No, Blender only scans the script header for the menu entries when it starts. No parts of the scripts get executed.Epimetheus wrote:Btw, this started happen as i installed some Ogre xml import export scripts. Does these scripts affect blender when not in use?
Search found 39 matches
- Wed Feb 15, 2006 8:32 pm
- Forum: Interface & Tools
- Topic: Blender crashes on minimized
- Replies: 3
- Views: 2213
Re: Blender crashes on minimized
- Fri Oct 21, 2005 1:37 pm
- Forum: News & Chat
- Topic: I'm new here and i have a few Q's
- Replies: 2
- Views: 3415
Re: I'm new here and i have a few Q's
ATI .nmf InterfaceMorgoth wrote:I'd like to use common technique with rendering high-poly mesh onto textured low-poly one
- Thu Oct 20, 2005 1:40 am
- Forum: Interactive 3d
- Topic: The Orange Project
- Replies: 39
- Views: 29381
Blender RayTrace Baker which I think does what you want It doesn't. This script bakes the lighting into the diffuse texture. This prevents you from using a detailed texture for more than a single face which is unacceptable. For example take a tileable grass texture that you use for several terrain ...
- Thu Oct 20, 2005 12:31 am
- Forum: Interactive 3d
- Topic: The Orange Project
- Replies: 39
- Views: 29381
I forgot to mention that some people asked for a "snap on grid" option for level/mesh editing. Anyway, the most severe issue is the restriction to a single uv coordinate set and the lack of an internal lightmap solution. The other things are just nice to have but not absolutely necessary. E.g. the c...
- Wed Oct 19, 2005 11:27 pm
- Forum: Interactive 3d
- Topic: The Orange Project
- Replies: 39
- Views: 29381
could you be more specific on what could be done to make billboards and particles 'map well'? Billboards are just rectangles that always face the camera while fixing a point or an axis. They usually display a texture, e.g. the light flare of a lantern. The concept in Blender that comes close to thi...
- Wed Oct 19, 2005 5:25 pm
- Forum: Interactive 3d
- Topic: The Orange Project
- Replies: 39
- Views: 29381
Instead it would focus on improving the work flow between Blender and external engines such as CrystalSpace or Ogre3D and improving Blenders modeling tools for game development. Blender can be used to create and export static, armature and vertex animated meshes as well as complete scenes to Ogre. ...
- Fri Jul 08, 2005 3:28 pm
- Forum: Animation
- Topic: delete actions?
- Replies: 2
- Views: 16828
Re: delete actions?
Maybe i'm too stupid - but is there actually a way to delete actions permanently :?: Open the DataBlock browser (Shift+F4), select the action with the RMB and press the FKey to remove the fake user. Now you can delete the action in the Action Editor. Afterwards, save and reload your blend file to r...
- Sat Jun 18, 2005 10:58 pm
- Forum: Interactive 3d
- Topic: Using a Ogre as Blender game engine
- Replies: 21
- Views: 14606
Thats it. Ogre already has a scene exporter however is a very incomplete one and doesn't work with the mesh scene exporter. The scene exporter is complete in the sense, that everything that can be reasonable mapped to Ogre is exported. Can you please be more specific on what features you are missin...
- Sat May 21, 2005 9:22 pm
- Forum: Python
- Topic: How can i know clockwise direction of a face?
- Replies: 4
- Views: 7065
Re: How can i know clockwise direction of a face?
Blender utilizes OpenGL for display and therefore uses clockwise vertex winding. However, this only affects the game engine (PKey), not the rendered results. Also, culling based on vertex winiding is disabled if the "Two Sided" face option is set.EladarGL wrote:I need to know how i can know face triangle direction
- Mon May 16, 2005 12:32 am
- Forum: News & Chat
- Topic: Blender to Ogre scene exporter and mesh importer
- Replies: 3
- Views: 5358
what about shaders ? Ogre has full shader support . Unfortunately this doesn't apply to Blender. Of course you can tweak your materials once exported. Ogre has a powerful material script language that can be edited by hand or with the Cronos Editor . The export script already exports the combinatio...
- Sat May 14, 2005 12:37 pm
- Forum: News & Chat
- Topic: Blender to Ogre scene exporter and mesh importer
- Replies: 3
- Views: 5358
Blender to Ogre scene exporter and mesh importer
I'm pleased to announce, that the Ogre project enlarged its support for Blender as content creation suite. Besides for modelling, texturing, rigging, skinning and posing, Blender can now be used for complete world design, including the import of meshes made with other tools. All these contents can b...
- Tue Apr 26, 2005 12:31 pm
- Forum: Python
- Topic: How to Compute a Armature's Rest-Position
- Replies: 12
- Views: 7894
weight # people use this? Yes. I don't understand roll Head and tail define the position of the bone's y-axis. Roll is the additional rotation around this axis in respect of the parent's coordinate system. loc returns [0.0,0.0,0.0] when IK is set [head of current bone can't be moved relative to tai...
- Mon Apr 25, 2005 9:22 pm
- Forum: Python
- Topic: How to Compute a Armature's Rest-Position
- Replies: 12
- Views: 7894
Fortunately, you can still export animations. See the Ogre3D export script for possible workarounds, resp. a fully functional animation export.dandeloreon1984 wrote:i actually saw something about this before... a known bugs with the bones...
- Mon Apr 25, 2005 3:31 am
- Forum: Python
- Topic: How to Compute a Armature's Rest-Position
- Replies: 12
- Views: 7894
Re: Pose Bone Rotations
> Bone.getRestMatrix('bonespace').toQuat() is the current > rotation for child bones, while > (Bone.getRestMatrix('bonespace')*A*M^(-1)).toQuat() is the > current rotation for root bones in respect of the mesh's > coordinate system. The current rotation I'm trying to compute is the rotation of the ...
- Sun Apr 24, 2005 1:28 am
- Forum: Python
- Topic: How to Compute a Armature's Rest-Position
- Replies: 12
- Views: 7894
Re: Bones Orientation relative to a Mesh
Thank you very much for the information, but I'm still a bit confused. How do you compute (0, 0, 0) * (Matrix) as you described ? And can you please clarify what "P = the transformation due to its parent bones" is equivalent to? Of course, it's the vector (0,0,0,1), as we are in homogeneous coordin...