** Note: two new files added, projectfiles will need an update.
Scripts:
Campbell Barton (Ideasman, thanks) updated his Wavefront OBJ importer.
BPython:
- Finally committed pending contributions:
Chris Keith wrote the Blender.Sound module -- still some testing to do this week;
Joseph (joeedh) added the OnLoad scene script event;
Satish Goda added 6 GLU functions to Blender.BGL. Great additions, thanks all!
- Small changes to Blender.Load (leave editmode as Blender wants) and Window.EditMode (allow definition of "undo string");
- Fixed bug #1539: Window.RedrawAll() crashed Blender if an empty spacescript was available while using it in a gui-less script.
- doc updates.
This commit is contained in:
@@ -7,39 +7,39 @@ The Blender Python API Reference
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Top Module:
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-----------
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- L{Blender} (*)
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- L{Blender}
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Submodules:
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-----------
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- L{Armature}
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- L{Bone}
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- L{NLA}
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- L{BGL}
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- L{Camera} (*)
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- L{Curve} (*)
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- L{Draw} (*)
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- L{BGL} (*)
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- L{Camera}
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- L{Curve}
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- L{Draw}
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- L{Effect}
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- L{Image} (*)
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- L{Ipo} (*)
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- L{Lamp} (*)
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- L{Image}
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- L{Ipo}
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- L{Lamp}
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- L{Lattice}
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- L{Library}
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- L{Material} (*)
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- L{Material}
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- L{Mathutils}
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- L{Metaball} (*)
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- L{Metaball}
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- L{NMesh}
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- L{Noise}
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- L{Object} (*)
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- L{Object}
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- L{Registry}
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- L{Scene} (*)
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- L{Radio} (new)
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- L{Scene}
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- L{Radio}
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- L{Render}
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- L{Text}
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- L{Texture} (*)
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- L{Texture}
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- L{Types}
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- L{Window} (* important: L{Window.EditMode})
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- L{World} (*)
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- L{sys<Sys>} (*)
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- L{Window}
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- L{World}
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- L{sys<Sys>}
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(*) - marks updated.
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@@ -177,24 +177,30 @@ The Game Engine API:
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Blender Data Structures:
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------------------------
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Programs manipulate data structures. Blender python scripts are no exception.
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Blender uses an Object Oriented architecture. The bpython interface tries to
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present Blender objects and their attributes in the same way you see them through
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the User Interface ( the GUI ). One key to bpython programming is understanding
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the information presented in Blender's OOPS window where Blender objects and their
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relationships are displayed.
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Programs manipulate data structures. Blender python scripts are no exception.
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Blender uses an Object Oriented architecture. The bpython interface tries to
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present Blender objects and their attributes in the same way you see them
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through the User Interface ( the GUI ). One key to bpython programming is
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understanding the information presented in Blender's OOPS window where Blender
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objects and their relationships are displayed.
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Each Blender graphic element ( Mesh, Lamp, Curve, etc.) is composed from two parts:
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An Object and ObData. The Object holds information about the position, rotation and size
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of the element. This is information that all elements have in common. The ObData holds
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information specific to that particular type of element.
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Each Blender graphic element (Mesh, Lamp, Curve, etc.) is composed from two
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parts: an Object and ObData. The Object holds information about the position,
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rotation and size of the element. This is information that all elements have
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in common. The ObData holds information specific to that particular type of
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element.
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Each Object has a link to its associated ObData. A single ObData may be shared by many Objects. A graphic element also has a link to a list of Materials. By default, this list is associated with the ObData.
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Each Object has a link to its associated ObData. A single ObData may be
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shared by many Objects. A graphic element also has a link to a list of
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Materials. By default, this list is associated with the ObData.
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All Blender objects have a unique name. However, the name is qualified by the type of the object. This means you can have a Lamp Object called Lamp.001 ( OB:Lamp.001 ) and a Lamp ObData called Lamp.001 ( LA:Lamp.001 )
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All Blender objects have a unique name. However, the name is qualified by the
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type of the object. This means you can have a Lamp Object called Lamp.001
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(OB:Lamp.001) and a Lamp ObData called Lamp.001 (LA:Lamp.001).
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For a more in-depth look at Blender internals, and some understanding of why
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Blender works the way it does, see the U{Blender Architecture document<http://www.blender3d.org/cms/Blender_Architecture.336.0.html>}.
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For a more in-depth look at Blender internals, and some understanding of why
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Blender works the way it does, see the U{Blender Architecture document
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<http://www.blender3d.org/cms/Blender_Architecture.336.0.html>}.
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A note to newbie script writers:
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--------------------------------
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@@ -207,7 +213,7 @@ A note to newbie script writers:
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@author: The Blender Python Team
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@requires: Blender 2.34 or newer.
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@version: 2.34
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@version: 2.34cvs
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@see: U{www.blender3d.org<http://www.blender3d.org>}: main site
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@see: U{www.blender.org<http://www.blender.org>}: documentation and forum
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@see: U{www.elysiun.com<http://www.elysiun.com>}: user forum
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@@ -217,4 +223,13 @@ A note to newbie script writers:
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@see: U{www.python.org/doc<http://www.python.org/doc>}
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@note: this documentation was generated by epydoc, which can output html and
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pdf. For pdf it requires a working LaTeX environment.
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@note: the official version of this reference guide is only updated for each
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new Blender release. But it is simple to build yourself current cvs
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versions of this text: install epydoc, grab all files in the
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source/blender/python/api2_2x/doc/ folder of Blender's cvs and use the
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epy_docgen.sh script also found there to generate the html docs.
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Naturally you will also need a recent Blender binary to try the new
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features. If you prefer not to compile it yourself, there is a testing
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builds forum at U{blender.org<http://www.blender.org>}.
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"""
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