Commit Graph

779 Commits

Author SHA1 Message Date
b2c888545c corrected wrong variabel name 2007-05-06 09:54:17 +00:00
32c87c61da many 3ds files would not open in other applications because of the 12 character limit of names and filenames in 3ds files.
fixed this and optimized dictionary access some.
2007-05-06 02:19:43 +00:00
66ffd1d207 more epy doc updates
added a constant dict "Blender.Object.IpoKeyTypes" to pass to ob.insertIpoKey(keytype), previously these constants were not documented well and added to Blender.Object directly
2007-05-05 06:09:03 +00:00
98d797f156 Update to svg import from JMS
0.5.9d : - 2007/4/5
              -  when a svg file containts several curves they can be imported in
                 separate object.
              -  managment of paths' name when paths are imported as separate curves.
              -  a menu was added to select between separate or joined curves
              -  management of colors

     0.5.9e : - 2007/4/7
              - corrected a scale problem that only appears when one uses beveldepth
              - in separate curve option, name is also given to the curve data
              - added the list of svg's color names (147) and modified the color's method
                to work with.

     0.5.9h : - 2007/5/2
              - script was updated with the modifs by cambo
              - removed all debug statements
              - correction of a zero division error in the calc_arc function.
2007-05-03 00:06:07 +00:00
b0852bee2c bug fixed when calculating animation bone offsets 2007-05-02 23:45:09 +00:00
98bdbab495 rewrote most of this script.
* Export edges instead of faces
* dont export fgon edges
* export all objects (not just active) including Dupli Objects and static particles
* use PupBlock rather then a gui that uses a window.
* write the file normaly rather then redirecting stdout
2007-05-02 03:33:49 +00:00
c24aa10561 Made it so blender has an active render layer for Uv and Vertex color mesh layers.
This means changing the active UV/VCol layers wont change what renders.
needed to adjust the minor version so old files will copy the active layer to the render-uv/vcol layer.

boxpack2d.py - redoen in C now, dont need python version.
2007-05-02 00:01:23 +00:00
ab77b4aade uvcalc_smart_project.py - fixed error in rare cases.
xfig_export.py - NMesh to Mesh, minor improvements/cleanup.
unweld.py - fixed error when a vert had no faces, also some small speedups and changes.
2007-05-01 09:40:10 +00:00
a61638013e header_filesel - pressing buttons made the file select header title change color.
scripttemplate_object_edit.py - new script template for objects.
2007-05-01 06:57:20 +00:00
e81471f91f fix for adding a 0,0,0 dummy vertex, pointed out in [ #6607 ] 2007-05-01 00:30:48 +00:00
7d47189518 Patch [ #6623 ] Fixed one error, one typo in mesh_cleanup.py
Also added an option to remove all white vcol layers. this is usefull when loading old blend files where every mesh has vcolor's even if they are all white (because of how texface used to be stored before vcol layers)
2007-04-29 16:00:08 +00:00
99135b0674 dont use tface hide or select anymore, since maintaining 2 sets of hide/select data for each face is annoying.
using mface->flag for both.

Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
2007-04-29 13:39:46 +00:00
1d181b9108 removed doc_browser.py - since it covers ~half the BPY api, not documenting any of blenders data types.
replaced with a help_bpy_api.py, that opens a web browser at the Blender Python API page.
Camera.c - added a veriable .angle to camera, same as .lens but adjusts the camera angle in degrees (like the D button)
export_fbx.py - use the the camera angle property.
object_cookie_cutter.py - use PointInTriangle2D rather then own function.
buttons_shading.c - added OB: and tooltip to object world mapping.
interface_draw.c - (Simple theme) text buttons looked exactly like normal buttons (more confusing when they had no text), made the text and ID buttons render inset so you can tell them apart.
2007-04-28 17:21:00 +00:00
3bd0d2e227 Draw.c - error setting the callback button values when using UIBlock (was not offset)
BPyMesh.py - own dumb error, was using dir as an arg (which is a py keyword)

object_drop.py - new script, the first to use UIBlock, it drops objects into terrain, either a group or the active object. on teh Z axis or view axis.
2007-04-27 23:54:30 +00:00
c84d18a679 export_cal3d - exporting all actions (option) wasnt working
export_fbx - blender cameras now work properly (converted lens angle, rotate to the right axis)
	Made meshes, armatures and cameras use the same namespace.
DirectX8Exporter - update from David Teviotdale, change names of exported objects so some DX readers dont fail
xsi_export - Null materials made the export fail (python error).
	This may not be a correct solution since material indicies could be messed up now. I have no way of reading these files.
2007-04-27 17:19:26 +00:00
0a9dc31c8b added blender-camera export to fbx
py api was massing shiftX/Y
2007-04-27 00:33:07 +00:00
2e134e84ab drawview.c - Passepartout, only do GL alpha when not 1.0 alpha
buttons_editing.c - negative camera lense was possible with (Deg) button enabled
export_cal3d.c - minor changes
object_batch_name_edit.py - check for data and object libdata before renaming.
2007-04-26 19:05:22 +00:00
b655d5e817 fixed many errors in Cal3D that didnt show up with the testmodel I was using.
Mostly problems with vertex index, and splitting off new verts.

removing truespace_export.py truespace_import.py, (decieded by letterrip and myself)
both truespace and blender have enough formats in common that we dont need to support this format thats spesific to truespace and not used for 3d data interchange.
2007-04-25 23:51:53 +00:00
dae5f38f55 darn, had some debug stuff left in. 2007-04-25 21:19:43 +00:00
19be3ff7c1 rewrote vertex/face creation (should be faster now)
* added support for blenders materials
* added support for multiple materials per mesh
* added Multiple UV's per vert, as well as using multiple images (Blenders TEXFace)
2007-04-25 21:17:49 +00:00
3f153c25be hiding objects in texture paint mode was buggy - (you couldnt exit texxture paint) - so only hide/show objects in object mode.
removed radiosity support.

According to the author -

"The Radiosity file format is my own personal format. I created it to
learn how meshes and vertex colors were stored. See IO-Examples.zip, the
example *.radio files on my web page."
2007-04-25 14:47:29 +00:00
d2fb4afb7c BPyArmature - has a function that gets final pose locations/rotations. the data it returns can be swaped with IPO curve/locations, so exporters can use this to export bones with IK's/constraints.
export_cal3d.py - option to export with baked animation from posebones, added popup UI with some options, fixed object scaling, get the meshes armature if its not selected.
2007-04-25 05:13:03 +00:00
77f08ddc12 editface.c & buttons_logic.c & Draw.c & verse_session.c - added missing header
Bone.c - return an empty list rather then None for bone.children bone.getAllChildren()
Draw.c - per button callbacks are now have (event, value) passed
2007-04-24 17:28:40 +00:00
1ad4f024c8 had debug oprions enabled for cal3d, small updates to epydoc 2007-04-24 02:09:25 +00:00
54b494540b Cal3d exporter
Updated this script to work with the new python API, Mesh from NMesh and lots of other improvements + some bug fixes.
2007-04-24 02:05:40 +00:00
60af30ec8a lightwave_import - tested with many more new files, fixed a rare error (probably bad file)
export_fbx - export lamps, (point/spot/sun), Mesh edges, Dupli'Objects and static particles as edges. bug fix in material export and better reuse of some standard text chunks.
fly mode, added acceleration on mouse-wheel and +/- so flicking the mousewheel has more effect and dosnt feel so slugish.
BPySys.py - cleanName, dumb mistake.
2007-04-21 11:23:45 +00:00
d76778f0e4 2 new python functions for the NLA.
action.getChannelNames() and action.renameChannel(from, to)

editaction.c - maximum new name length was too short
2007-04-20 23:33:56 +00:00
c7b1e5c11d export_fbx.py - support scene start/end frames, fpx, mist settings, better default camera writing.
BPyObject.py - function for getting an objects armature, look at both parent and modifier.
editmesh_add.c and BPyAddMesh.py - check for multires
filesel.c, Append/Link had a bug where files linked in, didnt have the LIB_APPEND_TAG unset, and appending these into a new blend file would link instead.
BKE_library.h, library.c - utility functions for flagging listbases flag_all_listbases_ids and and flag_listbase_ids
2007-04-20 18:48:30 +00:00
60b3268c32 adding a python function for cleaning strings (for filenames and export names) BPySys.py - used fotr obj and fbx export.
view.c - missed one smoothview/camera.
Brigg's hide object patch didnt change the object selection flag, other minor changes also.
2007-04-19 20:58:09 +00:00
238ab04297 update for exporting material settings, everything was exporting green,
now use spec,diffuse,ambient,alpha,shadeless settings as well as some others that match
2007-04-19 17:27:18 +00:00
0f2e46d2be selecting all new faces broke this, fixed and optimized a bit. 2007-04-19 12:31:12 +00:00
3e1a5ce7a2 PyAPI.
moved bpy into bpy.data and bpy will be eventually replace the root level 'Blender' module.
currently we have bpy.library bpy.config and bpy.data
2007-04-18 14:40:01 +00:00
063605b279 Python API registry SetKey() had a limit of 60 that would keep counting up every time you used SetKey() until it would always be 60 and nothing would save.
removing limits for now, no other areas of blenders API have limits like this (even if those limits make sense in most cases)
we may add warnings later.

also use faster dict syntax too.
2007-04-17 14:23:19 +00:00
a6113b0059 Made X11 use _NET_WM_STATE_MAXIMIZED_HORZ and _NET_WM_STATE_MAXIMIZED_VERT when opening (if -p isnt given as an arg)
gsr and myself both wrote a patch for this, using gsr's.

import_obj - another error in splitting fixed.
2007-04-15 05:01:34 +00:00
14e6497d8b import_obj - bugfix, split by groups didnt work.
disabled lamp panel and camera panel from editing lib data
2007-04-14 17:44:50 +00:00
0a411c4704 added missing 'import bpy' from uvcalc_smart_project
removed 2 unused vars from DNA_object_types.h
2007-04-14 10:37:58 +00:00
384f7a7875 mesh_wire, fixed error with zero area edges
Holding Ctrl flips the align view in editmode. (patch from BeBraw)
2007-04-11 14:00:11 +00:00
bd142ac2f4 Anti - NMesh commit.
unweld - warn that this tool destroys MultiUV/Col's (because of NMesh)
API_intro and NMesh - note that NMesh is maintained but deprecated.
2007-04-09 07:03:26 +00:00
55d0bf6b33 mesh_wire.py
* Support for fgons (dont make wire on fgon edges)
* added new wire type (extra sharp)
* also fixed editnmesh problem

* mistake in previous commit log (mesh_solidifym meant mesh_wire)
2007-04-09 01:43:33 +00:00
ec52983146 mesh_solidify - added a different wire type, can make 4 and 6 sided wire segments. also made solid wire an option.
uvcalc_smart_project - removed import of Main, was causing error
2007-04-08 20:40:08 +00:00
244c925421 Adding a 'solid wire' script.
http://members.optusnet.com.au/cjbarton/teapot.jpg
2007-04-08 09:35:05 +00:00
76420c2fec appending libdata no longer breaks all external references.
Existing data is flagged with LIB_APPEND_TAG and all_local only has an option to only operate on un-flagged data.

If you append an object thats linked to a material alredy linked in your scene, the material will not be made local.
So at worst youll need to make local some of the datablocks.

This is fairly simple and though my tests show it to work, do some tests on your own libraries before assuming its problem free.


scripttemplate_mesh_edit wasnt updated with PyAPI changes and moved some functions into generic places.
2007-04-07 17:35:47 +00:00
341ba1e28b Export object loc,size,rot rather then apply the matrix to the mesh. 2007-04-05 17:55:07 +00:00
985fb03478 * Changed mesh so all new data is selected (fits in with blender's UI and other areas of Python API), this could break existing scripts that count on new data being unselected (unlikely)
* Added a keyword argument to mesh.transform() - "selected_only" so you can transform the selected verts. this wont break existing scripts.
* Documented these changes in epydocs.
* used these functions in BPyAddMesh
2007-04-05 07:45:11 +00:00
083afdfb74 ZanQdo made the mesh import rge right way up,
I updated to use new API calls and removed unneeded debug print thrashing.
2007-04-04 09:11:03 +00:00
5371d956df curve center didnt update curve data.
add_mesh_torus - print's wernt removed
others, changed user visible text to american spelling - center
2007-04-03 08:20:17 +00:00
70869641df Python Add Mesh Script, adds a Torus with radius and segment options. 2007-04-03 05:57:04 +00:00
b2084d49ff This script 2 functions for use with the add mesh slot in the menu.
*add_mesh_simple* - add a mesh from vert/edge/face data.
It deals with setting the mesh rotation and location based on the cursor and view rotation, vertex and object selection etc.
so adding a python object works just like other blenders internal add functions, in editmode and object mode.

*write_mesh_script* - writes a Py script containing the active mesh, this can be put in the user scripts dir so users can define their own objects in the addd menu.

Currently neither of these are accessed by the user however heres a script that uses add_mesh_simple and was written with write_mesh_script.
http://members.optusnet.com.au/cjbarton/add_mesh_teapot.py
2007-04-02 18:51:17 +00:00
bf2907288c editmesh_add - cone, cylinder and circle remember their 'Cap Ends' setting, each type remembers its own cap ends setting per session. adding a Cylinder with cap ends disabled names a new object cube.
console - Ctrl+Tab was autocomplete but that conflicted with weightpaint. Use Ctrl+Enter and Shift+Enter for newline without executing.
 also made console.py import bpy.
2007-04-02 16:32:05 +00:00
11d727aae0 This script is accessed from the object menu, used for finding an object by the data its linked to.
obdata/group/dupgroup/image/material/texture

This or similar functionality should eventualy be added to the outliner.
2007-04-01 17:08:05 +00:00