- added a method Action.getFrameNumbers()
returns the frames at which keyframes were inserted for this action
example usage:
import Blender
myobj = Blender.Object.Get('Armature')
myaction = myobj.getAction()
frames = myaction.getFrameNumbers()
for frame in frames:
print 'bones at frame %d' % frame
myobj.evaluatePose(frame)
pose = myobj.getPose()
for bone in pose.bones.values():
print bone.head, bone.tail
only images input in compositor. Currently still renders in the scene's
own resolution. It also doesn't show scanline/tile updates yet while
rendering.
Workaround for a problem where badly predicted positions are further then half the edge length, on these cases just collapse to the weighted middle of teh edge.
Added docs for "PolyReduce" (Uses BPyMesh_Redux) and WIP Docs for AutoTex Layout.
http://mediawiki.blender.org/index.php/Manual/PartXIII/Modelling_Scripts
Something to try making import/export script writers happy; Mesh.New() will
not create a new Blender mesh datablock unless the mesh is linked to an
object.
for export depending on whether the object containing the data has
modifiers or not. For an object without modifiers, things are nice since
the mesh can be properly instanced and reused. For an object with
modifiers there are problems, since a new Mesh has to be created,
akin to doing an Alt-C on the mesh, and we end up using more memory
after the use of the script than we used beforehand. (I wonder if
I would be better off porting the thing to C.)
This script makes a new image from the used areas of all the images mapped to the selected mesh objects.
Image are packed into 1 new image that is assigned to the original faces.
This is usefull for game models where 1 image is faster then many, and saves the labour of manual texture layout in an image editor.
- Realy needs an image example to see why this is usefull.
Bugfixes:
- Made the HDD-Audio-Code silence buffers in advance before doing a seek
operation. Stops noise on end of file or decoding errors.
- Corrected hanging of audio decoding loop bug on some MP3-files.
(you had to close blender and restart)
- Made preseeking code not seek before beginning of file.
seqaudio:
- made some "local globals" static.
Problems remaining: VBR-MP3-length isn't detected correctly so the
displayed sequence strip is too long...
* a misuse of the Mesh module meant that I kept creating new
meshes each time the script was run;
* the commas in the vertex color export looked weird.
Changes include, but may not be limited to:
* Support for meshes with multiple materials/face images
* Mode modular design that more closely reflects Blender's
internal workings
* Position, scale, and orientations are now exclusively dealt
with in Transform nodes, making the math more unified and
way easier to understand.
* vertex colors either written when mesh has SHARED_COL
face property, or when mesh has vertex colors and
first material with VCOL_PAINT (a little crufty, but
maybe will try a better way later)
* Support for debugging output to the console by setting
the 'rt' button to 42 (for mild verbosity) or 43 (for more
verbosity)
* Potentially long lists like vertex coordinates, face indices,
etc. are now unindented (why potentially waste thousands of
tab characters?)
* All lines in the script are under 79 characters (as per the
python style guide).
A major revision will usually beget major bugs, so
please test, test, test to make sure I haven't broken your favorite
feature in this script! (I've done a number of tests loading
output into the Bitmanagement viewer and into 3DSMax.)
~20% faster and memory saved by re-using the face and edge lists and their classes each pass rather then __init__'ing new ones.
Stupid mistake- was only collapsing edges with UV's
Added support for "Weighted Collapse" Before an edge could only collapse into its middle,
Now the edge collapses into a point bias'd by the 2 verts Concave/Convec "Pointyness" value as well as boundry weighting.
This works much better for boundry verts. - UV's Vcols and Weights are correctly interpolated into the new location.
Added a tool in the mesh menu for accessing the poly reduction tool.
(although it did this one char too 'friendly'), but still happily copying
the string even if it was too long.
Pythoneerz, please check if this is the correct fix :)
- the new methods will advance an object's pose correctly to any frame
Example:
myobj = Blender.Object.Get('obert')
for x in range(10):
myobj.evaluatePose(x)
pose = myobj.getPose()
print 'Data at Frame %d' % x
for bone in pose.bones.values():
print bone.head, bone.tail
print bone.head, bone.tail
one from the stoneage
providing proper padding for non 4 byte aligned rows when passing data to windows codecs
NOTE however some popular codecs like divx refuse to work with image dimensions like that
-did put a nice printf in for that.
i'll leave this open on tracker since i expect surprises with one of the zillion codecs.
unless prooven to do no harm
When a python script modified the selection state of a vertex, edge or face this could cause the creation of invalid EditSelection structures when entering editmode. Added a check to the function 'make_editmesh' to correct this.
Groups are supposed to play its entire (internal) animation system
properly, also when using a dupli-group, linking the group from other file.
When dependencies in a scene change, the groups didn't get corrected,
causing dupli-group to not playback without lag.
This commit resorts the group objects on each DAG_scene_sort() call.
- code for detecting loops was overly complex, and detected loops wrong
even (when chains partially overlap it gave error)
- that code could NULLify sets of other scenes than the one you tested
- and that code should be in blenkernel, so it can be called in more
locations, like fixing potential loops in old files
- the code for looping over the chained scenes was bad too, I created a
nice #define to keep code readable. (See SETLOOPER in BKE_scene.h)
ALso fixes reports in tracker :)
- code was on wrong location, all version patches should be grouped,
otherwise we completely lose track!
- code didn't use the WOPHY_BULLET define...
- made more clear comment on meaning of version patch
fixed some bugs in BPyMesh_redux, tweaked to work well for test cases. much better use of error levels for edge weighting. better collapsing to the desired target. triangulates before reduction be default now.
CVS these days in order not to be terribly annoyed by its absence, here it
is: instinctive-blender's "Recent files list".
It's in the CTRL-O menu. No UI / muscle memory changes -- the first entry is
the same as the only entry that used to be in the former popup.
.