fixed the "No X Crossing option "Made 0-x verts snap to eachother.
Added mesh_mirror_tool
This is a tool that makes verts mirror, so that you can use xmirror in editmode and weight painting.
Have imported a heap of models that are made mirrored but are slightly out of being in the range that blender uses to be mirrored.
So this means I can make a models verts snap to its mirrored locations.
Options are Limit, Mode l>R, R>L or Middle, Normal Weigting, only mirror Same edge user count may add support for mirroring vert weights later.
Running this script is usefull for moving projects to new computers and fixing broken image paths.
It works by taking a searchdir and finding all the images in that dir, then using the largest images (if doubles are found) to avoid using thumbnails.
This should be mived from the UV to the image menu when a python slots available.
Exporter free's mesh vertex data each run (was causing memory errors when exporting fluidsim meshes... poke ken for Mesh.Unlink() since many meshes are still created)
Exporter had an indentation error also.
Added an NMesh wrapper around Mesh for importers to use, so as to work around slow 1 by 1 adding of data. used in upcoming flt_importer update.
Mesh cleanup now has the dangerous option to perform a cleanup on ALL mesh data. (needed it for a project)
Made obj_export use getMeshFromObject
obj_export now copies images from mtex as well as texface when copy images enabled.
obj_export tested to work with exporting fluidsim animations (somebody reported it was broken, must have been fixed at some point?)
at the moment it only has meshWeight2Dict and dict2MeshWeight
These allow you to deal with vertex weights as a list of dicts which makes scrips short and easy to understand.
(kh_python, perhaps dict access to the python verts could replace this )
Used the above util functions to update mesh_cleanup.
Copied from the source
'Material Clean', 'Remove unused materials.'
'VGroups'
'Group Clean', 'Remove vertex groups that have no verts using them.'
'Weight Clean', 'Remove zero weighted verts from groups (limit is zero threshold).'
'Weight Normalize', 'Make the sum total of vertex weights accross vgroups 1.0 for each vertex.'
Normalizing lets you see how much % of the vertex a bone owns just by looking at 1 of the bone weights.
Would be nice to have this functionality in Blender but theres not much room for new buttons in teh vgroup and material area :/
(Now always work on copied data- Blender.Mesh could do with a copy function)
Now triangulate works without "Apply Modifiers" enabled.
Much thanks to Gianluca Faletti for helping me track down the problem.
It just uses the closest to copy the weights, but this means the meshes need not have the same number of verts.
Worldspace coords are used so the meshes only need to overlap in worldspace.
OBJ Importer,
Added true FGon support for faces >4 verts. (Does a propper scanfill and optionaly converts it to an FGON.) - Checks for flipping, uses a face fan when scanfill fails.
Added the option to split by materials, into seperate mesh objects (Good for large databases)
Made smoothGroups optional.
Update image loader, optional arg for not autocreating the image. - aslo removed some stuff that shouldent have been left in.
Workaround for a bug in Blender.sys.exists()... should fix soon.
Updated the interface to use PupBlock and the FileSelector instead of drawing a full GUI
Fix a crash when no objects were selected and the Ob option was activated
Added option to edit the resulting image in an external program (this needs a full python distro for the os module. it detects the presence of the module and shows the option only if possible).
Saves the selected settings (except the save path) with Registry, so they get loaded back next time you use the script.
Bugfix, Wrongly waited colinear test that caused quads with co-linear edges to be made.
Bugfix, Use active object even if unselected.
Optimize, Skip further tests if face pair is above the quad error limit.
Optimize, Faster edge/Face user dict creation ~10%
Feature: Options to ignore VCols and UV's as delimetres.
Use this script in face select mode.
Note- If you make new faces between faces that are alredy UV mapped there is currently no way to say- map from others... this script does exactly that. and can save a lot of time manually moving and welding UV coords one by one.
Its realy usefull for mapping after a scanfill too.
This script relaxes selected UV verts in relation to there surrounding geometry.
Use this script in face select mode.
Left Click to finish or wait until no more relaxing can be done.
- Mesh objects split by material- many 3ds objects used more then 16 per mesh. and when a face looses its image texture its tedious to set again.
- Removed a lot of unneeded variable creation.
Face indicies spanning over 1 line are now supported (had a freak obj that did this)
Small optimization @% overall speedup.
- Last release before move to Mesh over NMesh.
- Material importing speedup.
- Tested with more models.
- Support some corrupt models.
(Bug in Mesh causes segfaults on some files still, kens looking into it)
Version 0.93
- Tested with 400 3ds files from turbosquid, model cd's and net samples.
- Tactfully ignore faces that used the same verts twice.
- Rollback to 0.83 sloppy un-reorganized code, new code broke UV coord loading.
- Converted from NMesh to Mesh. First importer to use Mesh.
- Faster and cleaner new names.
- Use external comprehensive image loader.
- Re intergrated 0.92 and 0.9 changes
- Fixes for 2.41 compat.
- Non textured faces do not use a texture flag.