ Insert a mesh key at the given frame. Remember to L{update} the nmesh before doing this, or changes in the vertices won't be updated in the Blender mesh. @type frame: int @type type: string @param frame: The Scene frame where the mesh key should be inserted. If None, the current frame is used. @param type: The mesh key type: 'relative' or 'absolute'. This is only relevant on the first call to insertKey for each nmesh (and after all keys were removed with L{removeAllKeys}, of course). @warn: This and L{removeAllKeys} were included in this release only to make accessing vertex keys possible, but may not be a proper solution and may be substituted by something better later. For example, it seems that 'frame' should be kept in the range [1, 100] (the curves can be manually tweaked in the Ipo Curve Editor window in Blender itself later). """ def removeAllKeys(): """ Remove all mesh keys stored in this mesh. @rtype: bool @return: True if successful or False if this NMesh wasn't linked to a real Blender Mesh yet (or was, but the Mesh had no keys). @warn: Currently the mesh keys from meshes that are grabbed with NMesh.GetRaw() or .GetRawFromObject() are preserved, so if you want to clear them or don't want them at all, remember to call this method. Of course NMeshes created with NMesh.New() don't have mesh keys until you add them. """ def update(recalc_normals = 0, store_edges = 0, vertex_shade = 0): """ Update the mesh in Blender. The changes made are put back to the mesh in Blender, if available, or put in a newly created mesh if this NMesh wasn't already linked to one. @type recalc_normals: int (bool) @param recalc_normals: if nonzero the vertex normals are recalculated. @type store_edges: int (bool) @param store_edges: if nonzero, then edge data is stored. @type vertex_shade: int (bool) @param vertex_shade: if nonzero vertices are colored based on the current lighting setup, like when there are no vertex colors and no textured faces and a user enters Vertex Paint Mode in Blender (only lamps in visible layers account). To use this functionality, be out of edit mode or else an error will be returned. @warn: edit mesh and normal mesh are two different structures in Blender, synchronized upon leaving or entering edit mode. Always remember to leave edit mode (L{Window.EditMode}) before calling this update method, or your changes will be lost. Even better: for the same reason programmers should leave EditMode B{before} getting a mesh, or changes made to the editmesh in Blender may not be visible to your script (check the example at the top of NMesh module doc). @warn: unlike the L{PutRaw} function, this method doesn't check validity of vertex, face and material lists, because it is meant to be as fast as possible (and already performs many tasks). So programmers should make sure they only feed proper data to the nmesh -- a good general recommendation, of course. It's also trivial to write code to check all data before updating, for example by comparing each item's type with the actual L{Types}, if you need to. @note: this method also redraws the 3d view and -- if 'vertex_shade' is nonzero -- the edit buttons window. @note: if your mesh disappears after it's updated, try L{Object.Object.makeDisplayList}. 'Subsurf' meshes (see L{getMode}, L{setMode}) need their display lists updated, too. """ def transform(matrix, recalc_normals = False): """ Transforms the mesh by the specified 4x4 matrix, as returned by L{Object.Object.getMatrix}, though this will work with any invertible 4x4 matrix type. Ideal usage for this is exporting to an external file where global vertex locations are required for each object. Sometimes external renderers or file formats do not use vertex normals. In this case, you can skip transforming the vertex normals by leaving the optional parameter recalc_normals as False or 0 ( the default value ). Example:: # This script outputs deformed meshes worldspace vertex locations # for a selected object import Blender from Blender import NMesh, Object ob = Object.GetSelected()[0] # Get the first selected object me = NMesh.GetRawFromObject(ob.name) # Get the objects deformed mesh data me.transform(ob.matrix) for v in me.verts: print 'worldspace vert', v.co @type matrix: Py_Matrix @param matrix: 4x4 Matrix which can contain location, scale and rotation. @type recalc_normals: int (bool) @param recalc_normals: if True or 1, transform normals as well as vertex coordinates. @warn: if you call this method and later L{update} the mesh, the new vertex positions will be passed back to Blender, but the object matrix of each object linked to this mesh won't be automatically updated. You need to set the object transformations (rotation, translation and scaling) to identities, then, or the mesh data will be changed ("transformed twice"). """ def getMode(): """ Get this mesh's mode flags. @rtype: int @return: Or'ed value. See L{Modes}. """ def setMode(m = None, m1=None, m2=None, m3=None): """ Set the mode flags for this mesh. Given mode strings turn the mode "on". Modes not passed in are turned "off", so setMode() (without arguments) unsets all mode flags. @type m: string or int (bitflag) @param m: mode string or int. An int (see L{Modes}) or from none to 5 strings can be given: - "NoVNormalsFlip" - "TwoSided" - "AutoSmooth" - "SubSurf" - "Optimal" """ def addVertGroup(group): """ Add a named and empty vertex (deform) group to the object this nmesh is linked to. If this nmesh was newly created or accessed with GetRaw, it must first be linked to an object (with object.link or NMesh.PutRaw) so the method knows which object to update.\n This is because vertex groups in Blender are stored in I{the object} -- not in the mesh, which may be linked to more than one object. For this reason, it's better to use "mesh = object.getData()" than "mesh = NMesh.GetRaw(meshName)" to access an existing mesh. @type group: string @param group: the name for the new group. """ def removeVertGroup(group): """ Remove a named vertex (deform) group from the object linked to this nmesh. All vertices assigned to the group will be removed (just from the group, not deleted from the mesh), if any. If this nmesh was newly created, it must first be linked to an object (read the comment in L{addVertGroup} for more info). @type group: string @param group: the name of a vertex group. """ def assignVertsToGroup(group, vertList, weight, assignmode = 'replace'): """ Adds an array (a python list) of vertex points to a named vertex group associated with a mesh. The vertex list is a list of vertex indices from the mesh. You should assign vertex points to groups only when the mesh has all its vertex points added to it and is already linked to an object. I{B{Example:}} The example here adds a new set of vertex indices to a sphere primitive:: import Blender sphere = Blender.Object.Get('Sphere') mesh = sphere.getData() mesh.addVertGroup('firstGroup') vertList = [] for x in range(300): if x % 3 == 0: vertList.append(x) mesh.assignVertsToGroup('firstGroup', vertList, 0.5, 'add') @type group: string @param group: the name of the group. @type vertList: list of ints @param vertList: a list of vertex indices. @type weight: float @param weight: the deform weight for (which means: the amount of influence the group has over) the given vertices. It should be in the range [0.0, 1.0]. If weight <= 0, the given vertices are removed from the group. If weight > 1, it is clamped. @type assignmode: string @param assignmode: Three choices: - 'add' - 'substract' - 'replace'\n 'B{add}': if the vertex in the list is not assigned to the group already, this creates a new association between this vertex and the group with the weight specified, otherwise the weight given is added to the current weight of an existing association between the vertex and group.\n 'B{subtract}' will attempt to subtract the weight passed from a vertex already associated with a group, else it does nothing.\n 'B{replace}' attempts to replace a weight with the new weight value for an already associated vertex/group, else it does nothing. """ def removeVertsFromGroup(group, vertList = None): """ Remove a list of vertices from the given group. If this nmesh was newly created, it must first be linked to an object (check L{addVertGroup}). @type group: string @param group: the name of a vertex group @type vertList: list of ints @param vertList: a list of vertex indices to be removed from the given 'group'. If None, all vertices are removed -- the group is emptied. """ def getVertsFromGroup(group, weightsFlag = 0, vertList = None): """ Return a list of vertex indices associated with the passed group. This method can be used to test whether a vertex index is part of a group and if so, what its weight is. I{B{Example:}} Append this to the example from L{assignVertsToGroup}:: # ... print "Vertex indices from group %s :" % groupName print mesh.getVertsFromGroup('firstGroup') print "Again, with weights:" print mesh.getVertsFromGroup('firstGroup',1) print "Again, with weights and restricted to the given indices:" print mesh.getVertsFromGroup('firstGroup',1,[1,2,3,4,5,6]) @type group: string @param group: the group name. @type weightsFlag: bool @param weightsFlag: if 1, the weight is returned along with the index. @type vertList: list of ints @param vertList: if given, only those vertex points that are both in the list and group passed in are returned. """ def renameVertGroup(groupName, newName): """ Renames a vertex group. @type groupName: string @param groupName: the vertex group name to be renamed. @type newName: string @param newName: the name to replace the old name. """ def getVertGroupNames(): """ Return a list of all vertex group names. @rtype: list of strings @return: returns a list of strings representing all vertex group associated with the mesh's object """ def getMaxSmoothAngle(): """ Get the max angle for auto smoothing. Note: This will only affect smoothing generated at render time. Smoothing can also be set per face which is visible in Blenders 3D View. @return: The value in degrees. """ def setMaxSmoothAngle(angle): """ Set the max angle for auto smoothing. @type angle: int @param angle: The new value in degrees -- it's clamped to [1, 80]. """ def getSubDivLevels(): """ Get the mesh subdivision levels for realtime display and rendering. @return: list of ints: [display, render]. """ def setSubDivLevels(subdiv): """ Set the mesh subdivision levels for realtime display and rendering. @type subdiv: list of 2 ints @param subdiv: new subdiv levels: [display, render]. Both are clamped to lie in the range [1, 6]. """