updated docs
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@@ -16,7 +16,7 @@ The Blender Python API Reference
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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{Curve} (*)
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- L{Draw} (*)
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- L{Effect}
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- L{Image} (*)
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@@ -35,7 +35,7 @@ The Blender Python API Reference
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- L{Radio} (new)
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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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@@ -50,7 +50,7 @@ Introduction:
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Python modules (libraries) that give access to part of the program's internal
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data and functions.
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Through scripting Blender can be extended in realtime via
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Through scripting Blender can be extended in real-time via
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U{Python <www.python.org>}, an impressive high level, multi-paradigm, open
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source language. Newcomers are recommended to start with the tutorial that
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comes with it.
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@@ -159,7 +159,7 @@ Demo mode:
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Blender has a demo mode, where once started it can work without user
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intervention, "showing itself off". Demos can render stills and animations,
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play rendered or realtime animations, calculate radiosity simulations and
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play rendered or real-time animations, calculate radiosity simulations and
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do many other nifty things. If you want to turn a .blend file into a demo,
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write a script to run the show and link it as a scene "OnLoad" scriptlink.
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The demo will then be played automatically whenever this .blend file is
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@@ -174,6 +174,28 @@ The Game Engine API:
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separate from the Blender Python API this document references and you can
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find its own ref doc in the docs section of the main sites below.
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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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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 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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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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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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A note to newbie script writers:
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--------------------------------
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@@ -190,6 +212,7 @@ A note to newbie script writers:
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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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@see: U{projects.blender.org<http://projects.blender.org>}
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@see: U{blender architecture<http://www.blender3d.org/cms/Blender_Architecture.336.0.html>}: blender architecture document
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@see: U{www.python.org<http://www.python.org>}
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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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