Added remove doubles as a keyword option,
Fixed Triangulate (need to select the faces first)
Fixed boundry weighting (defaults reduced boundries first more then
non boundry verts!)
Made face area weighting give better results.
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
~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.
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.
* Much improved, slower edge collapse weighting method that makes this script about 2.5x slower, but brings it up to the quality of qslim (lightwave's decimator), without the manifold' errors.
Probably worth adding a UI front end to this function.
Isnt intended to be ultra high quality, more for automatic realtime "Level of Detail" model generation.
BPyMesh.redux(ob, 0.5) # To reduce to about half the polys
renamed meshPrettyNormals to meshCalcNormals, and it now writes to normals rather then returning a list of vecs.
updated vertexpaint_selfshadow_ao to be a bit more efficient and make use of the above changes.
- dictWeightFlipGroups, return a vert weight with flipped group names.
- dictWeightMerge, takes a list of dictWeights and merges them
mesh_mirror_tool.py
Added vertex weight support for the mirror tool, its able to mirror arbitary meshes weights with optional name flipping and creation of name flipped groups.
This also uses the mode for l<>r, l>r, r>l so you can copy from left to right only for eg.
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 :/
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.
The orange -> HEAD merge reverted some scripts to older versions. This only
affected the ones that already existed before the orange branch.
Minor issue, easy to fix.
All in all, kudos to kaito, Hos and others for all the hard work in
bringing (coding, merging) all these changes to the main branch.
Final (?) updates for 2.40 :) :
- Bob Holcomb sent a better version of his 3ds importer
- Added doc info to bvh2arm: links to doc and mocap tute from author
Jean-Baptiste Perin
- Alessandro Pirovano improved the Lightwave importer.
- Mikael Lagre updated the collada scripts (fixed a bug with camera
lens value)
- Adam Saltsman improved the wings importer (ongoing work with
his pal Toastie).
- Anthony D'Agostino GPL'd his scripts (used Blender's BAL
license previously)
Thanks to all script authors for their work, interest and kindness.
Again, Tom (LetterRip) has played an important part in this, thanks and
welcome :).
For anyone who is interested in boxpacking the logic isnt
that complex and lscm could benifit from using it.
Archimap will use this rather then having the boxpacker inline.
- updated python24.zip to include all required module dependancies.
- updated zlib.pyd to py24 zlib.pyd - now it opens the zip file (thanks ianwill!)
- removed whrandom module from basic_modules (deprecated in py24)
- Discombobulator by Evan R and DirectX8 Exporter by Ben Omari.
BPython:
- Crashed Blender while testing discombobulator: obj.setMaterials() was not checking if the passed obj had valid obj->data. If the object had been created and not linked yet to a mesh, a crash would happen when trying to sync ob and me material lists. Now an error is returned. Also made obj.setMaterials accept an empty list, since obj.getMaterials can return that.
Thanks to the script authors for the updated versions and special thanks to Tom (LetterRip) for collecting info about updated and new scripts, sending me updates I had missed, etc.
- Jean-Michel Soler: 1) paths import -- ai module; 2) tex2uvbaker;
- Campbell Barton: obj exporter.
BPython:
- Campbell also provided a patch (+docs) to add shader data access to Blender.Material.
Again, thanks guys and sorry for the long delay.
- Jean-Michel Soler: paths import -- ai and svg modules;
- Jean-Baptiste PERIN: bvh to armatures (note: should not work until we re-wrap armatures in bpython);
- Campbell Barton: obj importer.
Thanks guys, excuse me the delay.
- tiny doc update.
- Jean-Michel Soler updated his paths importer (svg part) -- ongoing work related to this bug report by intrr:
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2674&group_id=9
- small doc update in paths import about some imported curves needing "enter edit mode, select all points, toggle cyclic (press 'c')" to show up correctly;
- old vrml 2 exporter's menu name and tooltip updated to clarify that it is the old version, soon to be removed (in favor of the already included vrml 97 update by Bart). Also prints a msg about it to the console when used.
Thanks all.
- #2646 reported by Campbell: Python/Fileselector (moving from fileselector called by script to another space caused script to hang around open but not accessible)
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2646&group_id=9
- #2676 reported by Wim Van Hoydonck: 2.37 python scripts gui: event 8 ignored (thanks Ton for discussing / pointing what to do, Ken Hughes for also working on a fix)
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2676&group_id=9
- gui-less scripts with calls to progress bar inside fileselector callbacks didn't return to the previous space on exit (staying on Scripts win), requiring an event to do so (mouse movement, for example). Quick fix for now, will rework a little after 2.37a for a better alternative, not needing to move to the Scripts win at all.
- added syntax colors access to Window.Theme module.
Scripts:
- updates by Jean-Michel Soler: svg2obj (svg paths import), tex2uvbaker, fixfromarmature;
- updates by Campbell Barton: obj import / export, console;
- tiny: converted vrml97 export to unix line endings;
- updates in ac3d exporter, help browser, save theme.
Thanks all mentioned above.
Scripts:
- license info for camera changer (thanks Tom for pointing), made it GPL since it's stricter and so can be "downgraded" w/o problems, but emailed the author to confirm and if necessary will fix before release.
- adding Discombobulator by Evan J. Rosky (in Mesh menu):
http://evan.nerdsofparadise.com/programs/discombobulator/index.html
This is a fun script to play with, giving quite interesting results. It's good for that "high-tech" look in buildings, spaceships and walls. Thanks Evan for contributing it. GUI should have further updates in the future, like an added "horizontal" layout. (Note: ignore mention in its online docs of a problem with edit mode, the script was fixed.)
- fixing bug reported by Paolo Colombo: space handler slinks set for a 3d view were not set when the area got maximized;
- Blender.Object: added object.isSB() method to know if an object is a soft body (has ob->soft != NULL). Used in fixfromarmature.py.
Scripts:
- updates: batch_name_edit (Campbell), fixfromarmature (JMS);
- additions:
X3D exporter by Bart;
Envelope Suite by Jonas Petersen;
BVH 2 Armature by Jean-Baptiste Perin;
Camera Changer by Regis Montoya (3R);
Interactive Console by Campbell (ideasman).
- tiny updates in other scripts.
- based on a request by Campbell (he also provided a patch for scene.Layer) access to layers was improved a little, keeping the old method (ob.Layers is a bitmask) and adding the nicer one (ob.layers is a list of ints). Done for objects and scenes. House-cleaning: .Layer was renamed to .Layers (actually just using strncmp instead of strcmp, so both work, same done for Window.ViewLayers).
- finally committing patch by Ken Hughes to let .clearScriptLinks() accept a parameter (list of strings) to clear only specified texts.
- doc updates and fixes (JMS reported a problem in nmesh.transform() example code).
Thanks all who contributed.