Commit Graph

349 Commits

Author SHA1 Message Date
Chris Want
1f68dfb499 A mesh from the Blender python Mesh module can sometimes have
a materials array with entries that are 'None'. Added some code
to check for this perverse situation.
2006-08-16 01:06:38 +00:00
3dce59a5df fixed a problem with UV coords and vert col's when reducing the mesh. 2006-08-15 06:12:55 +00:00
567f1bef14 Adding a cookie cutter that can cut multiple polyline meshes into multiple meshes into a mesh - allong the view axis.
leaving the faces inside the polyline selected.
UV's are maintained but not vertex colors at the moment.
2006-08-09 11:39:35 +00:00
97e259a827 ==unweld script update==
spelling and grammatical changes..
2006-08-07 19:04:17 +00:00
aaa7182aea ==unweld script update==
unweld script updated by JMS, brings script in line with the draft scripting guidelines thanks
2006-08-07 18:40:58 +00:00
531cd7c0fc Removed debug line added when testing for matrix memory leaks that messed up matrix.invert()
updated bvh import which was modified to account for that. as well as other minor changes.
2006-08-06 22:47:57 +00:00
e1828bbb63 added rotate 90d to obj export as default to match importer 2006-08-06 11:32:12 +00:00
0c748032a6 benchmark bvh output..
spellchecked/expanded comments in armature_symetry.py and tweaked functionality
2006-08-04 12:48:29 +00:00
4ae12081c0 found that the rotation order is as defined in the BVH file, store and apply the rotations in this order. 2006-08-04 08:53:28 +00:00
f9fb0cf9b0 Option to support non standard BVH files. (alternate rotation order) 2006-08-03 09:16:28 +00:00
1d05319e29 materials should render after import without having to enable texface. 2006-08-02 21:43:45 +00:00
7ec55d7a62 Made this script test 4 different collapse locations and use the one that results in the least error.
locations are: smart, middle, v1, and v2
where smart is an attempt to generate a loc that will collapse without loosing volume.

This can now collapse a subdivided cube properly.
2006-08-02 04:40:50 +00:00
19f3550eab Mostly finished work on bvh import.
before funky stuff like IPO bezier curve fitting etc are added.

* Fixed problem with zero length bones being removed.
* Sped up import by writing to ipo curves rather then inserting keyframes
* detect linear rate of change and ommit unneeded ipo points.
* cleanup
2006-08-01 18:28:42 +00:00
4e261039a9 Adding back bvh2arm.py - There is a problem when working with BVH files (small but noticable rotation error)
but aparently its still usefull for empties and Jean assures me the bug will be fixed.
2006-08-01 08:20:19 +00:00
6bc2ada6fc Made all the scripts use the file browser for saving images
Added better docscrings

Added a texture baker for procedural textures,

Its able to make a WYSIWYG image from the texture, by using the texmesh property, so texture coords arnt lost up when flattening the mesh.

Use a high res image not to see any seams
2006-07-31 15:22:20 +00:00
6a48654cce Added a octree implimentation for doing fast locational vertex lookups. 2006-07-31 13:28:00 +00:00
876885df45 rewrote bvh import to be modular,
BVHs can now be imported as armatures pose animations as well as empties.
2006-07-31 09:12:18 +00:00
6ca1c28837 Cleaned up and made a bit more efficient.
Now multiplys with existing colors.
2006-07-30 12:28:20 +00:00
96b2c0912d Fixed some logical errors and improved skinning method some more. 2006-07-30 05:48:28 +00:00
acbc574534 problem reported with making aeroplane wings,
attempted to fix the filling logic, was 50% now is 80% -  not quite up to snuff still.
2006-07-29 19:32:07 +00:00
0672038093 Fixed a bug in obj_import
would load faces
f 0 1 2 \
  3 4 5

but not
f 0 1 2\
  3 4 5

Updated JMS's hotkeys script
2006-07-29 17:22:56 +00:00
d56de7edb7 Mostly fixed archimap issue where "fill holes" - island filling would hang ths script.
Some optimizations and Ctrl will escape the script properly if you want to skip merging the islands.

Thanks to Melchior FRANZ for the report and debug blend
2006-07-29 12:21:38 +00:00
792114e476 removed image_bake_from_uvs and replaced it with a module that does all the work and 4 scripts accessable from the UV/Image menu.
- bake wire
- bake image
- bake vcol
- bake normals

Fitting all the options for these into 1 PupBlock was not good.

An example of 4 different baking made from these scripts

http://members.iinet.net.au/~cpbarton/temp.png
2006-07-29 07:14:11 +00:00
9054a81eb2 Big speedup, 2-3x, from better mesh importing. 2006-07-28 19:09:09 +00:00
cb86998653 removing this uv relax python script until it has better all round results. 2006-07-28 09:57:50 +00:00
92e9a88996 fixed stupid error in flt_import (only allowed 15 materials, not 16)
added an option to Bake From UV's - Selected Faces Only
2006-07-28 09:27:11 +00:00
093bc78783 fixed flt_import problem adding materials to the mesh, made untextured faces not go pink.
removed mesh_bbrush, Not worth maintaining anymore with recent developments.
2006-07-28 08:59:44 +00:00
a7a3285235 Much needed update to flt_import.py
* NMesh to Mesh
* Optimized vertex importing
* Import NGons properly and make them blender FGons
* lots of other small updates

image_bake_from_uvs - ignore meshes without faceUV's
2006-07-28 08:17:04 +00:00
f6ddf8a3c3 removed kloputils, was too old/broken/messy to maintain- functionality needs to be split into a number of scripts.
bvh2arm was for importing empties in a BVH, direct bvh armature import should be good for next release. and Iv removed the Old bvh importer anyway.

Will add a slot in the imaeg meny for image scripts, renamed scripts to go there.
2006-07-28 02:38:02 +00:00
aa90678154 renamed texture baker to "Bake Image from UVs"
Added options to use material colors (can be multiplied with vcol)
Added wire option for UV Export type functionality. (implys no bleeding)
Added Option to render with no oversampling
changed alpha blending
2006-07-28 02:08:36 +00:00
3d0f27c19d uv_vcol_to_image.py
Added optional support for baking more then 1 unique mesh objects at once.
2006-07-27 17:29:34 +00:00
671a7b8e49 Moved this importer to the Mesh module and dropped meshtools dep's
Now imports ngons as fgons and dosent mess up with '#' comments at the start of the file.
2006-07-27 14:17:15 +00:00
3f5e14abef updated py scripts for changes in mathutils 2006-07-27 03:15:37 +00:00
6a087fcb8b 10-20% speedup with better logic and limit the cache size for box intersections. 2006-07-26 17:43:16 +00:00
0740e4ab1c removed the now unneeded resize4d operation for instant 2.43 incompatability. :/ 2006-07-26 12:54:54 +00:00
f36fc4fe21 removed reload,
BPyRender accedentaly left the scene rather then removing it.
2006-07-26 11:39:32 +00:00
fd281bec04 rewrote this script, for the new bones api.
Use a best fit mirror location to match pairs rather then bone names only.
Location matching works well, but name matching method can be added in also if its needed.
2006-07-26 11:12:29 +00:00
c03179c9b3 Added a script that makes an image from vertex colors using UV coords. the advantage this has over other existing scripts is that it bleeds the colors from edge polygons so you dont get mipmapping errors.
usefull for baking radiosity back into an image (with non overlapping UV's) and also has an option for including the texface image, and using normals (instead of colors)

Added BPyRender with a utility function to render off an ortho image from a number of objects.
2006-07-26 02:07:12 +00:00
1bf883b799 Added the option for all objects to have their UV's packed into the same texture space, enabled by default. 2006-07-26 01:30:21 +00:00
c4429fb796 Added a note in the object docs about object data and editmode
removed mirror_bone_weights, as it was a double another script, contacted the author and hes ok with it.
2006-07-26 00:41:52 +00:00
e7263b0c66 removed unused unzip function from console.py,
replaced   x,y,z= tuple(Vec)  with  x,y,z= Vec
2006-07-26 00:30:31 +00:00
6234c25678 This script randomizes the selected objects loc/size/rot a set ammount. 2006-07-26 00:20:55 +00:00
Chris Want
6122d501e7 Converting a mesh object with modifiers to a temporary mesh during
export would cause a problem since the temporary meshes created
would often reuse the same name for many objects. This fix mangles
the object name and uses this for the temporary mesh name to avoid
this problem. (The naming is important, since vrml has 'DEF' and 'USE'
statements that are used like C macros, so if two meshes have the
same name the exporter will try to 'recycle' data to keep file sizes
low).
2006-07-19 13:05:11 +00:00
38b6f07251 fixed error that mode this script not work in python 2.3 2006-07-18 10:20:43 +00:00
13e4883b96 Bugfix only for a queer bug that occurs (in non of my previous tests) where an edge is added with the same verts- an invalid edge of course. 2006-07-16 13:54:33 +00:00
f1eed11ad7 Missing constant added. 2006-07-13 13:41:26 +00:00
cfeaf8dfdf Simplified some parts of this script 2006-07-12 12:36:19 +00:00
b7e534f412 error it pup block title, still had clean meshes. 2006-07-12 12:09:43 +00:00
d6ef293851 Scripts:
- Updating Blender Lip Synchro to the newest version sent by the author,
Benoit Foucque (Dienben). Thanks!

I'm committing a version with a few minor (tested) changes to make it
easier and to fix a small problem, the author received the changes a few
days ago. He would try to send another update implementing a couple
suggestions, but it may not come in time, so better have this. Anyway,
interested users can check his blog for test files and more information:

http://blenderlipsynchro.blogspot.com/
2006-07-12 10:21:38 +00:00
6d972220ac rename and update to archimap.
Mainly syntax optimizations and cleaned up parts.
2006-07-12 09:55:09 +00:00