Campbell Barton
4f49a3b906
added ipo script template from blenderartists forTe, made scripts refresh on load factory settings and replaced elysiun with blenderartist.org in headers
2008-04-23 14:04:05 +00:00
Kent Mein
4e2143f639
This commit fixes up a bunch of svn properties to hopefully make things a little nicer for everyone.
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Patch provied by gsrb3d
bug tracker #7061
Kent
2007-08-28 10:07:08 +00:00
Campbell Barton
35e96bc991
added messages to scripts, stopping them from modifying multires meshes.
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object_cookie_cutter - can now also use curves to cut holes in a mesh.
2007-02-06 11:16:49 +00:00
Campbell Barton
d01374b4d0
image_auto_layout update to use new UV coords, bugfix #5624 thenaks (fredz)
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added some text to mesh_boneweight_copy
2007-01-09 00:36:42 +00:00
Campbell Barton
ab06e52343
Mech cleanup use new edge_keys
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continual script stuff, minor stuff..
fix for bad return in group.
Added back group.objects.append/remove but print deprectaed warning. also some epydoc changes.
2006-12-28 05:00:35 +00:00
Campbell Barton
b995593eee
faster sorting syntax in python, try/except for py 2.3 backwards compat
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ls.sort(key = lambda v: v.foo)
rather then
ls.sort(lambda a,b: cmp(a.foo, b.foo))
2006-12-14 14:53:32 +00:00
Campbell Barton
0740e4ab1c
removed the now unneeded resize4d operation for instant 2.43 incompatability. :/
2006-07-26 12:54:54 +00:00
Campbell Barton
e7263b0c66
removed unused unzip function from console.py,
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replaced x,y,z= tuple(Vec) with x,y,z= Vec
2006-07-26 00:30:31 +00:00
Campbell Barton
158d430ca9
updated mesh boneweight copy not to error with no selection.]
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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...
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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
7f3ce43f04
removed numerious spelling mistakes
2006-06-26 07:54:10 +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
63868046f4
boneweight copy-
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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
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)
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also made it display a progress bar.
2006-04-13 04:00:32 +00:00
Campbell Barton
6b6d379b9d
Added the option only to update selected verts in the target mesh when copying bone weights.
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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
756bad72c4
Sped up quite a bit using zsorting and fast index guessing. so verts can find the closest vert in the other mesh.
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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
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.
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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