Search found 16 matches

by Anthony
Sat Jun 12, 2010 1:54 am
Forum: News & Chat
Topic: Preserving Vertex Normals (MoI3D)
Replies: 1
Views: 2389

Preserving Vertex Normals (MoI3D)

The problem: 1. Export from MoI (a NURBS modeller). 2. Import the mesh and it's true-normals into Blender. 3. Render errors show up because of the normal recalculation. The solution: Add an option that skips the normal recalculation. I implemented this for 2.49b and the current 2.5svn. More details ...
by Anthony
Sat Jun 12, 2010 1:17 am
Forum: Python
Topic: RayCast object intersection
Replies: 1
Views: 6542

You can script it without the bge: object = bpy.context.active_object (hit_loc,hit_normal,face_index) = object.ray_cast(start, end) The only thing is that this will work on the faces of the selected object only. It will ignore other objects in the scene. So you must join every object you want to tes...
by Anthony
Sun Jun 06, 2010 8:45 pm
Forum: Testing Builds
Topic: Builder blender-2.49b with VS2008. but failed! 0xC0000005
Replies: 4
Views: 5937

I had the same problem. Have you tried to build with scons?
by Anthony
Thu Jun 03, 2010 10:54 pm
Forum: Coding Blender
Topic: Download of Blender 2.49b source code
Replies: 12
Views: 12740

Here's what I do:

set ROOT=https://svn.blender.org/svnroot/bf-blender
svn co %ROOT/tags/blender-2.49b-release blender
svn co %ROOT/tags/lib2.4/windows lib/windows
by Anthony
Sun Sep 28, 2008 11:15 pm
Forum: Python
Topic: Some Questions about blender mesh names.
Replies: 4
Views: 4173

Yes, there is a limit for the length. And as far as the names go, you should know that there are two names associated with each object, the mesh-name and object-name. import Blender objects = Blender.Object.GetSelected() for object in objects: objectname = object.name meshname = object.data.name mes...
by Anthony
Sun Aug 26, 2007 6:15 pm
Forum: Rendering
Topic: Why are normals recalculated at rendertime?
Replies: 0
Views: 2152

Why are normals recalculated at rendertime?

I can import vertex normals from MoI just fine and they show up perfectly in the viewport. I understand perfectly why they are recalculated when in edit mode. But is there some reason they are recalculated again when I render? The reason I'm asking is that MoI exports the true vertex normals, and th...
by Anthony
Wed May 11, 2005 9:39 pm
Forum: Coding Blender
Topic: Doo-Sabin Subdivision surfaces.
Replies: 13
Views: 11334

Nate, what's the status on this project? I'd really like to have a doo-sabin option. In fact, I've coded my own algorithm in python, but it's way too slow.

See this elysiun post to download.
by Anthony
Mon Apr 04, 2005 12:17 am
Forum: Interface & Tools
Topic: Better Camera Orbiting Suggestion for how to
Replies: 31
Views: 20789

Boy, some users are really getting all worked-up about this. And I thought I was upset. Anyway, please remember that in older Blender versions (pre v2.3) the turntable option worked in much the same way as in wings. So there has been a change it the way the camera orbits. And for a long-time user (I...
by Anthony
Mon Apr 04, 2005 12:00 am
Forum: Interface & Tools
Topic: turntable -- feature request
Replies: 34
Views: 12699

The truth is that Blender used to behave exactly like wings when you rotated the view with the MMB (when you had turntable instead of trackball selected). It used to be that way up until 2.23. I really miss this, and it shouldn't have been changed, in my opinion. The only way to get the same functio...
by Anthony
Thu Jul 31, 2003 11:02 pm
Forum: Interface & Tools
Topic: Oh No! Remove Doubles Has Moved
Replies: 1
Views: 1728

Oh No! Remove Doubles Has Moved

The one keyboard shortcut that I use all the time, W4 to remove doubles, is now W5. W4 collapses verts, and is also useful, but shouldn't new features/functions be added to the end of the pupmemu? Does anyone agree with me on this?
by Anthony
Sun Jul 06, 2003 1:07 am
Forum: Python
Topic: Report problems with the new Python API here please!
Replies: 72
Views: 23986

GetSelected() vs Get()

GetSelected() vs Get()

I'm updating my IO Suite for 2.27.New-Py1 and stumbled on this strange behavior:

Blender.Object.GetSelected(): returns <type 'Blender Object'>
Blender.Object.Get(): returns <type 'str'>

Shouldn't Get() return Blender Objects as well?
by Anthony
Sat Jun 28, 2003 10:36 pm
Forum: Python
Topic: How to Apply Size/Rotation using python
Replies: 2
Views: 4525

Re: How to Apply Size/Rotation using python

I've done this for my LightWave IO script. Here's a function that should be called for each vertex with the object's matrix: # ======================= # === Apply Transform === # ======================= def apply_transform(verts, matrix): x, y, z = verts xloc, yloc, zloc = matrix[3][0], matrix[3][1]...
by Anthony
Mon Nov 18, 2002 2:01 am
Forum: Python
Topic: Can Someone plz help with lwo to blend or vice versa
Replies: 4
Views: 8317

I've already done this! Check out my Import Export Suite V0.5 Enables Blender to read and write seven 3D file formats: * LightWave (lwo) * trueSpace (cob) * LightFlow (mesh) * Radio (radio) * VideoScape (OBJ) * Raw Triangle (RAW) * DEC Object (OFF). New Features: * Triangulation Of Convex Polygons *...
by Anthony
Wed Oct 30, 2002 5:18 am
Forum: Python
Topic: Need help with Python script (LOOP)
Replies: 4
Views: 9229

All those things are very easy to do in python. Here is an example to get you started:

Code: Select all

for i in range(5):
   file = open("filename.ext", "rb")
   print file.read()
   file.close()
by Anthony
Wed Oct 30, 2002 5:13 am
Forum: Python
Topic: Closing/triangulating an outline?
Replies: 3
Views: 7254

By the way, what outlines are you importing? Adobe Illustrator? I'd be curious to have a look at your script.