Commit Graph

7333 Commits

Author SHA1 Message Date
29daa64095 removed unusued vars from Geometry.c
uv_archimap still had python based line intersect

added plane2matrix function to BPyMathutils
added an optional arg to imageFromObjectsOrtho - camera_matrix
camera_matrix can be used to define a plane in 3d space where X and Y scale is used to set the width and height of the area to render.
2006-10-08 10:51:38 +00:00
30d207e650 Added python func Blender.Geometry.LineIntersect2D(v1,v2,v3,v4)
updated archimap and cookie cutter to use it, removed python version from BPyMathutils
archimap island merging is noticibly faster
2006-10-07 04:56:36 +00:00
fe50037f7e images wernt being applied to textures on import
added alpha support for material and texface. so teh faces transp mode is set as well as the Alpha and ztransp settings for the material
2006-10-05 11:15:22 +00:00
dac52bc6e1 Slw_sl fixed start/end frame export 2006-10-05 06:44:27 +00:00
55d49ffda3 pup block was being called too late and frames were not being set on export 2006-10-05 05:59:03 +00:00
3dddba4e06 updated to use some of the new additions to vector and minor speedups,
removed edge margin option (uv island margin should be enough)
2006-10-03 16:46:02 +00:00
323cc790fa added a BPyObject.py with 1 function- getDerivedObjects, gets all dupliObjects and can optionaly get a mesh generated from the objects particles.
export obj can now export duplis and particles as well as faster face exporting and other small cleanups/speedups.
2006-10-01 14:02:51 +00:00
22ce0faffe export matrix was wrong, cleanup import, more memory efficient and import the rest data to an unused key. 2006-09-28 04:45:08 +00:00
ad51edd3bf Adding MDD import and export from patch 4969 with modifications, (import and export rvks, MDD is from lightwave AFAIK)
Added Mesh .key .removeAllKeys() and .insertKey() for MDD support (was using NMesh just for keys before)
Since this is aparently an experemental feature in NMesh we may want to change this.
2006-09-27 16:33:02 +00:00
e6251f6ae7 removed .parent by mistake in Object.c
made some of the importers raise a nice error if a file disnt exist rather then a python error. will eventually apply to all.
2006-09-26 04:39:46 +00:00
65895ba6bd corrected image doc mistake - image.makeCurrent()
BPyRender.imageFromObjectsOrtho() returns an image

Made all image bake scripts ask before overwriting a file. as well as displaying the newly created image once its rendered.
2006-09-25 19:35:43 +00:00
4437c27091 forgot to add 'island margin' - so you can have a gap around each island so they dont bleed ento eachother once baked into a texture. 2006-09-25 16:37:37 +00:00
a3e3025663 Optimized merging uv islands when packing by testing only intersections of boundry uv edges.
updated to use more recent changes to the bpython api and some other cleanups.
2006-09-25 16:24:07 +00:00
7fce181d11 BPyMessages - added "Save over" message for scripts to use, so as not to overwrite files.
import_obj - comments, docstring additions, cleanup.

OBJ export: -renamed export_obj
 faster edge exporting (use edges LOOSE flag rather then finding zero face user edges)
 check for file before overwriting
 use object iterators
2006-09-25 05:12:37 +00:00
a2ecfa8cc9 adding a script that copies material colors to vertex colors,
usefull when consolidating 3d models from formats that use many materials for different colors, into 1 object with fewer materials.
2006-09-21 01:36:09 +00:00
2446288ad3 fix in MTL library loading, if none is spesified the same name as the OBJ is used. 2006-09-20 17:11:45 +00:00
ac160e56ae makes image paths relative even if the files referenced exist.
this functionality might be better in a seperate script.
2006-09-20 09:44:41 +00:00
360d7a1083 OBJ Import should now meet up to the python standards
http://mediawiki.blender.org/index.php/ScriptDev/Guidelines

* Recursive search was enabled by default, if your OBJ happened to be at root path, loading the OBJ could take ages. Made recursive searching optional.
* MAX's MTL exporter replaces spaces with underscores, image loading checks for this and loads the name with spaces if the one with underscores dosnt exist. not realy a problem with the importer but annoying to manually replace lots of images.
2006-09-20 05:03:53 +00:00
fd0628c6db Update and add a new script -
Makes the mesh solid by creating a second skin of a set width
works with UV's and Vertex col's but not weights at the moment.
2006-09-20 02:43:09 +00:00
7494a3c966 error in place holder creation function was making the image twice, effected 3ds and obj importers 2006-09-18 14:08:04 +00:00
d89240ba12 added mesh_create_derived_view(ob) to DerivedMesh.c
exactly the same as mesh_create_derived_render(ob) except it uses the view modifier settings.

Added an optional arg to getFromObject to 'render' so you can choose to get the mesh displayed in the 3d view or generate one with render settings.
Solved bug 4612 getFromObject now works with soft body meshes (error was caused by getting the derived mesh from a copy of the object)

removed workaround for softbody bug in object_apply_def.py
2006-09-17 05:15:56 +00:00
cca79d086a changed the defaults for image edit. will open the image instantly with no options. hold shift for setting the application. 2006-09-15 10:21:25 +00:00
cfc9e31f04 fixed error fix in obj import mesh splitting. 2006-09-09 13:44:27 +00:00
1b6cf3e6ee Enabled threads for rendering. 2006-09-08 16:41:35 +00:00
c5fe47fc96 Script that bakes procedural textures into an image.
uses TexMesh to get the same values as rendered procedural textures.
2006-09-08 15:28:33 +00:00
352d8cd02d removed inverted and normalized from py scripts 2006-09-07 14:15:10 +00:00
f17e9a6cb9 resolved invalid bounding box from the object by freeing a new meshes bounding box.
added back bound box constraint to obj import (many OBJs have values outside the defulat clipping range)

BPyRender.py was missing a flag assignment.
2006-09-05 06:45:39 +00:00
289105bcd9 ==blender2cal3d update==
unneeded line in the script was keeping it from showing up in the menus
2006-09-04 21:33:02 +00:00
a2b0bca7f7 removing old obj importer 2006-09-04 04:25:24 +00:00
ebde667956 rewrite of the obj importer,
The original obj importer was ok but it gradually got slower
as it had to support quirks of rare files.

This importer supports these quirks without bad workarounds and ~250 less lines.

* Moved from NMesh to Mesh
* Import smooth groups as hard edges
* Import Lines from sketchup (Thanks Wavk)
* Uses less memory
* faster (On a 70meg poser test model, benchmarked from 130sec to 41.2sec)

Not yet supported from the old importer-
* Scaling down to a bounding area
* Importing multiple obj's at once
* Using existing materials in the .blend
* Importing as a group instance.
2006-09-04 04:23:55 +00:00
9eae6278fc Silly mistake, made adding edges raise an exception. 2006-08-29 23:05:13 +00:00
24a2e90f82 Improved tri to quad converting.
added include to poseobject.c
2006-08-29 09:43:38 +00:00
e10613c7f7 cleanup and some speedups with assigning materials 2006-08-25 18:05:05 +00:00
62b8cad660 simplified 3ds mesh importing by storing verts and faces in a list rather then a mesh, before making the final mesh
also make use of meshes faces.extend() indexList option- which means lots of checking can be removed.

indexList is not relyable at the moment so some files wont import but this will be fixed.
2006-08-25 09:10:06 +00:00
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