updated docs

This commit is contained in:
Stephen Swaney
2004-08-04 08:03:39 +00:00
parent 002af38739
commit fa6d79b277
2 changed files with 143 additions and 5 deletions

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@@ -16,7 +16,7 @@ The Blender Python API Reference
- L{NLA}
- L{BGL}
- L{Camera} (*)
- L{Curve}
- L{Curve} (*)
- L{Draw} (*)
- L{Effect}
- L{Image} (*)
@@ -35,7 +35,7 @@ The Blender Python API Reference
- L{Radio} (new)
- L{Render}
- L{Text}
- L{Texture}
- L{Texture} (*)
- L{Types}
- L{Window} (* important: L{Window.EditMode})
- L{World} (*)
@@ -50,7 +50,7 @@ Introduction:
Python modules (libraries) that give access to part of the program's internal
data and functions.
Through scripting Blender can be extended in realtime via
Through scripting Blender can be extended in real-time via
U{Python <www.python.org>}, an impressive high level, multi-paradigm, open
source language. Newcomers are recommended to start with the tutorial that
comes with it.
@@ -159,7 +159,7 @@ Demo mode:
Blender has a demo mode, where once started it can work without user
intervention, "showing itself off". Demos can render stills and animations,
play rendered or realtime animations, calculate radiosity simulations and
play rendered or real-time animations, calculate radiosity simulations and
do many other nifty things. If you want to turn a .blend file into a demo,
write a script to run the show and link it as a scene "OnLoad" scriptlink.
The demo will then be played automatically whenever this .blend file is
@@ -174,6 +174,28 @@ The Game Engine API:
separate from the Blender Python API this document references and you can
find its own ref doc in the docs section of the main sites below.
Blender Data Structures:
------------------------
Programs manipulate data structures. Blender python scripts are no exception.
Blender uses an Object Oriented architecture. The bpython interface tries to
present Blender objects and their attributes in the same way you see them through
the User Interface ( the GUI ). One key to bpython programming is understanding
the information presented in Blender's OOPS window where Blender objects and their
relationships are displayed.
Each Blender graphic element ( Mesh, Lamp, Curve, etc.) is composed from two parts:
An Object and ObData. The Object holds information about the position, rotation and size
of the element. This is information that all elements have in common. The ObData holds
information specific to that particular type of element.
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.
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 )
For a more in-depth look at Blender internals, and some understanding of why
Blender works the way it does, see the U{Blender Architecture document<http://www.blender3d.org/cms/Blender_Architecture.336.0.html>}.
A note to newbie script writers:
--------------------------------
@@ -190,6 +212,7 @@ A note to newbie script writers:
@see: U{www.blender.org<http://www.blender.org>}: documentation and forum
@see: U{www.elysiun.com<http://www.elysiun.com>}: user forum
@see: U{projects.blender.org<http://projects.blender.org>}
@see: U{blender architecture<http://www.blender3d.org/cms/Blender_Architecture.336.0.html>}: blender architecture document
@see: U{www.python.org<http://www.python.org>}
@see: U{www.python.org/doc<http://www.python.org/doc>}
@note: this documentation was generated by epydoc, which can output html and