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| Module Bpy_data |
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# apply the active image to the active mesh
# this script has no error checking to keep it small and readable.
sce= bpy.data.scenes.active
ob_act = sce.objects.active # assuming we have an active, might be None
me = ob_act.getData(mesh=1) # assuming a mesh type, could be any
img = bpy.data.images.active # assuming we have an active image
for f in me.faces:
f.image = img
Window.RedrawAll()
Example:
# make a new object from an existing mesh
# and make it active
scn= bpy.data.scenes.active
me = bpy.data.meshes['mymesh']
ob = sce.objects.new(me) # new object from the mesh
sce.objects.active = ob
Example:
# print the names of any non local objects
sce= bpy.data.scenes.active
for ob in sce.objects:
if ob.lib:
print 'external object:', ob.name, ob.lib
Example:
# add an empty object at each vertex of the active mesh
scn= bpy.data.scenes.active
ob_act = sce.objects.active
matrix = ob_act.matrixWorld
me = ob_act.getData(mesh=1)
for v in me.verts:
ob = sce.objects.new('Empty')
ob.loc = v.co * matrix # transform the vertex location by the objects matrix.
Example:
# load all the wave sound files in a directory
import os
sound_dir = '/home/me/soundfiles/'
sounds_new = []
for fname in os.listdir(sound_dir):
if fname.lower().endswith('.wav'):
try:
snd = bpy.data.sounds.new(filename = sound_dir + fname)
except:
snd = None
if snd:
sounds_new.append(snd)
# Print the sounds
for snd in sounds_new:
print snd
Example:
# apply a new image to each selected mesh object as a texface.
width, height= 512, 512
scn= bpy.data.scenes.active
for ob in sce.objects.context:
if not ob.lib and ob.type == 'Mesh': # object isn't from a library and is a mesh
me = ob.getData(mesh=1)
me.faceUV = True # add UV coords and textures if we don't have them.
# Make an image named after the mesh
img = bpy.data.images.new(me.name, width, height)
for f in me.faces:
f.image = img
Window.RedrawAll()
| Classes | |
|---|---|
libBlockSeq |
This provides a unified way to access and manipulate data types in Blender (scene, object, mesh, curve, metaball, material, texture, image, lattice, lamp, camera, ipo, world, font, text, sound, groups, armatures, actions). |
| Variable Summary | |
|---|---|
libBlockSeq |
actions: sequence for action data |
libBlockSeq |
armatures: sequence for armature data |
libBlockSeq |
cameras: sequence for camera data |
libBlockSeq |
curves: sequence for curve data, used to store Curve, Surface
and Text3d data. |
libBlockSeq |
fonts: sequence for font data |
libBlockSeq |
groups: sequence for group data |
libBlockSeq |
images: sequence for image data |
libBlockSeq |
ipos: sequence for ipo data |
libBlockSeq |
lamps: sequence for lamp data |
libBlockSeq |
lattices: sequence for lattice data |
libBlockSeq |
materials: sequence for material data |
libBlockSeq |
meshes: sequence for mesh data |
libBlockSeq |
metaballs: sequence for metaball data |
libBlockSeq |
objects: sequence for object data |
libBlockSeq |
scenes: sequence for scene data |
libBlockSeq |
sounds: sequence for sound data |
libBlockSeq |
texts: sequence for text data |
libBlockSeq |
textures: sequence for texture data |
libBlockSeq |
worlds: sequence for world data |
| Variable Details |
|---|
actionssequence foraction data
|
armaturessequence forarmature data
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camerassequence forcamera data
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curvessequence forcurve data, used to store Curve, Surface
and Text3d data.
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fontssequence forfont data
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groupssequence forgroup data
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imagessequence forimage data
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ipossequence foripo data
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lampssequence forlamp data
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latticessequence forlattice data
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materialssequence formaterial data
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meshessequence formesh data
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metaballssequence formetaball data
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objectssequence forobject data
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scenessequence forscene data
|
soundssequence forsound data
|
textssequence fortext data
|
texturessequence fortexture data
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worldssequence forworld data
|
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| Generated by Epydoc 2.1 on Thu May 10 20:31:59 2007 | http://epydoc.sf.net |