Search found 9 matches
- Sun Nov 26, 2006 8:33 pm
- Forum: Python
- Topic: How can I transform local with script?
- Replies: 1
- Views: 1588
I fiddled around and figured it out, will post it here for future searchers. The following will move the active object in the local x direction: import Blender from Blender import Mathutils from Blender.Mathutils import * Thing = Blender.Scene.GetCurrent().getActiveObject() LocalTranslation = Transl...
- Fri Nov 24, 2006 2:01 pm
- Forum: Python
- Topic: How can I transform local with script?
- Replies: 1
- Views: 1588
How can I transform local with script?
There doesn't seem to be a simple function to do that, or is there?
- Wed Nov 08, 2006 1:02 pm
- Forum: Python
- Topic: Untrue documentation for layers
- Replies: 3
- Views: 1948
It does work with CVS
Tested it with the November CVS and it does work! Thanks.
I wonder why the Python API says that it's for version 2.37 and up.
I wonder why the Python API says that it's for version 2.37 and up.
- Wed Nov 08, 2006 12:45 pm
- Forum: Python
- Topic: Untrue documentation for layers
- Replies: 3
- Views: 1948
I'm using Blender 2.42, and trying the following:
Code: Select all
import Blender
Blender.Object.Get('Cube').layers = [] #Returns: 'Attribute error: list can't be empty, atleast one layer must be set'
- Tue Nov 07, 2006 7:36 pm
- Forum: Python
- Topic: Untrue documentation for layers
- Replies: 3
- Views: 1948
Untrue documentation for layers
In the documentation it is written by layers:
"...Setting is done by passing a list of ints or an empty list for no layers. Example:
ob.layers = [] # object won't be visible..."
But in practice that returns an error saying that only layers 1-20 are permitted.
"...Setting is done by passing a list of ints or an empty list for no layers. Example:
ob.layers = [] # object won't be visible..."
But in practice that returns an error saying that only layers 1-20 are permitted.
- Fri May 12, 2006 12:49 pm
- Forum: Rendering
- Topic: Render nice at first, then repasses and fades color
- Replies: 2
- Views: 2375
Thanks
Thanks a lot. That was it. 

- Thu May 11, 2006 12:22 pm
- Forum: Rendering
- Topic: Render nice at first, then repasses and fades color
- Replies: 2
- Views: 2375
Render nice at first, then repasses and fades color
I am trying the Lox build 26.02. When rendering a part, it does one pass which results in nice bright colors. But a second later it does a another quick pass and fades all the colors.
How can I keep the first pass?
How can I keep the first pass?
- Sun Mar 05, 2006 12:55 am
- Forum: Interface & Tools
- Topic: Feature Request: Fake Bevel Using Smooth Edges
- Replies: 7
- Views: 4758
It is possible!
I found that there is actually a way to do something like it in blender. You can even have real physical bevels without changing your geometry. See here: http://blendertips.blogspot.com/2006/03 ... round.html
- Fri Feb 24, 2006 1:03 pm
- Forum: Interface & Tools
- Topic: Feature Request: Fake Bevel Using Smooth Edges
- Replies: 7
- Views: 4758
Feature Request: Fake Bevel Using Smooth Edges
Currently, the “set smooth” option makes faces totally round, smoothing from one end to the other. This works beautifully on spheres to produce nice results. But it’s inapplicable to cubes where the results are weird. It would be useful to give “set smooth” an option of “distance from edge”, so the ...