Search found 39 matches

by reimpell
Sat Apr 23, 2005 7:16 pm
Forum: Python
Topic: How to Compute a Armature's Rest-Position
Replies: 12
Views: 7536

Re: Computing Armature & Bone Rest Matrices

I also would like to be able tp compute a Bone's location is the local coordinate system of the Mesh. If B is the rest matrix of the current bone and P is the transformation due to its parent bones, then the position of the current bone in the mesh's coordinate system is (0,0,0)*B*P*A*M^(-1). One l...
by reimpell
Fri Apr 22, 2005 11:57 am
Forum: Python
Topic: How to Compute a Armature's Rest-Position
Replies: 12
Views: 7536

Re: How to Compute a Armature's Rest-Position

Can anybody please tell me how it is possible to compute the Rest-Position of an Armature? This is the the position & rotation that the Armature was in when it was first Parented to the Mesh. I do this using the worldspace object matrices of the mesh (M) and armature (A). In the "left-multiplicatio...
by reimpell
Thu Dec 30, 2004 11:47 pm
Forum: Interface & Tools
Topic: Blender fitness for Game Dev
Replies: 31
Views: 7343

However, it does not seem to export artist-generated normal information on a per edge basis. No, it doesn't. But it exports normal maps, i.e. you have arbitrary control over normals. I'm not an expert about the internal use of Blender's MEdge struct (source/blender/makesdna/DNA_meshdata_types.h). M...
by reimpell
Thu Dec 30, 2004 8:06 pm
Forum: Interface & Tools
Topic: Blender fitness for Game Dev
Replies: 31
Views: 7343

Re: Blender fitness for Game Dev

1. Edge / Vert Crease data (...) If blender actually gave access to a data structure that already had those duplicate-but-different-angled normals, This data can be easily obtained with little overhead computation from Blender's Python interface (e.g. the Ogre3D exporter does so). Actually I find i...
by reimpell
Tue Nov 09, 2004 10:14 pm
Forum: Coding Blender
Topic: blender people needs help with character animation code!
Replies: 4
Views: 3045

Re: blender people needs help with character animation code!

just imagine battle szenes like in LOTR or Troy made with blender one day.... One problem you encounter when you reuse armature animations for several meshes is the order of the transformation: You can't move the mesh after parenting the armature without destroying the visual result, e.g. try this:...
by reimpell
Fri Nov 05, 2004 11:24 pm
Forum: Coding Blender
Topic: Eclipse, CDT and Blender
Replies: 2
Views: 3725

Debug Perspective

There are some additional steps required to be able to use the debug perspective: Build the project (you can cancel the task after scons created the file config.opts), refresh the project tree, open the file config.opts and set BUILD_BINARY = 'debug' After a "Build All" of your project, you can debu...
by reimpell
Thu Oct 21, 2004 9:08 am
Forum: Python
Topic: Export subdivisionsurfaces for armatures
Replies: 5
Views: 1969

Re: Export subdivisionsurfaces for armatures

breakin wrote:Are there any solution to this problem?
This is related to #1034 in the old feature request tracker. Apparently nobody implemented this to date. The idea is to have a "keep vertex groups" option in the "convert SubSurf to Mesh" action.
by reimpell
Wed Oct 20, 2004 11:03 am
Forum: Coding Blender
Topic: Eclipse, CDT and Blender
Replies: 2
Views: 3725

Eclipse, CDT and Blender

You can use Eclipse in conjunction with CDT as IDE for coding Blender using SCons as build system: Add a new repository in the CVS perspective: Host: cvs.blender.org Repository path: /cvsroot/bf-blender User: anonymous Connection type: pserver Select the blender folder in HEAD and do "Check Out As.....
by reimpell
Thu Oct 14, 2004 1:03 am
Forum: Python
Topic: Eric3 Python IDE and Blender
Replies: 3
Views: 1706

Eric3 Python IDE and Blender

If your scripts comes with its own packages, you have to set the PYTHONPATH variable accordingly. My script to call blender from eric3 now looks like: import os # get current active file currentFile = ViewManager.getActiveName() if currentFile is not None: # go to the Blender directory blenderDir = ...
by reimpell
Tue Oct 12, 2004 3:45 pm
Forum: Python
Topic: Eric3 Python IDE and Blender
Replies: 3
Views: 1706

Eric3 Python IDE, Blender and Epydoc

You can avoid blocking of the eric3 interface during script execution, if you call os.spawn* instead of os.popen, e.g.

Code: Select all

os.spawnl(os.P_NOWAIT, blenderDir+'blender', blenderDir+'blender', '-w', '-P', epydocGuiFile)
instead of

Code: Select all

os.popen(blenderDir + 'blender -w -P '+epydocGuiFile)
by reimpell
Fri Oct 08, 2004 5:42 pm
Forum: Python
Topic: Eric3 Python IDE and Blender
Replies: 3
Views: 1706

Eric3 Python IDE, Blender and Epydoc

Similar to the above, you can write a script to call Epydoc inside Blender to generate the documentation for your script. Note that you can't simply run epydoc from the command line, since it won't find the Blender modules this way. import os # get directory of current active file currentFile = View...
by reimpell
Thu Oct 07, 2004 1:12 am
Forum: Python
Topic: Eric3 Python IDE and Blender
Replies: 3
Views: 1706

Eric3 Python IDE and Blender

In order to run Blender from inside of the eric3 Python IDE, you need to create a script like import os # get current active file currentFile = ViewManager.getActiveName() if currentFile is not None: # call Blender blenderDir = '/opt/blender-2.34/' os.chdir(blenderDir) os.popen(blenderDir + 'blender...
by reimpell
Tue Jul 06, 2004 9:18 am
Forum: Python
Topic: Problems exporting (sticky) uv coords
Replies: 10
Views: 2505

If you look at the title of the thread you should notice that i also know that I know those are the sticky coords, because those are what I want! The problem is: the values are completely wrong! To be clear about that point: You did press that "make sticky" button in the mesh buttons tab, resp. has...
by reimpell
Mon Jul 05, 2004 9:48 pm
Forum: Python
Topic: Problems exporting (sticky) uv coords
Replies: 10
Views: 2505

That's the same thing except that 1 is added to the v value after it is inverted. So, no, this does not solve my problem. You took the "sticky" coordinates (uvco in NMVert), not the per face vertex coordinates (uv in NMFace). You can check if a mesh has sticky uv coordinates with NMesh.hasVertexUV(...
by reimpell
Mon Jul 05, 2004 5:10 pm
Forum: Python
Topic: Blender 2.33 Python API documentation
Replies: 2
Views: 1720

constructors missing

There are no method summaries of constructors, e.g. Blender.Mathutils.Matrix(???).