forked from bartvdbraak/blender
d65fc84a68
Scripts: - Thanks Jean-Michel Soler (jms) for updated versions of dispaint, fixfromarmature and unweld (also renamed to remove version part). - Thanks Bart for the upgraded VRML exporter (great doc webpage!). It is available as VRML 97 and the original VRML 2 is for now still there, to help users testing the new version. For the next release the old one should be removed, of course. - New script: Scripts Config Editor (Scripts win -> Scripts -> System). Scripts with config options (simple data that is to be set according to user needs or preferences) can use this facility instead of providing a gui and writing config files to disk themselves. - Added new menu: System, available in the Scripts win. - Updated sys_info.py, help_browse.py and the AC3D importer and exporter. - Removed use of the Scrollbar and added arrow keys and mouse wheel support instead in Daniel Dunbar's old doc_browser.py. The scrollbar events handling doesn't exist, Ton suggested removing the scrollbar from the API months ago. For now its ref doc is gone and no bundled script uses it, until we get time to implement it properly. - Added module BPyRegistry.py with functions to handle reading / writing config files automatically to the scripts/bpydata/config dir. - Removing dir release/bpydata and its contents (moved earlier to release/scripts/bpydata/) - Bug #2379: made small changes to bevel_center's ui to fix a problem reported by Alexander Ewering (intrr): http://projects.blender.org/tracker/?func=detail&atid=125&aid=2379&group_id=9 BPython: - Thanks Campbell Barton for new functionality: Blender.Get() now can also return all the paths from the user prefs -> file paths win and there is a new function: Blender.sys.expandpath() to transform Blender paths (those starting with '//' and ending with '#') to absolute paths. - Added function Blender.ShowHelp(), to open the Scripts Help Browser with a given help page -- just a time saver for scripts. - Improved function Blender.Run() to also work with gui and file select scripts. - Found a (new?) crash related to NMesh.PutRaw when creating a new object while in edit mode. Leaving / entering edit mode fixes the problem, so a check for obj created, edit mode and leaving / re-entering it were added to the code for now (gdb didn't help much, no backtrace) - doc updates, including splitting intro page in two, with bpython related stuff (registering / documenting / configuring scripts and command line mode (thanks Chris Want for "use system variables to pass parameters to scripts" idea). - Registry: functions have been updated to support writing to / reading from disk, for the config editor -- only simple config data supported, for large amounts coders should write to a file themselves. This is done with a new parameter: Registry.GetKey(keyname, True) will also search for the key on the config dir, if not already loaded; equiv. for Registry.SetKey(keyname, dict, True). Data is only written to / read from disk when needed and only scripts already used (assuming they support this functionality) will have config data saved.
513 lines
16 KiB
Python
513 lines
16 KiB
Python
#!BPY
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""" Registration info for Blender menus: <- these words are ignored
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Name: 'Dispaint'
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Blender: 233
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Group: 'Mesh'
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Tip: 'use vertex paint color value to modify shape displacing vertices along normal'
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"""
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__author__ = "Jean-Michel Soler (jms)"
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__url__ = ("blender", "elysiun",
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"Script's homepage, http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_displacementpainting.htm",
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"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
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__version__ = "233i"
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__bpydoc__ = """\
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This script displaces mesh vertices according to vertex color values.
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Usage:
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Select the mesh, enter Edit Mode and run this script to open its GUI. Options
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include setting mode, orientation, size and number of repetitions of the
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displacement. You can enter Vertex Paint mode and alternate applying
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displacements and painting parts of the mesh.
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Orientation includes vertex normals, local coordinates and noise (you may need
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to resize the scripts window to view the noise menu below the "Last Error:"
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line. This menu lets you define noise type from the many options available in
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Blender.
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Notes:<br>
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The "Create" button will make at any time a copy of the active mesh in its
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current state, so you can keep it and continue working on the copy;<br>
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One of the great possible uses of this script is to "raise" terrain from a
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subdivided plane, for example, with good control of the process by setting
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options, defining orientation and alternating vertex painting with
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displacements.
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"""
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#----------------------------------------------
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# jm soler, displacement paint 03/2002 - > 05/2004: disp_paintf
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# Terrain Noise added suugered by Jimmy Haze
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#----------------------------------------------
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# Page officielle :
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# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_displacementpainting.htm
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# Communiquer les problemes et erreurs sur:
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# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
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#---------------------------------------------
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# ce script est proposé sous licence GPL pour etre associe
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# a la distribution de Blender 2.33
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#----------------------------------------------
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# this script is released under GPL licence
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# for the Blender 2.33 scripts package
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#----------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2003, 2004: Jean-Michel Soler
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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# 09/07/04 : Noise functions based on a piece of script by Jimmy Haze.
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# --------------------------------------------------------------------------
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import Blender
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from Blender import *
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from Blender.Draw import *
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from Blender.BGL import *
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from Blender.Noise import *
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from Blender.Scene import *
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sc=Scene.getCurrent()
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# niveau du deplacement
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ng=0.5
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# noise default
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NOISE=1
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# profondeur des couleurs primaires rgb
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maxcol=255.0*3
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# limitation de la zone de travail sur le
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# le materiau numer mat du tableau d'indices
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# des materiaux. Par defaut mat =-1 ce qui signifie
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# que toute la surface est traitee
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mat=[]
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vindex=[]
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ORIName=''
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NEWName=''
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ERROR=0
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TextERROR=''
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E_EXIT = 1
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E_MODE = 2
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E_ORIENT = 3
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E_NSIZE = 4
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E_REPEAT = 5
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E_ACTION = 16
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E_CREATE = 17
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E_DOCMAT = 24
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E_MATVAL = [32,33,34,35,36,37,38,39,40,41,42,43,44]
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E_AXESEL = 45
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E_AXESELX = 46
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E_AXESELY = 47
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E_AXESELZ = 48
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E_NOISEME = 49
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E_NOISEH = 50
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E_NOISELAC = 51
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E_NOISEOCT = 52
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E_NOISEOFF = 53
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E_NOISEBAS = 54
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E_NOISEVAL=[E_NOISEH,E_NOISELAC,E_NOISEOCT,E_NOISEOFF,E_NOISEBAS]
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E_NOISEDIM = 55
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ExitTIP="Exit from this script session "
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CreateTIP="Create a new copy of the selected shape"
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ActionTIP="Do the current selected actions"
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def copy_transform(ozero,Obis):
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Obis.setSize(ozero.getSize());
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Obis.setEuler(ozero.getEuler());
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Obis.setLocation(ozero.getLocation())
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return Obis
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def traite_face(f):
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global vindexm, ng, NOISE, NOISEDIM
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global H,lacunarity,octaves,offset,basis
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if ORIENTMenu.val==1:
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for z in range(len(f.v)):
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c=0.0
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if vindex[f.v[z].index]!=0:
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c=float(f.col[z].r+f.col[z].b+f.col[z].g)/maxcol*ng/vindex[f.v[z].index]
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else:
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c=0
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f.v[z].co[0]=f.v[z].co[0]+f.v[z].no[0]*c
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f.v[z].co[1]=f.v[z].co[1]+f.v[z].no[1]*c
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f.v[z].co[2]=f.v[z].co[2]+f.v[z].no[2]*c
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elif ORIENTMenu.val==2:
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for z in range(len(f.v)):
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c=0.0
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if vindex[f.v[z].index]!=0:
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c=float(f.col[z].r+f.col[z].b+f.col[z].g)/maxcol*ng/vindex[f.v[z].index]
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else:
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c=0
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for t in range(3):
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if TAXEList[1][t].val==1:
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f.v[z].co[t]=f.v[z].co[t]+c
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elif ORIENTMenu.val==3 and NOISE<9:
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for z in range(len(f.v)):
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c=0.0
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if vindex[f.v[z].index]!=0:
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nx=f.v[z].co[0]/NOISEDIM
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ny=f.v[z].co[1]/NOISEDIM
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nz=f.v[z].co[2]/NOISEDIM
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nn = ng * noise((nx,ny,nz),NOISE)
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c=float(f.col[z].r+f.col[z].b+f.col[z].g)/maxcol*nn/vindex[f.v[z].index]
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else:
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c=0
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f.v[z].co[0]=f.v[z].co[0]+f.v[z].no[0]*c
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f.v[z].co[1]=f.v[z].co[1]+f.v[z].no[1]*c
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f.v[z].co[2]=f.v[z].co[2]+f.v[z].no[2]*c
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elif ORIENTMenu.val==3 and NOISE==9:
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for z in range(len(f.v)):
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c=0.0
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if vindex[f.v[z].index]!=0:
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nx=f.v[z].co[0]/NOISEDIM
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ny=f.v[z].co[1]/NOISEDIM
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nz=f.v[z].co[2]/NOISEDIM
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nn = ng * cellNoise((nx,ny,nz))
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c=float(f.col[z].r+f.col[z].b+f.col[z].g)/maxcol*nn/vindex[f.v[z].index]
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else:
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c=0
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f.v[z].co[0]=f.v[z].co[0]+f.v[z].no[0]*c
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f.v[z].co[1]=f.v[z].co[1]+f.v[z].no[1]*c
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f.v[z].co[2]=f.v[z].co[2]+f.v[z].no[2]*c
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elif ORIENTMenu.val==3 and NOISE==10:
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for z in range(len(f.v)):
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c=0.0
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if vindex[f.v[z].index]!=0:
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nx=f.v[z].co[0]/NOISEDIM
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ny=f.v[z].co[1]/NOISEDIM
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nz=f.v[z].co[2]/NOISEDIM
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nn = ng * heteroTerrain((nx,ny,nz),H,lacunarity,octaves,offset,basis)
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c=float(f.col[z].r+f.col[z].b+f.col[z].g)/maxcol*nn/vindex[f.v[z].index]
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else:
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c=0
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f.v[z].co[0]=f.v[z].co[0]+f.v[z].no[0]*c
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f.v[z].co[1]=f.v[z].co[1]+f.v[z].no[1]*c
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f.v[z].co[2]=f.v[z].co[2]+f.v[z].no[2]*c
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def paint():
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global MODEMenu, vindex,ng, mat, ORIName, NEWName
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global ERROR, TextERROR
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Me=Object.GetSelected()
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if Me!=[]:
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if Me[0].getType()=='Mesh':
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vindex=[]
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ORIName=Me[0].getData().name
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me=NMesh.GetRaw(Me[0].getData().name)
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try:
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for m in me.verts:
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vindex.append(0)
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for f in me.faces:
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for v in f.v:
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if MODEMenu.val!=2:
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if MODEMenu.val==1:
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vindex[v.index]+=1
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else:
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if v.sel==1:
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vindex[v.index]+=1
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else:
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#print mat
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if f.mat in mat:
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vindex[v.index]+=1
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for f in me.faces:
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if MODEMenu.val==2:
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if f.mat in mat:
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traite_face(f)
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else:
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traite_face(f)
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#Me[0].link(me)
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me.update()
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Me[0].makeDisplayList()
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except:
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ERROR=2
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TextERROR='No color on this Object.'
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def NEWMEcreation(obj):
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if obj.getType()=='Mesh':
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nomdelobjet="";
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objnumber=-1; namelist=[]
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OBJ=Object.Get()
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for ozero in OBJ:
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if ozero.getType()=='Mesh':
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namelist.append(ozero.getData().name)
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ozero=obj
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nomdelobjet=ozero.getName()
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Mesh=Blender.NMesh.GetRawFromObject(nomdelobjet)
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name=obj.getData().name
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n=0; name2=name[:];ok=0
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while ok==0:
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for n0 in namelist:
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if n0.find(name2)==0:
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ok=0;name2=name[0:name.find('.')+1]+'%s'%(n+1)
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else: ok=1
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n+=1
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Mesh.name=name2
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Obis = Blender.NMesh.PutRaw(Mesh,name2)
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copy_transform(ozero,Obis)
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Obis.makeDisplayList()
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def DOCMat_list(TMATList):
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global mat
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Me=Object.GetSelected()
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if Me!=[]:
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if Me[0].getType()=='Mesh':
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me=NMesh.GetRaw(Me[0].getData().name)
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if len(me.materials)!=0:
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n=0
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for mat in me.materials:
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TMATList[1][n][0]=mat.R
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TMATList[1][n][1]=mat.G
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TMATList[1][n][2]=mat.B
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n+=1
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TMATList[0]=n
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else:
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TMATList[0]=0
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return TMATList
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MOname = "MODE MENU %t|Normal %x1|Material %x2|Selected %x3"
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ORname = "ORIENT MENU %t|From Normal %x1|Local Axes %x2| Noise %x3"
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NOname = "NOISE MENU %t|BLENDER %x1|STDPERLIN %x2|NEWPERLIN %x3|VORONOI_F1%x4|VORONOI_F2%x5|VORONOI_F3%x6|VORONOI_F4%x7|VORONOI_F2F1%x8|VORONOI_CRACKLE%x9|CELLNOISE%x10|HETEROTENOISE%x11"
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MODEMenu = Create(1)
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ORIENTMenu = Create(1)
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NOISEMenu = Create(1)
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NSIZE = Create(1.0)
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TDOCMat = Create(0)
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NRepeat = Create(1)
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H=1.0
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lacunarity=2.0
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octaves=5.0
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offset=1.0
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basis=3
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NOISEDIM=4
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NOISEDIMbout=Create(NOISEDIM)
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HBout=Create(H)
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lacunarityBout=Create(lacunarity)
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octavesBout=Create(octaves)
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offsetBout=Create(offset)
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basisBout=Create(basis)
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noiseTYPE={0:'BLENDER',
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1:'STDPERLIN',
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2:'STDPERLIN',
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3:'NEWPERLIN',
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4:'VORONOI_F1',
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5:'VORONOI_F2',
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6:'VORONOI_F3',
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7:'VORONOI_F2F1',
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8:'VORONOI_CRACKLE',
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9:'CELLNOISE'}
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TMATList= [0,[],[]]
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for t in range(16):
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TMATList[1].append([0.0,0.0,0.0])
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TMATList[2].append(Create(0))
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TAXEList=[['X','Y','Z'],[]]
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for t in range(3):
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TAXEList[1].append(Create(0))
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glCr=glRasterPos2d
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glCl3=glColor3f
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glCl4=glColor4f
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glRct=glRectf
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def draw():
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global MODEMenu, NSIZE, TDOCMat,TMATList, TAXEList
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global mat, ORIName, NEWName, ORIENTMenu
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global NRepeat, ERROR, TextERROR , NOISE, NOISEMenu, NOISEDIMbout,NOISEDIM
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global HBout,lacunarityBout,octavesBout,offsetBout,basisBout
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global noiseTYPE, ExitTIP, CreateTIP, ActionTIP
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size=Buffer(GL_FLOAT, 4)
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glGetFloatv(GL_SCISSOR_BOX, size)
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size= size.list
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for s in [0,1,2,3]: size[s]=int(size[s])
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glClear(GL_COLOR_BUFFER_BIT)
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glColor3f(0.0,0.0,0.0)
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glRectf(4,size[3],534,size[3]-32 )
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glColor3f(1.0,1.0,1.0)
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glRasterPos2f(20, size[3]-15)
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Text("Script Python de displacement paintingt")
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glRasterPos2f(20, size[3]-28)
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Text("Jean-michel Soler, juillet 2004")
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n0=70
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n1=55
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Button("Create" ,E_CREATE ,5 ,size[3]-n0+16 ,60 ,20,CreateTIP)
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Button("Action" ,E_ACTION ,5 ,size[3]-n0-4 ,60 ,20,ActionTIP)
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Button("Exit" ,E_EXIT ,5 ,size[3]-n0-24 ,60 ,20,ExitTIP)
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NRepeat=Number("repeat" ,E_REPEAT ,5 ,size[3]-n0-50 ,75 ,20, NRepeat.val,1,10)
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glColor3f(0.0,0.0,0.0)
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glRasterPos2f(80 ,size[3]-n0+24)
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Text("MODE")
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MODEMenu= Menu(MOname, E_MODE ,80 ,size[3]-n0 ,100,20, MODEMenu.val, "MODE menu.")
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if MODEMenu.val==2:
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TDOCMat=Toggle("Doc Mat" ,E_DOCMAT ,180 ,size[3]-n0 ,60 ,20,TDOCMat.val)
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if TDOCMat.val==1:
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#print TMATList
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for t in range(TMATList[0]):
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glCl3(TMATList[1][t][0],
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TMATList[1][t][1],
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TMATList[1][t][2])
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glRct(80+t*40,
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size[3]-n0-60,
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80+t*40+40,
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size[3]-n0-60+40)
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TMATList[2][t]=Toggle("%s"%t , 32+t ,80+t*40+5 ,size[3]-n0-50 ,30 , 20,TMATList[2][t].val)
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glColor3f(1.0,0.3,0.0)
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glRasterPos2f(80+40+5 ,size[3]-n0-80)
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if ERROR>1:
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Text('Last error : '+TextERROR)
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else:
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Text('Last error : ')
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glColor3f(0.0,0.0,0.0)
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glRasterPos2f(240 ,size[3]-n0+24)
|
|
Text("ORIENTATION")
|
|
ORIENTMenu= Menu(ORname, E_ORIENT ,240 ,size[3]-n0 ,100,20, ORIENTMenu.val, "ORIENT menu.")
|
|
|
|
if ORIENTMenu.val==2 :
|
|
for t in range(3):
|
|
TAXEList[1][t]=Toggle("%s"%TAXEList[0][t],
|
|
E_AXESEL+t,
|
|
240+100+t*30 , size[3]-n0 ,30 , 20,
|
|
TAXEList[1][t].val)
|
|
|
|
|
|
if ORIENTMenu.val==3 :
|
|
glRasterPos2f(240 ,size[3]-n0-90-4)
|
|
Text("NOISE")
|
|
NOISEMenu= Menu(NOname, E_NOISEME , 240 ,size[3]-n0-118 ,110,20, NOISEMenu.val, "NOISE menu.")
|
|
NOISEDIMbout=Number(" Dim: " ,E_NOISEDIM , 240 ,size[3]-n0-138 ,110,20, NOISEDIMbout.val, 1,100)
|
|
|
|
if NOISEMenu.val==11:
|
|
basisBout=Slider(noiseTYPE[basisBout.val],
|
|
E_NOISEBAS ,40 ,size[3]-n0-118 ,175,20, basisBout.val, 0,9,)
|
|
HBout= Slider("H", E_NOISEH ,40 ,size[3]-n0-138 ,175,20, HBout.val, -2.0,+2.0,0,)
|
|
lacunarityBout=Slider("lacunarity", E_NOISELAC ,40 ,size[3]-n0-158 ,175,20, lacunarityBout.val, -4.0,+4.0,0,)
|
|
octavesBout=Slider("octave", E_NOISEOCT ,40 ,size[3]-n0-178 ,175,20, octavesBout.val, -10.0,+10.0,0,)
|
|
offsetBout=Slider("offset", E_NOISEOFF ,40 ,size[3]-n0-198 ,175,20, offsetBout.val, -5.0,+5.0,0,)
|
|
|
|
NSIZE= Slider("Disp Size", E_NSIZE ,80 ,size[3]-n0-20 ,260,20, NSIZE.val, -4.0,+4.0,0,"SIZE.")
|
|
|
|
|
|
|
|
|
|
def event(evt, val):
|
|
if (evt== QKEY and not val): Exit()
|
|
|
|
def bevent(evt):
|
|
global MODEMenu, NSIZE, ng, TMATList
|
|
global mat, ORIENTMenu, NRepeat, TAXEList
|
|
global ERROR,TextERROR, NOISE, NOISEMenu, NOISEDIMbout,NOISEDIM
|
|
global HBout,lacunarityBout,octavesBout,offsetBout,basisBout
|
|
global H,lacunarity,octaves,offset,basis
|
|
|
|
if (evt== E_EXIT):
|
|
Exit()
|
|
|
|
|
|
elif (evt== E_ACTION):
|
|
for n in range(NRepeat.val):
|
|
paint()
|
|
|
|
elif (evt== E_NSIZE):
|
|
ng=NSIZE.val
|
|
|
|
elif (evt== E_DOCMAT) or (evt in E_MATVAL):
|
|
Me=Object.GetSelected()
|
|
if Me!=[]:
|
|
if Me[0].getType()=='Mesh':
|
|
TMATList=DOCMat_list(TMATList)
|
|
mat=[]
|
|
for TMat in TMATList[2]:
|
|
if TMat.val==1.0:
|
|
mat.append(TMATList[2].index(TMat))
|
|
ERROR=0
|
|
else:
|
|
ERROR=1
|
|
TextERROR='Selected Object is not a mesh.'
|
|
else:
|
|
ERROR=1
|
|
TextERROR='No Selected Object.'
|
|
|
|
|
|
elif (evt== E_CREATE):
|
|
|
|
NEWMEcreation(Blender.Object.GetSelected()[0])
|
|
Blender.Draw.Redraw()
|
|
|
|
ERROR=1
|
|
TextERROR='No Selected Object.'
|
|
|
|
elif (evt== E_NOISEME):
|
|
NOISE=NOISEMenu.val-1
|
|
|
|
elif (evt in E_NOISEVAL):
|
|
H=HBout.val
|
|
lacunarity=lacunarityBout.val
|
|
octaves=octavesBout.val
|
|
offset=offsetBout.val
|
|
basis=basisBout.val
|
|
|
|
elif (evt== E_NOISEDIM):
|
|
NOISEDIM=NOISEDIMbout.val
|
|
|
|
Blender.Draw.Redraw()
|
|
|
|
Register(draw, event, bevent)
|