- Dont allow it to apply the matrix twice to a linked-dupe. (Same as Apply Loc/Size/Rot)
- Make sure that the source object is active, not just the first selected object.
- Use Mesh instead of NMesh.
- use mesh.transform(mat) rather then vert by vert vec*mat
Other scripts had pupBlock changes for better layout.
Click project, a nifty 3 click way to use a face to set a projection aurientation and then 2 more clicks for the U and V scales
with realtime updating as you move the mouse
should be faster then using view project all the time because you dont have to line the view up with the faces.
off_export - minor changes
uv_archimap - cleanup. slightly slower but less duplicate code
uv_from_adjacent - nothing
BPY_menus - renamed py slot UvCalculation to UVCalculation to be consistant
Changed...
me = NMesh.GetRaw(ob.data.name)
To
me = NMesh.GetRaw(ob.getData(name_only=1))
The line above converts the entire mesh to a python thick wrapper just to get its name, then only to that that same mesh again??
A lot of older scripts did this but theres no reason to do it.
in most (all?) cases..
me = ob.data - should be ok, but theres a subtle difference and I dont want to break anything.
xfig_export, xsi_export and videoscape_export need error checking too.
Minor changes to radiosity_export, updated to work with the new API (vertexColors MTFace)
obdatacopier - was getting the selection but not using it. made it ignore some read only properties.
BPyMesh - minor change: use face iterator rather then making a tuple()
console.py - if the scriptdir didnt exist it would do an error, now just ignore and dont try to do the console_autoexec.py stuff
doc_browser.py - If you typed in an invalid module it would give an error and exit, now have a message instead.
added restrictDraw/Select/Render to objects in python
updated group and scene docs for last commit
made 3ds import use new scn.objects rather then Object.New() - (removed import as instance for now)
fixes off import error from this report http://blenderartists.org/forum/showthread.php?t=84182
curve2vecs(ob, WORLDSPACE= True):
'''
Takes a curve object and returns a list of vec lists (polylines)
one list per curve
This is usefull as a way to get a polyline per curve
so as not to have to deal with the spline types directly
'''
There was an integer division error in md2_export.py,
where values were getting clamped to either 0 or 1.
Fixed it by putting the appropriate vars in float().
Reported by deltab on IRC.
Python 2.4+ supports large list processing with generators, but
Python 2.3 will break if you use that syntax. Until we depend on
the newer versions, I have commented out the generator syntax and
only use the list-comprehension type instead.
* SVG export support (thanks to Jarod's patch in the tracker)
* Faster tga export (from Jarod's patch too)
* Fixes from the review thread and the wiki:
** No longer adds the extension (tga or svg) if already there
** Adds the object name in between the filename and extension (and not after the extension if it was already present)
** Renamed options here and there.
The VRML97 exporter was rounding a lot of stuff to three decimal points.
This is silly, since the spec says single-precision floats are used for
most things, which gives about 7 decimal points precision.
Added a new script - 'Dump All Images to Path'
This script copies all the images used by 1 blend to a spesified path and references the new images from Blender
Usefull for moving projects between computers or when you reference many images. naming collisions and multiple images using the same image path are delt with properly only creating new image names when needed.
Blender images will reference the newly copied files - So be mindfull when you save your blend after running the script.
Notes, images with the path "Untitled will be ignored"
Image path collisions are managed by enumerating the path names so images will never be overwritten at the target path.
an error in Scene.c - scn.Layers disallowd all layer bits to be set.
made image_billboard.py rotate all images to be verticle for more efficient packing, added the option not to pack resulting images into 1.
________________________
Render Billboard Script
This can texture a simple billboard mesh from any number of selected objects.
Renders objects in the selection to quad faces on the active mesh.
Usage
* Light your model or enable the shadless flag so it is visible
* Make a low poly mesh out of quads with 90d corners. (this will be you billboard mesh)
* Select the model and any lamps that light it
* Select the billboard mesh so that it is active
* Run this script, Adjust settings such as image size or oversampling.
* Select a place to save the PNG image.
* Once the script has finished running return to the 3d view by pressing Shift+F5
* To see the newly applied textures change the drawtype to 'Textured Solid'