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[edit] 2.49b Release

[edit] Bugfixes 2.49b

  • FBX Export, Incorrect formatting that broke some converters.
  • BVH Motion Capture Import, Did not support single rigid body objects. [bug #18949]
  • OBJ Import, fix for importing of transparent faces from .mtl files - ZTrans now is set for them as well. (improves import from SketchUp)
  • Collada export, Empty material slot would raise a python error.
  • Collada import, fixes for increased Sketchup interoperability and more.
  • Quake MAP Export, empty nodes were not exported, also noticed files were invalid if there were no meshes or surfaces.
  • Quake MAP Export, had support for single triangular brush unnecessarily disabled.
  • Quake MD2 Export, Fix for vertex normals [patch #19206]

[edit] External bundles 2.49b

New external bundles from meta-androcto, for the first time released officially!
See Extensions:Py/Scripts/Catalog/Bundles


[edit] Improvements 2.49a

  • Wavefront OBJ support to import & export curves as OBJ native curves (rather then a bunch of edges)
  • Wavefront OBJ X90 option for export to write files without rotation.

[edit] 2.49 Release

[edit] New Scripts

[edit] 2D Cutout Image Importer (image menu)

http://wiki.blender.org/index.php/Extensions:Py/Scripts/Manual/Image/Import_2d_Cutout_Images

[edit] Bolt Factory, (wizard menu)

http://wiki.blender.org/index.php/Extensions:Py/Scripts/Manual/Misc/Bolt_Factory

[edit] Landscape Generator (A.N.T), (wizard menu)

http://wiki.blender.org/index.php/Extensions:Py/Scripts/Manual/Wizards/ANTLandscape

[edit] Copy Active Objects to Other (object menu)

Copies the active object to all other selected objects transformation.

When turning many assets into DupliGroups there was no way to do this other then manually copying the loc/size/rot for each object manually.

[edit] Background Job, (script template menu)

This example script shows how you can run blender in background mode, parse arguments from the command line to generate a simple scene and render/save it.

[edit] Poly Reduce Selection (Unsubsurf), (mesh menu)

Script written for apricot, poly reduces based on known topologies, keeping edge loops unlike edge collapsing poly reduction. Example http://www.graphicall.org/ftp/ideasman42/unsubsurf.gif

[edit] Clean Animation Curves (animation menu)

Utility script for cleaning ipos animation curves of redundant keyframes.


[edit] Script Updates

[edit] Object, Drop to Ground

Option to orient to face normal (useful for scattering objects over terrain), accounts for normal flipping and can adjust the orientation %.

[edit] OBJ Import

[edit] 3DS Import

[#7789] 3DS Import , Mesh not correct since Blender 2.44

There is a problem importing 3ds files where I cant find a way to check if the transforms are applied to the vertex locations or not. Since 2.44 I made the importer assume they were not since you can manually remove transformations, but not reverse.

Nevertheless most 3ds files have the matrix applied, better not give a bad import by default. Did some research and other 3ds importers (lib3ds for eg), have the same problem and just assume the transformations applied.

[edit] VRML/X3D Import

  • Improved compatibility with VRML files
  • Animation Support - currently only loc/scale/rot (scale untested)(does not work at all)
  • PROTO and EXTERNPROTO support - excluding PROTO's that rely on javastript.
  • fix for [#18329] VRML import on indexedfaceset munges some colors (off by one)
  • fix for broken pervertexcolors.
  • fix for a bug where relative Inline URL's that included a path didn't load.
  • Extract strings so they don't get modified for parsing, filename URL's with {} [] dont break importing anymore.
  • Cameras were rotated incorrectly
  • in-line files were not opened with GZip
  • Lists of image URLs now use the first image from the list since there is no support for dynamic switching.
  • use imagemagick to convert GIF's so they load in linux. (could be extended, At least it should not break anything)

[edit] DXF Export

  • fix POLYFACE export in dxfLibrary.py
  • fix wrong normals in mirrored objects
  • support for DXF output styles: LAYER,COLOR,LINETYPE
  • 2d-projection mode: support for isometric and perspective cameras, mesh and curve-objects
  • UI: presets for 2d and 3d mode, parameter storing
  • UI: camera selector/manager
  • debug-mode: redirecting 2d-projection output to current scene
  • semi-"hidden-lines" mode: optimized back-faces removal
  • presets for relocation and architectural scaling
  • apply modifiers on exported objects
  • support for dupli-objects (dupliverts, dupligroups, dupliframes etc)
  • optional output in DWG(r12) format (binding to external DXF-DWG-converter)

[edit] DXF Import

  • optional read DWG(r12) format (binding to external DXF-DWG-converter)

[edit] FBX Export

  • Export hard edge and face info
  • Constant animation interpolation gave choppy animation playback, use linear now.
  • Include the mesh-object into the bind-pose otherwise Maya complains the FBX has errors.
  • Use Edges field rather then 2 vert faces (worked in some apps but crashed maya)
  • Run when python time module is not found.

Reported bugs...

  • [#18040] ...writes incorrect relative paths.
  • [#18142] ...outputs broken vertex colors when using vertex paint
  • [#18650] ...assigning textures to wrong materials.
  • [#18328] ... exporting multi-texture materials properly.
  • [#18702] ...hemi light crashes maya

[edit] COLLADA Export

  • Added the feature to export meshes with applied modifiers.
  • Added a few failure messages to hint what is wrong with the model if the export failed.
  • A better export progress feedback.
  • Fixed some bugs which produced an invalid COLLADA document. Especially when skinning / armature was used.

[edit] Mesh, RVK1 to RVK2

The script has been modified to use the last management of the modifiers in the python api and corrected too. Now it can copy the mesh object when it is alone and also a shape keys to the second one if needed.


[edit] Lightwave Export

  • Export multiple UV layers
  • fix for [#18577] LightWave (.lwo) Exporter Object Names are Incorrect

[edit] SVG Support

  • support for patterns
  • reading of the inkscape svg format
  • parsing of the scientific numbers
  • redundant arc data in the same path for only one command "a"
  • blending of curves after several files import and at the end a more correct management of the current point.

[edit] 2.46 Release

[edit] tree wizard

tree wizard, makes a subsurfed skin from curves. also adds UV's (and soon bones) needs a user interface.

user interface added for 'Tree from curves' tool. renamed Filter to Blur to Filter for #define as well

automatic armature generation follows branch's

Branch's now have weights assigned to the mesh and an armature modifier applied so the bones effect the tree.

tree branch bones can now animate using drivers that reference textures, so animation can be controlled from clouds, noise settings after being created. still need to add user preferences for animation speed and magnitude.

curve2tree - animation settings - speed and magnitude Python api - texture.evaluate can now accept tuples of numbers as well as vectors

saving and loading of settings per tree, also added a way to get unique animation using object locations in drivers

branch cap ends, UV scale options, Automatic update option added. as well as some bugs fixed.

better segment collapsing (check for radius/angle difference) remove vert groups from existing mesh when its being reused

Rewrote the part that converted blenders curves into branches, Was converting into a mesh and then doing location checks, to figure out what the radius should be and then interpolating. this was the slowest part of the script and it made a mesh every time.

Now use blenders bezier interpolation function and calculate points like blender does.

fixed a driver syntax error for the Z axis (typo)

Loop in parents cant happen anymore, better dealing with segments with more then 4 children. print timing stats.

'Twigs' - branch's added to the existing, made from blending existing branches into new ones.

Some user settings for scale, orientation randomness, number of twigs and recursive twigs.


new UV scaling option works better for big/small branches. Can constrain twigs to only grow in a bounding mesh. And an option to prune twigs that grow out.

An option to lengthen child twigs.


  • Automatic alpha blended, textured image joins using material textures and UV layers. Also added some detail options and made it easier to get low poly results.


more twig options

 gravity (like particles)
 follow parent (like gravity but use the parent normal)
 limit the number of twigs on each branch
 limit the radius that a twig may be placed on a branch
 trim the base of branches in a way that better deals with small branches on large branches


initial leaf support (need to use in production, at the moment its really simple) Option to generate variation's - This modifies the original shape to make a variation on the original.


made twig taper a float rather then a bool, added type conversion when loading settings.

  • Improved Fill Twigs, they now join to make a continues skin like other branches.
  • Improved dupli-leaf placement - (should be good enough to use for final renders)
  • option to face leaves up or down
  • random pitch and roll options
  • place 2 leaves on a point for denser leaves
  • random seed entry so you can get reproducible results


  • better weighting for fill twig placement
  • curve direction isnt used anymore - just make the small end the last.


initial support for leaves as duplifaces

new twig type that gives more even results - "Fill Twigs" option

[edit] Weightpaint Normalize

New options to weightpaint normalize script

  • "Armature only" - so when using weight groups for other things only armature groups are affected,
  • "Active only" - so you can normalize all weight groups

always use active object (local view was messing up the context)

[edit] Weightpaint Invert

Simple weight invert script for the weightpaint menu

[edit] DXF Importer

http://wiki.blender.org/index.php/Scripts/Manual/Import/DXF-3D

[edit] Updated FLT scripts

Blender FLT I/O scripts have been updated to have more features.In addition several utility scripts/applets have been added to aid in working with FLT databases within Blender.

Documentation can be found here:

http://wiki.blender.org/index.php/Scripts/Manual/Import/openflight_flt http://wiki.blender.org/index.php/Scripts/Manual/Export/openflight_flt http://wiki.blender.org/index.php/Scripts/Manual/FLTools



[edit] Object Timeoffset follow active

Script to set timeoffset of all selected objects using the animated path of an active object. This means you can have 100's of objects animations run by animating an empty over them, Easy to setup and time a Mexican wave for instance ;)

[edit] Save RenderLayers

script to save renderlayers to a file so you can load them in other blend's - useful when applying settings in a pipeline (andy tells me ;) )

[edit] blend2renderinfo

Standalone reads a list of scene, start frame, end frame from blend files without having to load them in blender. Scenes must be tagged to render, (old render daemon button) but selecting scenes in the data browser (shoft+f4) sets this also.

Using this script to generate jobs for the renderfarm much faster then loading blender.

this script can run from the command line and will print out the star,end,scene otherwise if its imported it will just have the function read_blend_rend_chunk(path) which returns a list of [(start,end,scene),...]

[edit] Import Lightwave Motion

Import lightwave motion to the active object

[edit] Milkshape 3D binary importer

milkshape3d model importer, can import a textured model with materials and animation

[edit] Cal3d Exporter

Removing cal3d importer, since the soya3d maintain their own and I could not fix a bug in weird bone exporting.

[edit] Text Editor Templates

Script templates

  • Metaball creation
  • Camera script
  • Ipo
  • PyConstraint

[edit] X3D Export

  • Added support for exporting dupli objects
  • Option to export modifier applied objects
  • Option to export quads as tri's

[edit] 2.43 Release

[edit] For detailed informations

FYI:
Browse the online cvs repository


To read details about changes to any of the scripts mentioned below, please visit this link and click on the script's filename:

[edit] New Scripts

Click project from face: The 3 clicks to map from a face.
Follow Active Quads: road as a quad strip, using Loop Average mode to remove texture distortion.
  • Help: ID Property Browser by Joe Eagar

Browse the new ID properties.

  • Export: MDD exporter by Bill L. Nieuwendorp

Export animated mesh to MDD vertex keyframe file.

  • Import: MDD importer by Bill L. Nieuwendorp

Import MDD to Mesh RVKs.

Import Drawing eXchange Format (.dxf) files.

  • Mesh: Solidify Selection by Campbell Barton

Makes the mesh solid by creating a second skin.

  • Object: Cookie Cut from View by Campbell Barton

Cut from the view axis, (Sel Meshes (only edges) into other meshes with faces).

  • Object: Randomize Loc Size Rot by Campbell Barton

Randomize the selected objects location, size and rotation.

3 Clicks to project uvs onto selected faces.

Follow from active quads.

  • UVCalculation: UVs from unselected adjacent by Campbell Barton

Assign UVs to selected faces from surrounding unselected faces.

  • VertexPaint: Copy from Material by Campbell Barton

Write material diffuse color as vertex colors. Insert non-formatted text here

[edit] Improvements and bug fixes

UV Export: user interface.

Most bundled scripts have been updated.

In general, improvements include better stability, usability and error handling, speed or at least updates to follow our guidelines and use newer API resources.

In particular, many import and export scripts have been improved.

[edit] Import / Export

  • 3ds import / export
  • ac3d import / export
  • bvh import
  • collada 1.4 import / export (physics, mesh skinning and armature support)
  • collada export
  • DirectX8 import / export
  • flt filewalker
  • flt import / export
  • iv export
  • lightwave import / export
  • md2 import / export
  • obj import / export
  • off import / export
  • paths import (svg part)
  • ply import
  • raw import
  • save theme
  • slp import
  • truespace import / export
  • videoscape export
  • vrml97 export
  • x3d import / export
  • xfig export
  • xsi export

[edit] Others

  • animation trajectory
  • armature simetry
  • axis copy
  • bevel center
  • blender lip synchro
  • console
  • Consolidate into one image was "image auto layout, renamed to"
  • doc browser
  • envelope assign
  • envelope symmetry
  • faceselect same weights
  • hotkeys
  • image edit
  • image find paths
  • image auto layout
  • image billboard
  • mesh boneweight copy
  • mesh cleanup
  • mesh edges 2 curves
  • mesh mirror tool
  • mesh poly reduce
  • mesh skin
  • obdatacopier
  • object apply def
  • object batch name edit
  • radiosity import / export
  • uv from adjacent
  • uvcopy
  • widgetwizard
  • rename object by block
  • rvk1 to rvk2
  • vertexpaint selfshadow ao
  • unweld
  • uv archimap
  • uv export
  • weightpaint clean
  • weightpaint envelope assign
  • weightpaint gradient
  • weightpaint grow shrink
  • weightpaint normalize

Naturally this is an ongoing and very needed effort and we'd like to give a special mention this time to Campbell Barton (ideasman42), for his extensive work testing and updating the bundled scripts.

[edit] Removed

For this release some scripts have been removed. As always, reasons for this decision can be any of:

  1. New features added to Blender itself make this script unnecessary.
  2. There's another (somehow preferred) script with the same functionality.
  3. The script is buggy or needs improvements, but there is nobody mantaining it.
  • Mesh: Mirror Bone Weights (mirror_bone_weights.py)
  • Mesh: Bbrush (mesh_bbrush.py)
  • UV: Relax selected UVs (uv_relax.py)
  • Mesh: Triangles to Quads (mesh_tri2quad.py)
  • Export: Cal3D (blender2cal3d.py)
  • Export: Nendo (nendo_export.py)
  • Import: Nendo (nendo_import.py)
  • Import: kmz (google earth) (kmz_ImportWithMesh.py)
  • UV: UV Texture Baker (tex2uvbaker.py)
  • Mesh: Knife Tool (knife.py)
  • Animation: Empties to Armature (animation_empties2armature.py)
  • UV: UV painter (uvpaint.py)
  • Mesh: Dispaint (disp_paint.py)

[edit] Projects

[edit] Manual

We're starting the Blender Scripts Manual in this very wiki. Right now there are only a few examples there. With time we expect to have online documentation for all bundled scripts, at least.

Our goal is to produce good quality material: readable, detailed and well illustrated. Volunteers always welcomed.

[edit] Catalog

Throughout the years hundreds (maybe thousands) of useful, interesting, amusing scripts have been written for Blender. Many of them have been available online, in sites and forums, for a while, but eventually became unmantained, unknown to most users, hard to find or even were lost.

Brendon Murphy (Meta-Androcto) began the extensive task of collecting Blender Python scripts to preserve them, to let other users find what they want and to help making those that don't work with current Blender releases be updated, if possible (*).

(*) It's not hard for a Python coder to update an old script, usually it's even trivial. The issue is licensing, actually. If we don't have permission from the original author, we can't do it. But at the very least, knowing about an old useful script and its features can be enough for an author to create something new out of it.

Some months ago Brendon was invited to expand on this work officially and for that he created the Scripts Catalog in Blender's wiki and has been updating it since then, with many entries already added. Future plans include better structuring of the data, helper scripts to handle it and, naturally, more scripts cataloged.

[edit] Installer

Levi Schooley (reD_Fox) started researching and working on a script that can become our bundled installer, the user-friendly way to install scripts in Blender. Here's the official thread in the Python & Plugins forum at Blender Artists, with links to the script in its current state and preliminary documentation:

[edit] Thanks

As always, thanks to the script authors for creating and updating their scripts. Thanks also to users reporting problems and suggesting new features. We also welcome new volunteers, like Brendon and Levi, working in new projects to raise the bar on Blender scripts and scripting. Last but not least, thanks to all programmers adding features to Blender and making them available to the Blender Python API.

[edit] 2.42 Release

[edit] New Scripts

[edit] Gradient (Weight Paint & Color Paint)

This script is used to fill the selected faces with a gradient

To use the script, switch to "Face Select" mode then "Vertex Paint" mode

Select the faces you wish to apply the gradient to.

Click twice on the mesh to set the start and end points of the gradient.

The color under the mouse will be used for the start and end blend colors.

Note:

Holding Shift or clicking outside the mesh on the second click will blend the first colour to nothing.

Image:PartXIII_Modelling_Scripts_vcol_gradient.png


[edit] Find Target Paths (UV/Image)

A utility script that refinds all image paths for images that have a path whos file dosent exist. Running this script is usefull for moving projects to new computers and fixing broken image paths. It works by taking a searchdir and finding all the images in that dir, then using the largest images (if doubles are found) to avoid using thumbnails (small images).

[edit] Clean Weights (Weight Paint)

Remove groups from verts with low weights

[edit] Normalize (Weight Paint)

maximizes weights to a user set peak, optionaly scales other groups too to keep the proportion of the weights even. (Doubles as a weight scaler)

[edit] Grow/Shrink (Weight Paint)

Uses the mesh topology to expand/contract the vert weights. a few options for iterationsm, max length and strength.

[edit] Mesh Mirror tool (Mesh)

This script is used to mirror vertex locations and weights It is usefull if you have a model that was made symetrical but has verts that have moved from their mirrored locations slightly, casuing blenders X-Mirror options not to work.

Weights can be mirrored too, this is usefull if you want to model 1 side of a mesh, copy the mesh and flip it. You can then use this script to mirror to the copy, even creating new flipped vertex groups, renaming group name left to right or .L to .R

Vertex positions are mirrored by doing a locational lookup, finding matching verts on both sides of a mesh and moving to the left/right or mid location.

The vertex weights work differently, they are mirrored my location also, but they mirror in pairs, rather it works by finding the closest vertex on the flip side and using its weight.

When a location mirror is finished, verts that have not been mirrored will remain selected. a good way to check both sides are mirrord is to select the mirrored parts, run this script with default options and then see of there are any selected verts.

For details on each option read the tooltips.


[edit] Edges to Polyline (mesh)

This script converts open and closed edge loops into polylines. Only polylines where each vert has no more then 2 edges attached to it are supported

[edit] Poly Reduce (Mesh)

This script simplifies the mesh by removing faces, keeping the overall shape of the mesh.

Human with UV textures and bone weights from http://www.x-trusion.com
Heavily reduced workman http://www.x-trusion.com
Example of an 80% Reduction using a weight map for influencing the result- Original, Weight Map, Result of or an

[edit] BoneWeight Copy (Object)

This script is used to copy bone weights from 1 mesh with weights (the source mesh) to many (the target meshes). Weights are copied from 1 mesh to another based on how close they are together.

For normal operation, select 1 source mesh with vertex weights and any number of unweighted meshes that overlap the source mesh. Then run this script using default options and check the new weigh.


A differnt way to use this script is to update the weights an an alredy weighted mesh. this is done using the "Copy to Selected" option enabled and works a bit differently, With the target mesh, select the verts you want to update. since all meshes have weights we cant just use the weighted mesh as the source, so the Active Object is used for the source mesh. Run the script and the selected verts on all non active meshes will be updated.

[edit] Self Shadow (Vertex Paint)

Shade the mesh using vertex colors from the angles between faces. and optionaly blur the shading to remove artifacts from spesific edges.

Image:PartXIII_Modelling_Scripts_mesh_selfshadow.png

[edit] Lightwave Motion (Export)

Export the path of selected objects into a MOT file for lightwave to read.

[edit] Animation Trajectory (Animation)

Allow to see in real time trajectory of selected object.

You can drag the keyframes around from anywhere in the animation. Keyframe dragging would be less of a hack if we could do an event handeler and a redraw space handeler in 1.

[edit] Edit Image (UV/Image)

A little utility script I have been using for a long time but was recently able to improve with 2.41's features.

Edits the current image in an external application, esp usefull when dealing with projects that have lots of images. Basicly-- a quick way to have the image in the gimp (using gimp-remote) without rooting around in your project tree.

Added registry variable to save the external application... and some OS context for what app to run.

[edit] Google Earth KML (Import)

Use this to read 3d geometry from .kml and .kmz (zipped .kml) files.

[edit] New Modules

The following python modules have been added to this Blender release.

  • BPyMesh
  • BPyMesh_redux - Polygon reducer for automated use
  • BPyMathutils
  • BPyWindow

[edit] Updated Scripts

If you are the author of any of these scripts and can provide a release log, please do.

  • Paths import from Jean-Michel Soler (JMS): updated ai, eps, Gimp and SVG support
  • Cal3d exporter by Jean-Baptiste LAMY
  • DirectX8 exporter by Ben Omari
  • DirectX8 importer by Ben Omari
  • HotKey script from JMS
  • MD2 exporter by Bob Holcomb
  • Knife Tool by Stefano Selleri, Win Van Hoydonck and JMS: now handles meshes with multiple materials
  • Blender Lip Synchro by Benoit Foucque (Dienben)

[edit] FGon Support (Obj and Lightwave Import)

The OBJ and Lightwave importers both make use of a new NGon function ( BPyMesh.ngon() ) that can help create complex fgons for importers.

Image:Release_Notes_Fgon.png

[edit] Obj Import

  • Support for many OBJ variations (faces spanning multiple lines, comma delimeted floats, mac line endings)
  • Improved smooth group support
  • FGon importing (see above)
  • Option to import 2 vert faces as edges
  • Optional MTL import
  • Optional smooth group import
  • Option to Rotate X90 (most obj files use X up)
  • Option to Reuse Existing Materials (so material names arnt created when names match)
  • Option to import as a group instance where all the objects are added to their own scene and 1 instance of the object is created in the current scene.
  • Option to import into own scene
  • Option to import all obj's in the directory.
  • Bugfix in importing OBJ files with negative indicies (Effects uvs and verts)
  • Bugfix where an extra vert was duplicated.
  • Bugfix for loading images
  • Bugfix negative vert indicies relative to the current index now work as expected.

[edit] Obj Export

  • Option to apply modifiers
  • Option to export selection only
  • Option to export edges
  • Option to export normals
  • Optional high quality normals
  • Optional MTL File
  • Option to export batch export all scenes.
  • Option to export your animation as numbered OBJ files.
  • Option Copy Images - Copys images to the destination on export.
  • Option to Triangulate
  • Option to Group by Materials
  • Better remove doubles when exporting unique UVs and Normals
  • Fluidsim animation export shoudl now work.
  • Bugfix when meshes have empty material slots

[edit] 3ds Import

  • Removed workarounds for Blender 2.41
  • Mesh objects are split by material (many 3ds models have >16 materials per mesh)
  • Added a size limiter so objects are constrained to to be too large
  • Added an option to import as a group instance, where all the objects are created in their own scene and an 1 instance is made in the current scene.

[edit] 3ds Export

  • Export UV Faces
  • Creates an object node block, exporting object nodes, needed by some 3D importers.
  • Now exports Empties as 3ds Dummies.
  • Use Mesh instead of NMesh
  • Export all objects that can be converted to a mesh as a mesh object.

[edit] VRML Export

  • Significant speedup
  • Image Export fix (use filename rather then blender name)
  • Support for meshes with multiple materials/face images
  • Mode modular design that more closely reflects Blender's internal workings
  • Position, scale, and orientations are now exclusively dealt with in Transform nodes, making the math more unified and way easier to understand.
  • vertex colors either written when mesh has SHARED_COL face property, or when mesh has vertex colors and first material with VCOL_PAINT (a little crufty, but maybe will try a better way later)
  • Support for debugging output to the console by setting the 'rt' button to 42 (for mild verbosity) or 43 (for more verbosity)
  • Potentially long lists like vertex coordinates, face indices, etc. are now unindented (why potentially waste thousands of tab characters?)

[edit] UV Export

  • Replaced the GUI with a popup for entering inputs.
  • Fixed a when no objects were selected and the Ob option was activated.
  • Added option to edit the resulting image in an external program (this needs a full python distro for the os module. it detects the presence of the module and shows the option only if possible).
  • Saves the selected settings (except the save path) with Registry, so they get loaded back next time you use the script.


[edit] For More Information

[edit] 2.41 Release

[edit] Added Importers and Exporters

[edit] ply import and export

added ply import and export, extensively tested on files from

http://www.cs.virginia.edu/~gfx/Courses/2001/Advanced.spring.01/plymodels/

they give correct results for both import and export, however they could use some speed optimization for large mesh Bruce Merry

[edit] xfig export

added xfig exporter by Dino Ghilardi

[edit] openflight import and export

  • Added openflight import/export- Blight v1.2
  • removed slow list handeling
  • faster vert comparisons
  • replaced spaces for tabs
  • removed unneeded getData() calls
  • general cleanup

[edit] Updated Importers and Exporters

[edit] obj import update

Fixed bug in importing OBJ files with negative indicies (UV and VERTS, normals are ignored) Have alredy tested 100's of obj files and cant believe this is the first I have found with negative coords.
May want to support sequence import.

OBJ import dialog

Added user interface to OBJ import. With options...

  • Material (*.mtl) - Imports material settings and images from the obj's .mtl file.
  • All *.obj's in dir - Import all obj files in this dir (avoid overlapping data with "Create scene")
  • Create scene - Imports each obj into its own scene, named from the file.
  • Edges - Import faces with 2 verts as an edge.
  • Smooths all faces - Smooth all faces even if they are not in a smoothing group.


[edit] obj export update

obj export dialog

Mesh options...

  • Apply Modifiers - Use transformed mesh data from each object. (May break vert order for morph targets.)
  • Triangulate - Triangulate quads (Depends on "Apply Modifiers")
  • Edges - Edges not connected to faces.
  • Normals - Export vertex normal data (Ignored on import).
  • UVs - Export texface UV coords.
  • Materials - Write a seperate MTL file with the OBJ.

Context...

  • Selection Only - Only export objects in visible selection. Else export whole scene.
  • All Scenes - Each scene as a seperate OBJ file.
  • Animation - Each frame as a numbered OBJ file.
  • Copy Images - Copy image files to the export directory, never everwrite.

Grouping...

  • Objects - Export blender objects as OBJ objects.
  • Object Groups - Export blender objects as OBJ groups.
  • Material Groups - Group by materials.


[edit] BVH Import

Added popup options

  • Scale - Scale the BVH, Use 0.01 when 1.0 is 1 metre.
  • Prefix - Prefix all obnames to avoid naming collisions.
  • StartFrame - Frame to start BVH motion.

[edit] bvh to armature

Updated bvh to armatures script by Jean-Baptiste Perin (thanks).

[edit] vrml and x3d

Slight updates and cleanups to vrml97 and x3d exporter,the ability to do gzip compression has been added.The redundant vrml exporter has been removed. Thanks Bart.

Changed the URL to be the Image filename sans path, not the image name. Speed up intentation writing a bit.. Many more changes need to be applied here...

[edit] Collada update

updated version of collada importer

This version includes animation export of underformable objects though IPO channels. It can export animation of transforms and materials. The baked transform options outputs baked transforms for each frame beginning with the lowest transformation frame to the highest frame number for any transformation channel. The animation exporter calculates time values according to the frame number of each key-frame (Bezier-point) depending on the FPS value found in the Scene-Anim settings (defaults to 25).

This version also fixes the texture import on the importer and issues a warning if the texture could not be loaded and continues to load the document in any case.

Thanks to Mikael Lagré for the superb update

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