- moved to the weightpaint menu
- Use a group for envelope objects, no special names.
- Can use non mesh data for envalopes (anything that can be converted into a mesh - metaballs, text, surface)
- Dosnt rely on applying loc/size/rot for it to work properly
- Uses a good point-inside-mesh method (optimized with mesh and face bounding checks)
- uses Mesh instead of NMesh
todo, only update active vgroup
Stupid typo in script, you couldn't go into
a subgroup if it was the first property in
the list.
Also, name collision code needed a little work.
This could result in overwriting properties
with the New button, which should instead
work as the rest of blender and add .XXX
to the name.
Added a test gui script for ID Properties. To use,
just select ID Property Browser from the help menu.
You can browse, create and edit ID Properties
for several library block types. Should be
fairly straightforward to use.
This is a test gui script; once an actual ID property
gui is implemented in blender it will be removed. It
is *not* going to be in the release, obviously, so once
the real gui is implemented this script will be removed.
Also, this being a testing non-release script it seems to me
to be okay to add it without all the proper review stuff. If
not, I can remove it.
I believe a test script is really, really needed to properly
test/review id properties, so I feel this is worth it.
- Dont allow it to apply the matrix twice to a linked-dupe. (Same as Apply Loc/Size/Rot)
- Make sure that the source object is active, not just the first selected object.
- Use Mesh instead of NMesh.
- use mesh.transform(mat) rather then vert by vert vec*mat
Other scripts had pupBlock changes for better layout.
Click project, a nifty 3 click way to use a face to set a projection aurientation and then 2 more clicks for the U and V scales
with realtime updating as you move the mouse
should be faster then using view project all the time because you dont have to line the view up with the faces.
off_export - minor changes
uv_archimap - cleanup. slightly slower but less duplicate code
uv_from_adjacent - nothing
BPY_menus - renamed py slot UvCalculation to UVCalculation to be consistant
Changed...
me = NMesh.GetRaw(ob.data.name)
To
me = NMesh.GetRaw(ob.getData(name_only=1))
The line above converts the entire mesh to a python thick wrapper just to get its name, then only to that that same mesh again??
A lot of older scripts did this but theres no reason to do it.
in most (all?) cases..
me = ob.data - should be ok, but theres a subtle difference and I dont want to break anything.
xfig_export, xsi_export and videoscape_export need error checking too.
Minor changes to radiosity_export, updated to work with the new API (vertexColors MTFace)
obdatacopier - was getting the selection but not using it. made it ignore some read only properties.
BPyMesh - minor change: use face iterator rather then making a tuple()
console.py - if the scriptdir didnt exist it would do an error, now just ignore and dont try to do the console_autoexec.py stuff
doc_browser.py - If you typed in an invalid module it would give an error and exit, now have a message instead.
added restrictDraw/Select/Render to objects in python
updated group and scene docs for last commit
made 3ds import use new scn.objects rather then Object.New() - (removed import as instance for now)
fixes off import error from this report http://blenderartists.org/forum/showthread.php?t=84182
curve2vecs(ob, WORLDSPACE= True):
'''
Takes a curve object and returns a list of vec lists (polylines)
one list per curve
This is usefull as a way to get a polyline per curve
so as not to have to deal with the spline types directly
'''
There was an integer division error in md2_export.py,
where values were getting clamped to either 0 or 1.
Fixed it by putting the appropriate vars in float().
Reported by deltab on IRC.
Python 2.4+ supports large list processing with generators, but
Python 2.3 will break if you use that syntax. Until we depend on
the newer versions, I have commented out the generator syntax and
only use the list-comprehension type instead.
* SVG export support (thanks to Jarod's patch in the tracker)
* Faster tga export (from Jarod's patch too)
* Fixes from the review thread and the wiki:
** No longer adds the extension (tga or svg) if already there
** Adds the object name in between the filename and extension (and not after the extension if it was already present)
** Renamed options here and there.
The VRML97 exporter was rounding a lot of stuff to three decimal points.
This is silly, since the spec says single-precision floats are used for
most things, which gives about 7 decimal points precision.
Added a new script - 'Dump All Images to Path'
This script copies all the images used by 1 blend to a spesified path and references the new images from Blender
Usefull for moving projects between computers or when you reference many images. naming collisions and multiple images using the same image path are delt with properly only creating new image names when needed.
Blender images will reference the newly copied files - So be mindfull when you save your blend after running the script.
Notes, images with the path "Untitled will be ignored"
Image path collisions are managed by enumerating the path names so images will never be overwritten at the target path.