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The Blender.Library submodule.
This module provides access to objects stored in .blend files. With it scripts can append from Blender files to the current scene, like the File->Append menu entry in Blender does. It allows programmers to use .blend files as data files for their scripts.
Warning: This module is being considered for deprecation. Users should consider using the new Library module and stay tuned to see which module is supported in the end.
Example:
import Blender from Blender import Library def f(name): open_library(name) def open_library(name): Library.Open(name) groups = Library.LinkableGroups() for db in groups: print "DATABLOCK %s:" % db for obname in Library.Datablocks(db): print obname if 'Object' in groups: for obname in Library.Datablocks('Object'): Library.Load(obname, 'Object', 0) # note the 0... Library.Update() Library.Close() b.Redraw() b.Window.FileSelector(f, "Choose Library", "*.blend")
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__package__ = None
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Open an existing .blend file. If there was already one open file, it is closed first.
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Get the filename of the currently open library file.
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Get all the linkable group names from the currently open library file. These are the available groups for linking with the current scene. Ex: 'Object', 'Mesh', 'Material', 'Text', etc.
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Get all datablock objects of the given 'group' available in the currently open library file.
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Load the given datablock object from the current library file
Warning: If you plan to load more than one object in sequence, it is definitely recommended to set 'update' to 0 in all calls to this function and after them call Update. |
Update all links and display lists in Blender. This function should be called after a series of Load(datablock, group, 0) calls to make everything behave nicely. Warning: to use this function, remember to set the third Load parameter to zero or each loading will automatically update Blender, which will slow down your script and make you look like a lousy programmer. Enough warnings :)? |
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