forked from bartvdbraak/blender
- documentation updates:
-- add Key module to index page -- include cross references for Object.colbits in material descriptions within Object, NMesh and Mesh modules
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@ -23,6 +23,7 @@ The Blender Python API Reference
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- L{Effect}
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- L{Image}
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- L{Ipo}
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- L{Key} (*)
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- L{Lamp}
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- L{Lattice}
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- L{Library}
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@ -477,6 +477,9 @@ class Mesh:
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@ivar materials: The mesh's materials. Each mesh can reference up to
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16 materials. Empty slots in the mesh's list are represented by B{None}.
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B{Note}: L{Object.colbits<Object.Object.colbits>} needs to be set correctly
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for each object in order for these materials to be used instead of
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the object's materials.
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@type materials: list of Materials
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@ivar degr: The max angle for auto smoothing in [1,80].
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@type degr: int
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@ -589,7 +592,7 @@ class Mesh:
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@type edges: tuple(s) of ints or MVerts
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@param edges: can be tuples of MVerts or integer indexes (B{note:} will
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not work with PVerts) or a sequence (list or tuple) containing two or
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tuples.
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more tuples.
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@rtype: int, None or list
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@return: if an edge is found, its index is returned; otherwise None is
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returned. If a sequence of edges is passed, a list is returned.
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@ -447,6 +447,9 @@ class NMesh:
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@note: if a user goes to the material buttons window and removes some
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mesh's link to a material, that material slot becomes empty.
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Previously such materials were ignored.
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@note: L{Object.colbits<Object.Object.colbits>} needs to be set correctly
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for each object in order for these materials to be used instead of
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the object's materials.
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"""
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def setMaterials(matlist):
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@ -457,6 +460,9 @@ class NMesh:
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@type matlist: list of materials
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@param matlist: a list with materials, None's also accepted (they become
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empty material slots in Blender.
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@note: L{Object.colbits<Object.Object.colbits>} needs to be set correctly
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for each object in order for these materials to be used instead of
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the object's materials.
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"""
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def hasVertexColours(flag = None):
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@ -175,6 +175,9 @@ class Object:
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@ivar colbits: The Material usage mask. A set bit #n means: the Material
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#n in the Object's material list is used. Otherwise, the Material #n
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of the Objects Data material list is displayed.
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Example::
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object.colbits = 0x21 # use mesh materials 0 (0x01) and 5 (0x20)
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# use object materials for all others
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@ivar drawType: The object's drawing type used. 1 - Bounding box,
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2 - wire, 3 - Solid, 4- Shaded, 5 - Textured.
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@ivar drawMode: The object's drawing mode used. The value can be a sum
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@ -570,7 +573,8 @@ class Object:
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def setMaterials(materials):
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"""
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Sets the materials. The argument must be a list 16 items or less. Each list element is either a Material or None.
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Sets the materials. The argument must be a list 16 items or less. Each
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list element is either a Material or None. Also see L{colbits}.
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@type materials: Materials list
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@param materials: A list of Blender material objects.
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"""
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