Wednesday sync orange with bf-blender
Note: has the crazyspace fix!
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@@ -465,6 +465,7 @@ static PyObject *Armature_update(BPy_Armature *self)
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if (!BonesDict_InitBones(self->Bones))
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return NULL;
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self->Bones->editmode_flag = 0;
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BLI_freelistN(&self->Bones->editbones);
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}else{
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goto AttributeError;
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@@ -38,6 +38,16 @@ Example::
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- 'Square'
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- 'NoDiffuse'
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- 'RayShadow'
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Example::
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from Blender import Lamp, Object
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# Change the mode of selected lamp objects.
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for ob in Object.GetSelected(): # Loop through the current selection
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if ob.getType() == "Lamp": # if this is a lamp.
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lamp = ob.getData() # get the lamp data.
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if lamp.type == Lamp.Types["Spot"]: # Lamp type is not a flag
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lamp.mode &= ~Lamp.Modes["RayShadow"] # Disable RayShadow.
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lamp.mode |= Lamp.Modes["Shadows"] # Enable Shadowbuffer shadows
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"""
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def New (type = 'Lamp', name = 'LampData'):
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@@ -91,9 +91,8 @@ def Get (name = None):
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def GetSelected ():
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"""
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Get the selected objects on visible layers from Blenders current scene. If no objects are selected, an empty
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list will be returned.
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The active object of the current scene will always be the first object in the list (if selected).
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Get the user selection. If no objects are selected, an empty list will be returned.
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@return: A list of all selected Objects in the current scene.
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I{B{Example:}}
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@@ -104,6 +103,10 @@ def GetSelected ():
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objects = Blender.Object.GetSelected()
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print objects
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@note: The active object will always be the first object in the list (if selected).
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@note: The user selection is made up of selected objects from Blenders current scene.
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@note: The user selection is limited to objects on visible layers,
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if the users last active 3d view is in localview then the selection will be limited to the objects in that localview.
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"""
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@@ -156,19 +159,6 @@ def Duplicate (mesh=0, surface=0, curve=0, text=0, metaball=0, armature=0, lamp=
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activeObject.LocX += 1
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Blender.Redraw()
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"""
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'''
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def Join ():
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"""
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Joins selected objects on visible layers from Blenders current scene.
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The active object is used as a base for all other objects of the same type to join into - just like pressing Ctrl+J
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@return: None
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@note: Being in edit mode, mesh objects with keys and a large number of verts in the
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resulting mesh will all raise a RuntimeError.
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@note: The join may be unsucsessfull because of the selection or object types and no error raised.
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Checking if the number of selected objects has changed is a way to know the join worked.
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"""
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'''
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class Object:
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"""
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