Commit Graph

449 Commits

Author SHA1 Message Date
Campbell Barton
0d9002354f Fixed many small errors in this script.
This is a real mess and should be removed/re-written but until we have a nice clean alignment script and its close to release, have to keep it.
2006-07-11 17:59:23 +00:00
Campbell Barton
893a36408c This shold fix 3ds opening on macs. thx blendix 2006-07-11 13:30:57 +00:00
Campbell Barton
5f761a4707 mesh cleanup optimized with some LC's
renameobjectbyblock - made more readable, only operate on objects in the current scene. optimized dict usage.
2006-07-10 10:46:53 +00:00
Campbell Barton
309fb2ec26 removed a script I wrote and added it under a different name.
Moved from NMesh to Mesh and optimized.
2006-07-10 09:22:07 +00:00
Campbell Barton
4c357b4ffa clicking on the second point of the gradient outside the mesh should have blended to alpha zero, but was raising an error, fixed. 2006-07-09 14:54:47 +00:00
Campbell Barton
a06c122772 needed this file for Gradient tool (Window/3d ray picking function) 2006-07-09 14:44:54 +00:00
Campbell Barton
158d430ca9 updated mesh boneweight copy not to error with no selection.]
updated obdatacopier to support mesh objects and added a more general way of choosing data to show or ignore in the button list.
2006-07-09 14:22:21 +00:00
Campbell Barton
219a6b245c vertexpaint_selfshadow_ao adds face uv to the mesh if there not alredy there...
added GPL header and docstrings to other scripts

removed double batch_name_edit, same file is object_batch_name_edit
2006-07-08 06:14:45 +00:00
Campbell Barton
73d50a8289 Updated to the latest cal3d exporter from http://svn.gna.org/viewcvs/soya/trunk/soya/blender2cal3d.py?view=log 2006-07-08 04:51:43 +00:00
Willian Padovani Germano
8aed0ead0b Gui:
[ #4581 ] related to scripts window updates, details here:

http://projects.blender.org/tracker/index.php?func=detail&aid=4581&group_id=9&atid=125

Scripts updated:

-Jean-Michel Soler updated some of his scripts: paths importer (ai,
eps, gimp, svg), kml / kmz importer and also updated Axiscopy.py by A
Vanpoucke (xand) and the knife script (this version handles multiple
materials) by Stefano Selleri and Wim Van Hoydonck. Thanks!
2006-07-07 18:39:51 +00:00
Campbell Barton
db5860df0c updated md2 exporter from 0.17.1 to 0.17.5
(not my work, asume Bob Holcomb's)
some extra features triangualte on export, usibility tweaks and try fan, strip improveemnts.
2006-07-07 16:09:41 +00:00
Campbell Barton
53efbdd3a3 Made this script motherball aware-
Metaballs that are numbered are not included - only the un-numbered motherball when getting the mesh data for objects.
2006-07-07 15:51:32 +00:00
Campbell Barton
9a168d8285 added list2MeshWeight and meshWeight2List - faster then the dict equivilents and better in some cases.
Speedup for bpymesh_redux (poly reducer) with reducing vertex weights. use list2MeshWeight and meshWeight2List.

renamed vertex gradient files

Removed reload()'s
- 3ds_import.py
- mesh_cleanup.py
- mesh_poly_reduce.py
- vertexpaint_selfshadow_ao.py
2006-07-07 10:46:46 +00:00
Campbell Barton
5b7ccc4bd9 Credits to JMS as a contributer 2006-07-06 19:14:56 +00:00
Campbell Barton
e8d39a3ca3 updated raw import/export nice error messages, optimized with LC's removed meshtools depencancy, use Mesh instead of NMesh 2006-07-06 19:02:22 +00:00
Campbell Barton
14a67d2a3c Added a vertex gradient tool. got the ok from willian to add if its well tested, can do vertex gradient and weight gradient- uses __vertex_gradient__.py which manages to do both. 2006-07-06 13:34:53 +00:00
Campbell Barton
80dda381f3 Made OBJ exporter better remove double normals and UVs on export.
Some people reported using this for games so added an option to calculate high quality normals (from BPyMesh)
2006-07-06 12:25:04 +00:00
Campbell Barton
02bb354cbe merged the functionality of both these scripts into 1 new script,
Both had small problems,

This script works with soft bodies (as fixfromarmature does) and works on multiple objects at once as Apply_def does.
Made them use Mesh over NMesh unless soft bodies are involved- in that case is uses NMesh because Mesh cant get soft body info at the moment.
This script also works with non mesh objects - mballs, text, nurbs etc.
2006-07-06 11:09:44 +00:00
Campbell Barton
1c9a7a032b fixed a bug in poly redux's vgroup weight merging (was reducing the weight each collapse by about half)
fixed some other UI logic in the python menu script
Added an option to use a vertex group for a reduction weight map to force reducing some areas more then others.

Mesh epydocs activeGroups can be None as well as string.
2006-07-05 20:37:07 +00:00
Campbell Barton
d360c4fadf fix for bug 4307, keyframe data was being written and that was buggy somewhere, so commented it out and it works ;)
Theres some other error that only happens when exporting fairly high poly meshes, but this problem is with the old exporter also.

Also added export for non mesh objects as meshes- text, metaballs etc and null material slots dont stop the script.
2006-07-05 07:10:03 +00:00
Campbell Barton
518fef7f29 mesh_mirror_tool.py code cleanup, updated UI, tooltips added docstrig.
3ds_import.py minimal updates- changelog.
2006-07-04 10:09:21 +00:00
Campbell Barton
ab5dffc1cd strip 3ds materials names of spaces, 3ds import added a "Bounds" option enabled by default- manu models would import so large that people couldent see the objects without scaling by 0.01.
Other changes are minor tooltips
2006-07-04 01:56:49 +00:00
Campbell Barton
c4b4e2922f more updates, mostly 2.3 error checking, nice messages when pythons not installed and some nendo import optimizations.
BPyMesh will work with the exception of the redux function in py2.3
2006-07-03 20:17:40 +00:00
Campbell Barton
b8d8c1fd60 BPyMesh getMeshFromObject was failing to copy the vert weights because is a dumb mistage within a try - Thanks lightbringer for finding the error 2006-07-03 07:14:48 +00:00
Campbell Barton
a33feaf49b Lots of scripts are using Object.Get() where Scene.GetCurrent().getChildren() is what is needed.
When through and replaced the obvious ones but there are still a a few Id rather not touch without more about whats going on.

Did quite a few changes to export-iv also.
2006-07-03 05:05:28 +00:00
Campbell Barton
acef774a61 Modernized radiosity i/o - better errors, optimized with LC's modifiers and matricies applied. 2006-07-03 04:12:53 +00:00
Campbell Barton
8a10a77345 remove this mesh cleaning function, have alredy added a new Mesh based one (as opposed to NMesh). 2006-07-03 03:27:46 +00:00
Campbell Barton
e70610ab1e Update to ply export, give nice messages to the user rather then throwing errors at the user.
Export mesh data with modifiers and objects matrix applied. export not only mesh data but text, nurbs etc (thanks to BPYMesh getMeshFromObject)

Small updates to ply import, dont set the TEX of a face (no pink faces anymore)
2006-07-03 03:22:48 +00:00
Campbell Barton
6c4a0d7769 added python 2.3 set importer for BPyMesh_redux
made ngon loop-reduce function faster by replacing dicts with sets
off_export has some errors, modernized the script.
added a python 2.3 reversed compat function - just uses ls[::-1]

Further 2.3 compat testing needed.
2006-07-03 01:52:14 +00:00
Campbell Barton
aaf05a1d20 Made geometrys polyfill work with all iterators (not just lists) and updated bpymeshes ngon to ignore polylines with <3 verts. 2006-07-02 23:09:37 +00:00
Willian Padovani Germano
9d4ae5ed19 Scripts:
- Jean-Michel Soler (thanks!) pointed that the 3ds importer was missing
license info. Added a GPL license block copied from the 3ds exporter by
the same author.
2006-07-02 19:50:30 +00:00
Campbell Barton
6adf0e6543 finish adding Geometry module, removed polyfill from mathutils, updated epydoc links and updated BPyMesh NGon function 2006-07-02 15:28:28 +00:00
Campbell Barton
348a4c03c6 More fixes to lightwave ngon filling, fallback to fan fill- ngon function has working optimized loop detection, uses PolyFill function.
LWO cheats by having multiply poly lines in 1, by doubling back on the line. BPyMeshes NGON function splits this into multiple NGons so PolyFill can fill properly.
Tested with 1711 LWO files - (2 had unreadable faces) 77meg and 103 OBJ files- all worked.
2006-07-02 09:44:44 +00:00
Campbell Barton
577494dc05 Further tweaking to the scanfill stuff 2006-07-01 20:26:07 +00:00
Campbell Barton
b0a3566409 Made BPyMesh's ngon a lot better- handels polylines that loop back on themselves, vert length edges and removes doubles (also slower :/ )
Lightwave importer uses this and also makes FGons from imported ngons.
2006-06-30 15:41:20 +00:00
Campbell Barton
6f8b6b3a35 NGon fan fill fallback had an error in the indicies it returned.
Further changes need to be added but theres a bug in Blender that prevents the NGon function from working.
https://projects.blender.org/tracker/index.php?func=detail&aid=4544&group_id=9&atid=125

Lightwave major update by Alessandro Pirovano (uaraus) intergrated with my changes.
Tested with ~ 500 models to import without throwing an error.
 Added subsurf back, image loading fixes and removed meshtools dependancy
2006-06-30 11:22:45 +00:00
Campbell Barton
e5b3fb85e4 Made lightwave import work with images by removing internal image loading wrapper and use BPyImage.comprehensiveImageLoad
Sped up with LC's for vert loading.
tried to removing meshtools as a dependancy, but cant do that everywhere.
2006-06-29 07:06:54 +00:00
Campbell Barton
cd7cbc1e47 bugfix 4501
changed maximum length of the text entry to 399 to conform with Blenders limit.
2006-06-27 13:26:00 +00:00
Campbell Barton
7f3ce43f04 removed numerious spelling mistakes 2006-06-26 07:54:10 +00:00
Campbell Barton
cd87c75a2f removing this script because editmode select group replaces it. 2006-06-26 03:42:38 +00:00
Campbell Barton
b2dd3db414 Made 3ds import remove 0,0,0 dummy vert (Thanks Ken)
removed set() from BpyMesh and added some uv utility functions.
2006-06-19 01:27:41 +00:00
Willian Padovani Germano
2ca99a5e09 Scripts:
- Jean-Michel Soler updated the svg to obj module used by Paths
Importer (thanks!)
- user request: added option to control whether user prefers per face
(uv face select "TwoSided" toggle) or per mesh ("Double Sided") single /
double face info in ac3d exporter.

BPY:
- Blender_ShowHelp() was now crashing Blender when called for the
second time, due to EXPP_dict_set_item_str decrementing the reference
count of an object passed as argument to Blender_ShowHelp() (so not
owned by that function).
2006-06-18 19:05:51 +00:00
Campbell Barton
a4c2492d6e Updated this script and added some functions, this wont effect eny existing python tools.
added functions
pickMeshRayFace(me, orig, dir):
pickMeshGroupWeight(me, act_group, orig, dir):
pickMeshGroupVCol(me, orig, dir):
facePlanerIslands(me):
edgeFaceUserCount(me, faces= None):
2006-06-16 10:59:56 +00:00
Campbell Barton
be22b6e8e8 Cleanum, remove unneeded 'raise's
Stupid hack- added 0,0,0 dummyvert so UVs import right (unrotated).
This script aparently dosent work on powerpc... (endian issues Im guessing)
2006-06-16 10:41:21 +00:00
Martin Poirier
8008783e27 == UV Export ==
Based on Ed Halley's report.
* Default size is now 512, min is 64, max 8192
* Loading saved params check that Editor path is valid.
2006-06-15 22:27:36 +00:00
Willian Padovani Germano
0604c3a4ec BUG #4323:
Help->System->Benchmark (the Tkey benchmark) returned timings  even if
user cancelled the pupmenu. Was just missing a check
for -1 in toets.c -- wonder how old this one was... Reported by Wim Van
Hoydonck.

Scripts:
- Updated Jean-Michel's hotkeys script for Blender 2.42.
- Followed Pieter Visser's suggestion and added version info to the menu
names of the older collada scripts (v1.3.1).

Thanks guys!

Note for builders: nevermind if you already compiled 2.42RC1, these
updates are not critical at all and can be left for the release or RC2.
2006-06-14 21:04:53 +00:00
Willian Padovani Germano
7cad5ce842 Bug #4279: doc browser script broken.
http://projects.blender.org/tracker/?func=detail&aid=4279&group_id=9&atid=125

Thanks Wim Van Hoydonck for report / fix.
2006-06-11 21:35:14 +00:00
Campbell Barton
b7b99be387 use f.area where possible over python function and use len(mface) over len(mface.v) 2006-06-07 02:10:10 +00:00
Campbell Barton
d435b02930 1 liner, bug that raised an error with textureless materials. 2006-06-06 18:12:29 +00:00
Campbell Barton
be2f840c7d Added the option to import as a group instance (creates own scene) - works the same as OBJ Import. 2006-06-06 09:59:36 +00:00
Campbell Barton
f657c05469 JMS Updates the script, and I did some fixes too. now works with more models. 2006-06-06 02:58:36 +00:00
Campbell Barton
8466ba9a3a Removed wings support, both apps are free and have good obj support. wings import was not maintainded and would not load some files. 2006-06-05 01:36:32 +00:00
Campbell Barton
6fceac6ce4 * removed lint functions
* replaced foobar==[]: with if foobar: - no reason to make empty lists for comparison.
* Would raise an error is importing a mesh with a blender that had objects in more then 1 scene.
* sped up some of the XML reading functions.
2006-06-04 18:38:58 +00:00
Tom Musgrove
d589afbac0 ==kmz importer==
This script adds support for importing kmz mesh files (google maps model format) - the script was written by jmz, thanks
2006-06-04 17:19:04 +00:00
Tom Musgrove
5bd324140d ==bvh removal for cambo==
removing to fix some commit problems - cambo will add them back
2006-06-04 15:19:40 +00:00
Campbell Barton
73e5693bea Fixed mistake in calculating the collapse position (surprising it worked as well as it did) 2006-06-04 09:35:35 +00:00
Campbell Barton
6f44fc5c1a Added an option to OBJ import "As Instance" - so people can import all the objs objects into a new scene and have a group instanced in the current scene.
some extra details in Epydocs about how groups work.
2006-06-03 07:46:56 +00:00
Campbell Barton
6632745a25 Simple fix, args from the UI were out of allignment 2006-06-02 06:34:13 +00:00
Campbell Barton
68ca6eac61 Bit the bullet and put a py2.3 blender on my system :/ ro fix http://projects.blender.org/tracker/index.php?func=detail&aid=3959&group_id=9&atid=125
py2.4 set issue with bevel_center.py (use dicts for now) - set's commented.
2006-05-31 04:03:50 +00:00
Campbell Barton
a7c61f96f6 Braught back saveRenderedImage now I have a clue about what it does.
Cleaned up functions and optimized loops, extra checks and better defaults.
2006-05-30 10:15:01 +00:00
Campbell Barton
e7767e39bb saveRenderedImage is broken? - isnt working anymore for some resion. switched back to renderAnim.
More efficient texture usage, packer now rotates the convex hull of the UV's for each image to fit the most image into the smallest rectangle.
2006-05-28 10:48:50 +00:00
Campbell Barton
98b2e98c79 Added a 2d convex hull function to BPyMathutils
Added a 2D Line intersection function
Added a function to BPyMesh that gets the mesh space vertex location of a Faces UV Pixel.
2006-05-28 10:44:29 +00:00
Campbell Barton
e47719d253 comments on how edge weighting for collapsing works.
uv_auto_layout_tex now uses the recently fixed saveRenderedImage - I needed to make clean and make to get it working.
2006-05-28 02:12:49 +00:00
Campbell Barton
83105911bf Use Kens hide/sel mesh props to save some python looping. 2006-05-28 01:52:16 +00:00
Campbell Barton
8baa88da9b Poly reduction fixes
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.
2006-05-27 14:27:52 +00:00
Tom Musgrove
222844b87c ==md2 export update==
[ #4237 ] MD2 export Light Normal is rotated incorrectly fixed by Bob Holcomb
2006-05-26 00:21:02 +00:00
Tom Musgrove
ab38a1c317 ==md2 export update==
centers object to export correctly by Bob Holcomb
2006-05-25 11:59:35 +00:00
Campbell Barton
55755954ed optional reuse list for meshCalcNormals, which makes decimation abt 5% faster.
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
2006-05-20 23:24:26 +00:00
Chris Want
62420c88fd Hrmm, this is a bit nasty: I am now using a different call to get a mesh
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.)
2006-05-19 17:28:17 +00:00
Campbell Barton
4475c4211a From __bpydoc__
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.
2006-05-19 15:56:14 +00:00
Chris Want
594b0bf041 Two issues:
* 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.
2006-05-18 20:47:39 +00:00
Chris Want
d41fd9079d A fairly major revision of the VRML97 export script.
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.)
2006-05-18 17:34:41 +00:00
Campbell Barton
2f337b6e62 Stoped a list that didint need to be made.
~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
2006-05-18 14:13:47 +00:00
Campbell Barton
8537a4d471 Fixed some evil bugs in the poly reducer messing up UV's every now and then.
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.
2006-05-18 02:22:05 +00:00
Campbell Barton
fc6597fdcf Made import set the object layer to the current scene layer, applied the 3ds name to the object and the mesh. 2006-05-17 00:47:00 +00:00
Campbell Barton
0d8f85eda8 made some changes to vrml97_export, this script needs to be re-written, until then fixed some incorrect assumtions it made- was using the first world in the list for AMB color no matter what world was being used, was also using the image name rather then the file name for its image URL references. 2006-05-16 22:57:24 +00:00
Tom Musgrove
ac5ad70b7c ==md2 export==
typo fix by Antonio Ospite
2006-05-16 02:56:14 +00:00
Campbell Barton
3d2701178e Win32 image opening was broken with the default settings. 2006-05-16 01:41:54 +00:00
Campbell Barton
aad369c8f9 fixed devide by zero error with zero length edges.
added a minimum edge length option
2006-05-15 17:42:01 +00:00
Campbell Barton
51eb744807 BPyImage had a problem with a path being returned as None
BPyMesh would make NAN coords for collapsed edges.
2006-05-15 13:33:30 +00:00
Campbell Barton
90c10ab910 BPyRegistry was throwing errors with blank config files. made it check for this and be quiet.
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.
2006-05-15 07:29:28 +00:00
Campbell Barton
265c0af49f * New faster algo for finding the new collapse location using normals rather then edge connectivity data.
* 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.
2006-05-14 18:28:27 +00:00
Campbell Barton
6c1aee79a5 Allow to see in real time trajectory of selected object.
You can grag the keyframes around from anywhere in the animation.
Keyframe dragging would be less of a hack if we could do an event handeler and a redraw space handeler in 1.

This kind of functionality could be nice to see in Blender.
2006-05-14 11:55:52 +00:00
Campbell Barton
b817c78b0d Applied patch 4188 with some modifications.
https://projects.blender.org/tracker/index.php?func=detail&aid=4188&group_id=9&atid=127
* Sped up export of UV coords,
* Use Mesh instead of NMesh
* Use BPyMesh GetMeshFromObject so correct object materials are exported as well as modifiers applied.
2006-05-14 03:11:55 +00:00
Campbell Barton
d790049639 fixed, bugs with selection & remove doubles. 2006-05-13 17:50:47 +00:00
Campbell Barton
b0c5df16f6 Made editmesh remove_doubles work with vertex colours,
added vertex colour support to BPyMesh_redux polygon reducing function.
2006-05-13 12:36:48 +00:00
Campbell Barton
2bcf11defb BPyMesh_redux: Fixed a rare bug in mesh redux's, collapsed location.
BPyMesh_redux:  made redux support non UV Meshes.
vertexpaint_selfshadow_ao:  turned vertex selfshadow scale into radius.
2006-05-13 05:24:58 +00:00
Chris Want
baf69d3a73 Making the vrml exporter use the Ken Hughes Mesh module, rather
than NMesh.
2006-05-12 15:26:38 +00:00
Campbell Barton
831a1fa91d Added MVert.hide property because hidden verts were hanging BPyMesh_Redux 2006-05-11 20:35:43 +00:00
Chris Want
d3dd1da8d4 The algorithm to export vertex color was very inefficient (for every
vertex it would potentially loop through every face). This fix speeds
it up a bit (only loops through all faces once, at the cost of some
additional memory). An example of export times for a mesh with 6266
verts and 12528 faces:

Before: 2m56s
After:     8s
2006-05-11 17:42:58 +00:00
Chris Want
cfbbd8a54e Some bad logic was causing an 'Appearance' node not to get closed
correctly when a mesh has vertex colors.
2006-05-11 17:29:44 +00:00
Campbell Barton
0497ea57cb Added a polygon reduction function that can poly reduce any mesh and supports UV's as well as bone weights (Thanks to briggs).
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
2006-05-11 12:42:10 +00:00
Campbell Barton
a3783d32e0 Added some shortcuts to Mesh
MFace.area
 MFace.cent
 MEdge.length

Updated some scripts that used these.
2006-05-11 10:06:15 +00:00
Chris Want
2358e85b6d Converting spaces to tabs in this script (this is standard!) 2006-05-10 21:37:03 +00:00
Campbell Barton
6cbc64ce52 removed an optimizarion in seeking verts that could cause an eternal loop. 2006-05-10 15:31:11 +00:00
Campbell Barton
8f84542c23 Modified mesh to allow writing to normals.
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.
2006-05-10 12:12:21 +00:00
Campbell Barton
41623cbdb9 made mesh's getFromObject pick the materials from object or obdata as set by the objects colbits.
its crufty that None of the exports currently export materials correctly, hopefully this will help.
2006-05-10 01:38:02 +00:00
Campbell Barton
b3742ea41e Added some shading options
Concave/Convex Angle clipping- usefull for tinkering with highlights/shadow results.
Blur radius was inverted.
... Needs documenting.
2006-05-09 14:36:31 +00:00
Campbell Barton
8dc9c228d1 Added options
Rotate X90 (most objs use X up)
Reuse Existing Materials (so material names arnt created when names match)

Fixed some bugs and added a few speedups.
2006-05-09 13:20:18 +00:00
Campbell Barton
f579a65cbc fixed error with zero length normals (caused by zero area faces)
fixed rare bug - that a colour wasnt clamped between 0 and 255.
2006-05-07 18:13:21 +00:00
Campbell Barton
8255bdce57 Added a self shadowing script accessed from the vertex paint menu, it does a fake ao thats more pradictable then radio baking and fairly fast.
Also assed a function to calculate high quality normals (normals are the same even for different topologys).
2006-05-07 14:09:46 +00:00
Campbell Barton
5a9b917ea4 Applied patch https://projects.blender.org/tracker/index.php?func=detail&aid=4159&group_id=9&atid=127
Updated batch object name edit. to assign datanames from obnames.
2006-05-06 09:11:11 +00:00
Campbell Barton
75f4416e32 Added vertex weight python scripts accessable from the paint menu.
* clean weights (removed low weights)
* normalize, maximizes weights to a user set peak, optionaly scales other groups too to keep the proportion of the weights even. (Doubles as a weight scaler)
* Grow/Shrink, uses the mesh topology to expand/contract the vert weights. a few options for iterationsm, max length and strength.
I need a way tell if the users in Face Select mode (in python) so I can make use of the selected face flag.
2006-05-05 16:17:59 +00:00
Campbell Barton
444e4e36fe Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.

from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127

Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.

To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.

Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.

Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
Campbell Barton
702207f03f * Added optional X Zero snapping with tolerence limit.
* optionaly work with more then 1 mesh.
2006-04-28 11:41:11 +00:00
Campbell Barton
2d6224a0d7 All negative vert indicies are assumed relative, removed relative vert option. 2006-04-27 23:22:04 +00:00
Campbell Barton
2883242cde Lightwave mot exporter now does worldspace loc/size/rot 2006-04-27 12:51:09 +00:00
Tom Musgrove
512cb9799d ==scripts ==
update to MD2 exporter by Bob Holcomb
2006-04-25 22:05:03 +00:00
Campbell Barton
5c02b01395 Congrats to ZanQdo, first script lightwave motion exporter.
We need a way to get worldspace loc/size/rot.
there is currently no simple way to do this. location can be found the the world matrix.
but size and rot arnt that simple...
Maybe worldLocX.. worldRotX etc?
2006-04-25 07:25:22 +00:00
Campbell Barton
52d50b3cbc fix removal of groups for non selected verts.
removed debug prints
2006-04-24 11:34:16 +00:00
Campbell Barton
11586835da Added utility functions to BPyMesh.py
- 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.
2006-04-24 11:26:04 +00:00
Campbell Barton
a7863efb8a JMS's updated script. Must try to work out which one to remove, this one or apply_def 2006-04-22 09:23:25 +00:00
Campbell Barton
63868046f4 boneweight copy-
fixed the "No X Crossing option "Made 0-x verts snap to eachother.

Added mesh_mirror_tool
  This is a tool that makes verts mirror, so that you can use xmirror in editmode and weight painting.
  Have imported a heap of models that are made mirrored but are slightly out of being in the range that blender uses to be mirrored.
  So this means I can make a models verts snap to its mirrored locations.
  Options are Limit, Mode l>R, R>L or Middle, Normal Weigting, only mirror Same edge user count may add support for mirroring vert weights later.
2006-04-21 09:41:58 +00:00
Tom Musgrove
98b64dc93b ==scripts ==
latest update blender2cal3d by Jean-Baptiste LAMY, fixes script to give correct output with current CVS
2006-04-19 00:54:21 +00:00
Tom Musgrove
d5b51cde65 ==scripts ==
latest update of Direct X 8 exporter by Ben Omari
2006-04-18 22:56:45 +00:00
Tom Musgrove
5759c89668 ==scripts ==
updated hotkeys script from JMS (note I fixed some typos also...)
2006-04-18 22:50:20 +00:00
Campbell Barton
92fd18e5c2 Added no x-crossing option, so verts cant select verts to copy from that cross the X-Axis (usefull when copying human figures, and avoiding the inner leg verts from snapping accross to the wrong leg)
also made it display a progress bar.
2006-04-13 04:00:32 +00:00
Campbell Barton
2a013c1b5b Fixed 2 bugs in mesh brush. 3805 and 3806
Verts being set to NAN and cursor being placed as well as painting.
2006-04-11 02:41:11 +00:00
Campbell Barton
32e516695e Some Maya dev thaught it would be a fun joke to format floats with a comma instead of a full stop.
Obj importer now supports 4,845 as well as the more useual 4.845 floating point value.
2006-04-11 00:00:07 +00:00
Campbell Barton
8f20f587ad A utility script that refinds all image paths for images that have a path whos file dosent exist.
Running this script is usefull for moving projects to new computers and fixing broken image paths.
It works by taking a searchdir and finding all the images in that dir, then using the largest images (if doubles are found) to avoid using thumbnails.

This should be mived from the UV to the image menu when a python slots available.
2006-04-10 23:14:17 +00:00
Campbell Barton
0e39199546 removed debug print. 2006-04-10 21:49:46 +00:00
Campbell Barton
9c322c7e86 Moved ngon creating function from obj_import into BPyMesh so other importers can use it.
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)
2006-04-10 21:42:18 +00:00
Campbell Barton
61ad9e26c6 Did some changes to the getMeshFromObject wrapper.
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?)
2006-04-07 00:47:39 +00:00
Chris Want
8b94135add For 3ds import script, try to get set() function by importing the
function Set() from sets (stoopid python!) if the python version is
less than 2.4.

Campbell: please check!
2006-04-05 19:28:21 +00:00
Campbell Barton
086cb9d793 Added BPyMesh for mesh python mesh functions.
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 :/
2006-04-05 18:54:38 +00:00
Campbell Barton
97407950d3 Added an option to batch rename vert Groups. 2006-04-05 16:48:55 +00:00
Campbell Barton
6b6d379b9d Added the option only to update selected verts in the target mesh when copying bone weights.
Good when you need to update a copy with changes to the weights.
2006-04-05 07:10:30 +00:00
Campbell Barton
b6c3f3f352 fixed error in boneweight copy and type in obj export. 2006-04-03 21:48:18 +00:00
Campbell Barton
1919391b24 Fixed small but that was causing an eternal loop. 2006-04-03 20:15:24 +00:00
Campbell Barton
e9a9caee4c Fixed a but where applying the modifier option was disabled, Meshes woudl have there objects matricies applied.
(Now always work on copied data- Blender.Mesh could do with a copy function)
Now triangulate works without "Apply Modifiers" enabled.

Much thanks to Gianluca Faletti for helping me track down the problem.
2006-04-03 16:14:24 +00:00
Campbell Barton
756bad72c4 Sped up quite a bit using zsorting and fast index guessing. so verts can find the closest vert in the other mesh.
from 37.3sec to 8.65 sec on the test I used (human with 24 bones) - 24k verts on the source mesh.
2006-04-02 20:59:02 +00:00
Campbell Barton
a5c51014ae Bugfix when checking for a container mesh (Mesh.Unlink needed here) 2006-04-02 01:46:10 +00:00
Campbell Barton
218e1927c8 Silly var typo fix. 2006-04-01 19:28:55 +00:00
Campbell Barton
01b827fa6f This script copys vertex groups and weights from 1 weighted mesh, to all unweighted meshes.
It just uses the closest to copy the weights, but this means the meshes need not have the same number of verts.
Worldspace coords are used so the meshes only need to overlap in worldspace.
2006-04-01 15:32:58 +00:00
Campbell Barton
63bc0b3847 Added relative vertex references to obj importer,
Found a model that used negative relative vertex indicies.
positive relative vert indicies should work also but untested (no example models).
2006-03-31 13:07:27 +00:00
Campbell Barton
58c6550a7c Removed debug printing. 2006-03-31 02:35:16 +00:00
Campbell Barton
a05b2090a9 Fixed some bugs in BPyImage comprehensive loade. (used by 3ds and obj import)
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.
2006-03-29 18:25:42 +00:00
Tom Musgrove
0d2902b1fe ==Directx 8 importer==
addition of a direct x importer by Ben Omari
2006-03-29 06:25:07 +00:00
Tom Musgrove
bb85e04a7e ==Directx 8 exporter update==
update to the direct x exporter by Ben Omari
2006-03-29 06:22:43 +00:00
Campbell Barton
528ea06531 Updated to use Blender.sys.exists() which now uses BLI_exist rather then stat. 2006-03-19 13:31:44 +00:00
Campbell Barton
f356eac8a4 Update box unpack with faster python use
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.
2006-03-18 11:41:07 +00:00
Campbell Barton
afc8dec921 Small updates to import images in win32. 2006-03-14 20:28:02 +00:00
Campbell Barton
afeba9462e Support win32 paths. 2006-03-14 20:27:27 +00:00
Tom Musgrove
7e857617bb ==scripts==
removing obsolete and redundant scripts from the repository
2006-03-11 10:51:06 +00:00
Tom Musgrove
9af72012c8 ==scripts==
updated directx8 exporter by Ben Omari
2006-03-11 10:45:48 +00:00
Martin Poirier
b731b9e7af === Script Update: UV Export ===
Updated the interface to use PupBlock and the FileSelector instead of drawing a full GUI
Fix a crash when no objects were selected and the Ob option was activated
Added option to edit the resulting image in an external program (this needs a full python distro for the os module. it detects the presence of the module and shows the option only if possible).
Saves the selected settings (except the save path) with Registry, so they get loaded back next time you use the script.
2006-03-04 18:19:05 +00:00
Campbell Barton
3f5fd39e28 removed typos causing MTL loading to fail. 2006-02-25 15:05:36 +00:00
Campbell Barton
9c4ce4cae1 Should now work with python 2.3, also optimized dictionary's a bit. keys -> iterkeys and has_key -> try/except 2006-02-24 04:03:15 +00:00
Campbell Barton
003b8ae2ef Another fix for a silly bug 2006-02-20 10:31:24 +00:00
Campbell Barton
883d56e922 tweak colin weighting again. 2006-02-20 05:30:15 +00:00
Campbell Barton
23e55acfcb Small update...
Bugfix, Wrongly waited colinear test that caused quads with co-linear edges to be made.
 Bugfix, Use active object even if unselected.
 Optimize, Skip further tests if face pair is above the quad error limit.
 Optimize, Faster edge/Face user dict creation ~10%
 Feature: Options to ignore VCols and UV's as delimetres.
2006-02-20 05:11:04 +00:00
Tom Musgrove
e3e94f1bb7 ==SConscript fix for cygwin==
open inventor export contributed by Radek Barton
2006-02-12 15:37:01 +00:00
Campbell Barton
10acbf00ab This script converts open and closed edge loops into polylines
Supported:
	 Polylines where each vert has no more then 2 edges attached to it.
2006-02-08 14:38:47 +00:00
Campbell Barton
682c1df9ec This script sets the UV mapping and image of selected faces from adjacent unselected faces.
Use this script in face select mode.

Note- If you make new faces between faces that are alredy UV mapped there is currently no way to say- map from others... this script does exactly that. and can save a lot of time manually moving and welding UV coords one by one.
Its realy usefull for mapping after a scanfill too.
2006-02-07 10:50:35 +00:00
Campbell Barton
02a9f2cf30 works with free verts and a bit faster 2006-02-07 03:58:57 +00:00
Campbell Barton
af4f110de5 From __bpydoc__
This script relaxes selected UV verts in relation to there surrounding geometry.

Use this script in face select mode.
Left Click to finish or wait until no more relaxing can be done.
2006-02-07 03:41:28 +00:00
Campbell Barton
c629128773 - Removed workarounds for Blender 2.41
- Mesh objects split by material- many 3ds objects used more then 16 per mesh. and when a face looses its image texture its tedious to set again.
- Removed a lot of unneeded variable creation.
2006-02-06 14:23:55 +00:00
Campbell Barton
faff1cf46b Fixed bug where a extra vert was duplicated. - (Thanks Brandedo)
Face indicies spanning over 1 line are now supported (had a freak obj that did this)
Small optimization @% overall speedup.
- Last release before move to Mesh over NMesh.
2006-02-04 03:44:21 +00:00
Campbell Barton
4b05af9ca7 - Face import tested to be about overall 16x speedup over 0.93.
- Material importing speedup.
- Tested with more models.
- Support some corrupt models.
(Bug in Mesh causes segfaults on some files still, kens looking into it)
2006-02-03 06:42:07 +00:00
Stephen Swaney
76ba34768e bugfix: Object.Get() throws ValueError rather than AttributeError. 2006-02-01 15:21:05 +00:00
Campbell Barton
88e0f089be 3ds importer distributed with Blender 2.41 is broken in 2 places so bugfixed and updated...
Version 0.93
- Tested with 400 3ds files from turbosquid, model cd's and net samples.
- Tactfully ignore faces that used the same verts twice.
- Rollback to 0.83 sloppy un-reorganized code, new code broke UV coord loading.
- Converted from NMesh to Mesh. First importer to use Mesh.
- Faster and cleaner new names.
- Use external comprehensive image loader.
- Re intergrated 0.92 and 0.9 changes
- Fixes for 2.41 compat.
- Non textured faces do not use a texture flag.
2006-02-01 10:52:54 +00:00
Campbell Barton
c8ff92d965 Added a function for importers to use, comprehensive image loader takes an imagepath and a file path- and imports the image, if it exists it uses the one alredy loaded or does a realy good job of finding the right image case insensitite if the normal path is not found. looks in all the logical places for the image- If teh image isnt found then a new dummy image is returned.
The nice thing about this is you can request an image and  you know youll get an image back- without doing your own error handeling.
2006-02-01 10:31:49 +00:00
Toni Alatalo
e377e5407f returned a revised result output, style "Copied UV from object Cube to object(s) ['Cube.004', 'Cube.003', 'Cube.002', 'Cube.001']." 2006-01-31 21:01:50 +00:00
Toni Alatalo
30313539dd little sanifying: now copies UV coords from the active object to (other) selected object(s), and rises exceptions for the cases where does not work. documentation to be improved .. and perhaps the API shows RuntimeErrors with messages for the users nicely in popups or something in the phuture. 2006-01-31 20:57:05 +00:00
Toni Alatalo
436d682406 an initial version of a simple UV copy script, gotta decide and implement the UI integration still, is .. eh suboptimal here, but is noted with XXX in comments with suggestions :) .. thanks for theeth and others on Elysiun who made this, and for Unnamed on irc for digging up .. seems that NMesh -> Mesh conversion was not necessary, but might be a nice excercise. 2006-01-31 19:47:52 +00:00
Willian Padovani Germano
48fc07716a Scripts:
Small typo (or so it seems) in bevel center, preventing it from working.
2006-01-29 21:04:30 +00:00
Willian Padovani Germano
4b01aa7aa5 Scripts:
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.
2006-01-29 19:17:53 +00:00
no-author
e8afec9f9a This commit was manufactured by cvs2svn to create branch 'orange'. 2006-01-26 22:47:31 +00:00
Campbell Barton
6dbe25dd9d A little utility script I have been using for a long time but was recently able to improve with 2.41's features.
Edits the current image in an external application, esp usefull when dealing with projects that have lots of images.
Basicaly-- a quck way to have the image in the gimp (using gimp-remote) without rooting around in your project tree.
Added registry variable to save the external application... and some OS context for what app to run- could somebody test on macosx+win32.

How about a python slot in the Image Menu?
2006-01-26 22:47:31 +00:00
Campbell Barton
5e19642c55 Speedup by a factor of about 20% 2006-01-26 15:39:38 +00:00
Campbell Barton
4be671ec70 Bugfix- selection only didnt work & Fixed object name creation not using the real data name.
Added features.
- Triangulate
- Export Object is OBJ objects
- Objects as Groups
- Group by Materials

- Updated blender website from www.blender.org to www.blender3d.org and write blender version number too.
2006-01-22 23:32:46 +00:00
Campbell Barton
9baa7264ca Increased some of the defaults- very small brush sizes could make verts NAN location. 2006-01-22 21:41:06 +00:00
Tom Musgrove
067c6717c5 ==scripts==
updated svg import - it is better than the last version, and apparently works perfect on linux - but some issues on windows? work done by jms
2006-01-22 21:15:23 +00:00
Chris Want
9b84a17321 Fixing the VRML ImageTexture for the pending release, so that the image
file name gets written instead of the blend file name.
2006-01-22 17:33:26 +00:00
Tom Musgrove
cd1ad7f84e ==python scripts==
DirectX exporter now supports animation again.  Thanks Ben Omari for the update - there is a bug in armatures (not python?) that can leave the bones looking crazy after export - tab tab to make it return to correct
2006-01-22 16:38:46 +00:00
Campbell Barton
5adb010101 Bugfix with adaptive geometry- was over subdividing some edges.
Made sure all data is unselected before endering brush mode.
Also made adaptive geometry off be default.
2006-01-21 12:33:58 +00:00
Campbell Barton
eb553b39d0 Some minor changes & updates to keep in sync with my own version. 2006-01-20 06:05:28 +00:00
Campbell Barton
ce2b967d87 removing file with old name, 2006-01-20 04:41:55 +00:00
Campbell Barton
172e4760c8 was collapsing edges, even when adptive geometry was disabled. 2006-01-20 02:45:02 +00:00
Campbell Barton
d2478eaf7e Updated batch object renamer.
- Now  uses PupBlock where possible
- Uses Mesh for changing mesh names (saves us a full NMesh update)
- Fixed a bug renaming objects from their data - with emprys.
2006-01-20 02:40:05 +00:00
Campbell Barton
78cbd04d12 renaming python script... 2006-01-20 02:37:00 +00:00
Campbell Barton
9ea630196c Fixed up naming new objects/meshes when that name alredy existed - faster and better new names. 2006-01-18 22:57:55 +00:00
Willian Padovani Germano
4100794153 ==python scripts==
Updated bvh to armatures script by Jean-Baptiste Perin (thanks).
2006-01-18 02:20:48 +00:00
Campbell Barton
c4a155cf39 fixed seam tearing with edge collapsing, should be last commit ;) 2006-01-18 00:22:22 +00:00
Campbell Barton
1395d7166c Added Mesh menu access for b-brush sculpter. 2006-01-18 00:14:33 +00:00
Campbell Barton
24b5e21c65 Moved script. Minor updates to subdivision and adaptive meshes. 2006-01-17 23:50:06 +00:00
Campbell Barton
f90b7a6906 moving to bpydata because it cant be accessed from the menus 2006-01-17 23:47:45 +00:00
Campbell Barton
9f47286673 Changed the URL to be the Image filename sans path, not the image name.
Sped up intentation writing a bit..
Many more changes need to be applied here...
2006-01-17 22:13:25 +00:00
Tom Musgrove
3ebf0c9600 ==python scripts==
slight updates and cleanups to vrml97 and x3d exporter,  the ability to do gzip compression has been added.  The redundant vrml exporter has been removed.  Thanks Bart
2006-01-17 21:04:12 +00:00
Tom Musgrove
c34dd4d5f2 ==python api==
tex2uvbaker and hotkeys update by jms
2006-01-17 11:34:33 +00:00
Campbell Barton
5494927714 Speed up for edge list's
Remove doubles on mouseup to minimizie editMode cycling.
2006-01-17 11:05:45 +00:00
Campbell Barton
9b2640aa93 Added edge collapsing when adaptive geometry enabled. 2006-01-17 09:58:24 +00:00
Campbell Barton
0ea84e4a07 Fixed a problem with non mesh objects
Stopped seams from tearing away with xclip enabled.
2006-01-17 06:14:52 +00:00
Tom Musgrove
4734a2db7e ==python scripts==
updated version of bevel center by Loic Berthe
2006-01-16 21:42:53 +00:00
Campbell Barton
2c9a4eb6ef Fix for useing with modifiers, dosent check for subsurf flag when copying vgroups.
Leaves all new objects selected.
Faster and cleaner operation- naming etc.
2006-01-16 21:28:09 +00:00
Campbell Barton
9cbf04ca9a Added user interface to OBJ import.
With options.
	('Material (*.mtl)', IMPORT_MTL, 'Imports material settings and images from the obj\'s .mtl file'),\
	('All *.obj\'s in dir', IMPORT_DIR, 'Import all obj files in this dir (avoid overlapping data with "Create scene")'),\
	('Create scene', IMPORT_NEW_SCENE, 'Imports each obj into its own scene, named from the file'),\
	'Geometry...',\
	('Edges', IMPORT_EDGES, 'Import faces with 2 verts as in edge'),\
	('Smooths all faces', IMPORT_SMOOTH_ALL, 'Smooth all faces even if they are not in a smoothing group'),\
2006-01-16 06:33:55 +00:00
Campbell Barton
cc183db483 Hopefully clear up the last of the obj import bugs.
* 8% speedup by using list comprehension.
* Slightly better smoothing group import.
* Handles bug in python that puts spaces before every line with '\r\n' line endings.
2006-01-16 05:28:34 +00:00
Willian Padovani Germano
bb9cadbb77 BPython:
- minor: added missing theme options (bone_solid, bone_pose, strip,
strip_select) to Blender.Window.Theme and also updated accordingly
(version info) the script that saves themes as scripts and the module's
doc.
2006-01-16 03:51:32 +00:00
Tom Musgrove
9137d364df ==python scripts==
slight bug fix update to ply importer by Bruce Merry
2006-01-15 20:05:28 +00:00
Campbell Barton
afb0f2ff24 In fixing for negative indicies I broke positive indicies. Fixed. not helped by the fact the files I had for testing were 32 and 70 meg..
ALso modified the MTL loader for Object.Get's new ValueError.
- Should be good for release now.
2006-01-15 17:56:40 +00:00