104 lines
3.8 KiB
ReStructuredText
104 lines
3.8 KiB
ReStructuredText
.. _bpy.ops.gpencil.convert:
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*******************
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Convert to Geometry
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*******************
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.. reference::
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:Mode: Object Mode
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:Menu: :menuselection:`Object --> Convert --> Path, Bézier Curve, Polygon Curve`
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In the 3D Viewport, sketches on the active layer can be converted to geometry,
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based on the current view settings, by transforming the points recorded when drawing
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(which make up the strokes) into 3D space. Currently, all points will be used,
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so it may be necessary to simplify or subdivide parts of the created geometry for standard use.
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Sketches can currently be converted into curves in Object Mode.
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Options
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=======
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Type
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The type of object to convert to.
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Path
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Create NURBS 3D curves of order 2 (i.e. behaving like polylines).
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Bézier Curve
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Create Bézier curves, with free "aligned" handles (i.e. also behaving like polylines).
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Polygon Curve
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Bézier curve with straight line segments (auto handles).
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.. note:: Converting to Mesh
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If you want to convert your sketch to a mesh,
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simply choose *NURBS* first, and then convert the created curve to a mesh.
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Bevel Depth
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The :ref:`Bevel Depth <bpy.types.Curve.bevel_depth>` to use for the converted curve object.
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Bevel Resolution
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The :ref:`Bevel Resolution <bpy.types.Curve.bevel_resolution>` to use for the converted curve object.
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Normalize Weight
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Will scale weights value so that they fit into the (0.0 to 1.0) range.
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Radius Factor
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Multiplier for the points' radii (set from the stroke's width).
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Link Strokes
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Will create a single spline, i.e. curve element, from all strokes in active Grease Pencil layer.
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This is especially useful if you want to use the curve as a path.
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All the strokes are linked in the curve by "zero weights/radii" sections.
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Timing
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------
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Grease Pencil stores "dynamic" data, i.e. how fast strokes are drawn.
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When converting to curve, this data can be used to create an *Evaluate Time* F-Curve
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(in other words, a path animation), that can be used
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e.g. to control another object's position along that curve
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(*Follow Path* constraint, or, through a driver, *Curve* modifier).
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So this allows you to reproduce your drawing movements.
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*Link Strokes* has to be enabled for all timing options.
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Timing Mode
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This control lets you choose how timing data is used.
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No Timing
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Just create the curve, without any animation data (hence all following options will be hidden).
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Linear
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The path animation will be a linear one.
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Original
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The path animation will reflect to original timing, including for the "gaps"
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(i.e. time between strokes drawing).
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Custom Gaps
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The path animation will reflect to original timing, but the "gaps" will get custom values.
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This is especially useful if you want to shorten large pauses between some strokes.
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Frame Range
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The "length" of the created path animation, in frames. In other words, the highest value of *Evaluation Time*.
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Start Frame
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The starting frame of the path animation.
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Realtime
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When enabled, the path animation will last exactly the same duration it has taken you to draw the strokes.
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End Frame
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When *Realtime* is disabled, this defines the end frame of the path animation.
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This means that the drawing timing will be adjusted to fit into the specified range.
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Gap Duration
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*Custom Gaps* only. The average duration (in frames) of each gap between strokes.
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Please note that, the value will only be exact if *Realtime* is enabled,
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otherwise it will be scaled, exactly as the strokes' timing is.
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Example
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=======
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Here is a simple `"hand writing" video <https://www.youtube.com/watch?v=VwWEXrnQAFI>`__
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created with curves converted from sketch data.
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The blend-file from the above example can be found
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`here <https://archive.blender.org/wiki/index.php/File:ManGreasePencilConvertToCurveDynamicExample.blend>`__.
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