forked from bartvdbraak/blender
header_filesel - pressing buttons made the file select header title change color.
scripttemplate_object_edit.py - new script template for objects.
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release/scripts/scripttemplate_object_edit.py
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81
release/scripts/scripttemplate_object_edit.py
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#!BPY
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"""
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Name: 'Object Editing'
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Blender: 243
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Group: 'ScriptTemplate'
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Tooltip: 'Add a new text for editing selected objects'
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"""
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from Blender import Window
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import bpy
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script_data = \
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'''#!BPY
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"""
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Name: 'My Object Script'
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Blender: 244
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Group: 'Object'
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Tooltip: 'Put some useful info here'
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"""
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# Add a licence here if you wish to re-distribute, we recommend the GPL
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from Blender import Window, sys
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import bpy
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def my_object_util(sce):
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# Remove these when writing your own tool
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print 'Blend object count', len(bpy.data.objects)
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print 'Scene object count', len(sce.objects)
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# context means its selected, in the view layer and not hidden.
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print 'Scene context count', len(sce.objects.context)
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# Examples
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# Move context objects on the x axis
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"""
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for ob in sce.objects.context:
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ob.LocX += 1
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"""
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# Copy Objects, does not copy object data
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"""
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# Store the current contetx
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context = list(sce.objects.context)
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# de-select all
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sce.objects.selected = []
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for ob in context:
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ob_copy = ob.copy()
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sce.objects.link(ob_copy) # the copy is not added to a scene
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ob_copy.sel = True
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"""
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def main():
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# Gets the current scene, there can be many scenes in 1 blend file.
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sce = bpy.data.scenes.active
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Window.WaitCursor(1)
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t = sys.time()
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# Run the object editing function
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my_object_util(sce)
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# Timing the script is a good way to be aware on any speed hits when scripting
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print 'My Script finished in %.2f seconds' % (sys.time()-t)
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Window.WaitCursor(0)
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# This lets you can import the script without running it
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if __name__ == '__main__':
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main()
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'''
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new_text = bpy.data.texts.new('object_template.py')
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new_text.write(script_data)
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bpy.data.texts.active = new_text
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Window.RedrawAll()
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@ -163,6 +163,7 @@ void file_buttons(void)
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glRasterPos2f((float)xcotitle, 5.0);
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BIF_RasterPos((float)xcotitle, 5.0); // stupid texture fonts
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BIF_ThemeColor(TH_TEXT);
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BIF_DrawString(uiBlockGetCurFont(block), sfile->title, (U.transopts & USER_TR_BUTTONS));
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if(sfile->type==FILE_UNIX) {
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