Search found 22 matches

by Brandano
Tue Feb 28, 2006 5:14 pm
Forum: Coding Blender
Topic: .blend File Format
Replies: 2
Views: 7798

Rather than bits beingmodified between releases, the Blender file format is close to a representation of the Blender memory state at save time. It's not an exact representation, but writing an importer for it can be rather complex. The best option is to write an exporter for your game engine in Pyth...
by Brandano
Tue Feb 28, 2006 4:47 pm
Forum: Coding Blender
Topic: Baking internal project
Replies: 8
Views: 4780

I'd also look at the part of Blender that creates the environment maps for the renderer, as it ought to do several of the steps you actually go through for your baking script, like positioning a camera and rendering a view from that camera.
by Brandano
Tue Feb 28, 2006 4:44 pm
Forum: Coding Blender
Topic: patch/lib for getting make working again for cygwin build
Replies: 4
Views: 3771

The same approach (building pthreads as a static lib) doesn't seem to work properly with scons, even though the build process runs fine. Attempting to render anything will just crash Blender. The next step, I guess, is to build a debug copy of Blender and check what actually breaks. Coming to that, ...
by Brandano
Sun Aug 28, 2005 1:09 am
Forum: Coding Blender
Topic: Import SWF animation as a Texture?
Replies: 6
Views: 6567

Depending on the kind of SWF making a reader can be either a little difficult or incredibly difficult. If you were to specify that the SWF to be used as texture has to be a keyframed animation, wth no actions, probably readig them is feasible. However, the SWF format isn't a simple format per se. SW...
by Brandano
Tue Jul 12, 2005 6:22 pm
Forum: Python
Topic: Blender Python Consortium: Initial proposal
Replies: 9
Views: 6451

joeri wrote:btw, Is www.BPyC.com still free?
Nope, I am afraid but the BURNHAM PARK YACHT CLUB might not like the idea of someone trying to buy off their domain :)
by Brandano
Sat Jun 18, 2005 3:00 pm
Forum: Interface & Tools
Topic: Hard/Soft edges for smoothing
Replies: 45
Views: 27720

I was already thinking about doing this through python before 2.37 came out, but never had time to actually getting down to do that. On top of it Blender comes to your help by having the 'remove doubles' option to weld back edges if you messed up. I was also thinking about a method to edit vertex no...
by Brandano
Mon May 23, 2005 7:54 am
Forum: Python
Topic: Normal transform question
Replies: 1
Views: 1809

Vertex normals are defined as vectors with an origin set at 0,0,0 and a length of 1, so when you apply a transform matrix to them you must remember that: 1-they mustn't be translated 2-they mustn't be scaled So if you want to apply transforms to them you must obtain the rotation part of the transfor...
by Brandano
Wed May 18, 2005 9:49 pm
Forum: Python
Topic: New Python Function - Image
Replies: 25
Views: 6947

I second that. Actually, i can see two other uses for the ability to write pixels on the image: To write image importers for unsupported formats, like the DDS textures. To write procedural texture scripts. Oh, yes another: to rewrite textures mapped on a different UV channel so that they match Blend...
by Brandano
Mon May 16, 2005 12:50 pm
Forum: Python
Topic: Problem exporting normals
Replies: 11
Views: 7377

Hm, no, the current Blender mesh supports face normals and vertex normals, but no 'per face' vertex normals. What I meant was this: you don't need to create new meshes, but whenever two faces belong to two different 'smoothing groups' they should not share vertices. they can be attached to coinciden...
by Brandano
Sun May 15, 2005 6:43 pm
Forum: Python
Topic: image file manipulation?
Replies: 6
Views: 1977

Hmm, to do this 'outside' blender you will probably need the Python Imaging Libraries, that you can download from http://www.pythonware.com/products/pil/ . A workaround to do everything within Blender could be to builda new scene, with a set of UV mapped square meshes perpendicular to the camera, an...
by Brandano
Sun May 15, 2005 6:22 pm
Forum: Python
Topic: Problem exporting normals
Replies: 11
Views: 7377

I met this problem as well, and have seen how it has been handled in a couple of commercial games. Blender doesn't support vertices with more than one normal set, it wouldn't make sense. How would you decide what face the normal belongs to? the way to work around this problem is to 'split' the mesh ...
by Brandano
Sat May 14, 2005 7:53 pm
Forum: Python
Topic: Request: Custom object attributes
Replies: 4
Views: 2554

I agree with the idea, it could be very useful. But in the meantime you could just create a text object holding the attributes you want linked to the object and make it a child of the object itself. This way it willbe directly erlated to it, readable by the script and saved together with the rest of...
by Brandano
Thu Apr 28, 2005 3:18 pm
Forum: Interactive 3d
Topic: Multitexturing
Replies: 18
Views: 9800

I can see how there would be a loss of backward compatibility with existing python scripts (you'd need to point to NMesh.NMVert.uvco[n] instead than to NMesh.NMVert.uvco and to NMesh.NMFace.uv[n] instead of NMesh.NMFace.uv), but how much would it really affect existing .blend files? It should be eas...
by Brandano
Wed Apr 27, 2005 10:43 pm
Forum: Coding Blender
Topic: Writing plugins for Blender
Replies: 15
Views: 8582

Oh, i had my run-in with sticky coordinates when writing an importer. With sticky coordinates for one vertex in the mesh you have one correspondent UV coordinate pair. This means that the object can only be 'shrink wrapped' with a texture and yiou can't have UV seams unless you duplicate the vertex,...
by Brandano
Wed Apr 27, 2005 11:53 am
Forum: Coding Blender
Topic: Writing plugins for Blender
Replies: 15
Views: 8582

It's in the Blender Python API docs The NMesh object has both a list of vertices and a list of faces . Each face has a list of vertices (I believe as indices of the NMesh.verts list, but they could be NMVert objects, I got to check that), these are the ones you are looking for. A face can have up to...