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Module Mesh :: Class MVert |
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Warning: There are two kinds of UV texture coordinates in Blender: per vertex
("sticky") and per face vertex (UV in MFace
). In the
first, there's only one UV pair of coordinates for each vertex in the
mesh. In the second, for each face it belongs to, a vertex can have
different UV coordinates. This makes the per face option more flexible,
since two adjacent faces won't have to be mapped to a continuous region
in an image: each face can be independently mapped to any part of its
texture.
Method Summary | |
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PVert |
Create a new PVert object. |
Instance Variable Summary | |
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vector (WRAPPED DATA) | co : The vertex coordinates (x, y, z). |
int | hide : The face's edit mode visibility state (hidden=1). |
int | index : The vertex's index within the mesh (MVerts only). |
vector | no : The vertex's unit normal vector (x, y, z). |
int | sel : The vertex's selection state (selected=1). |
vector (WRAPPED DATA) | uvco : The vertex texture "sticky" coordinates (x, y), Note:
These are not seen in the UV editor and they are not a part of UV a
UVLayer. |
Method Details |
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__init__(coord)
Create a new PVert object.
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Instance Variable Details |
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coThe vertex coordinates (x, y, z).
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hideThe face's edit mode visibility state (hidden=1).
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indexThe vertex's index within the mesh (MVerts only). Read-only.
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noThe vertex's unit normal vector (x, y, z). Note: if vertex coordinates are changed, it may be necessary to useMesh.calcNormals() to update the vertex
normals. Note: Vertex normals can be set, but are not wrapped so
modifying a normal vector will not effect the verts normal. The result is
only visible when faces have the smooth option enabled. Example:
# This won't work. for v in me.verts: v.no.x= 0 v.no.y= 0 v.no.z= 1 # This will work no= Blender.Mathutils.Vector(0,0,1) for v in me.verts: v.no= no
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uvcoThe vertex texture "sticky" coordinates (x, y), Note: These are not seen in the UV editor and they are not a part of UV a UVLayer. Use face UV's for that. if present. Available for MVerts only. UseMesh.vertexUV to test for presence before
trying to access; otherwise an exception will may be thrown. (Sticky
coordinates can be set when the object is in the Edit mode; from the
Editing Panel (F9), look under the "Mesh" properties for the
"Sticky" button).
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Generated by Epydoc 2.1 on Thu May 10 20:31:59 2007 | http://epydoc.sf.net |