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hi, migius 11:39, 30 January 2008 (CET)

hi :) --Remi 13:14, 30 January 2008 (CET)

Always Working, but don't let that stop you

Yes, I am helping out as best I can...but there are SO MANY SCRIPTS. So please, don't let my banner stop you. I will remove it so that it doesnt cause any problems. As a heads up, what I was trying to reconcile was the new host of scripts that are going to be or are distro with Blender and SVN, and which we actually have documented in the wiki...e.g. there's a Layer Naming script...--Roger 18:42, 31 January 2008 (CET)

hi Roger. you are right - there are MANY scripts here. Topic "new host" (if i correct understood): We can store all scripts here on blenderwiki as zip files. It works well - i've tested it lately. (tipp from LetterRip on forum). Script repository on SVN has this disadvantage that only few people(core developers) have write access to it. I prefer blenderwiki, cause easy access and relatively safe! migius 01:18, 1 February 2008 (CET)
I am on freenode#blenderwiki now. I think there is 6 hours difference between you and me; I will leave open for today, or you let me know when you would like to chat.--Roger 20:58, 5 February 2008 (CET)

script mirror

did i do the mirror right? I made the Media: link in the Link section of BlenderCAD and uploaded the zip. I tried first with directory names but wiki does not like it; the file went off into bit-death-land. So, with - instead it works. I did this long ago with my lighting rigs.

it looks good. Technically no problem with mirroring on wiki. Meta-Androcto mentioned copyrights problem if we don't have permission from the original author. In case of BlenderCAD it will be difficult to contact the author, cause there is no link in the script/blend. No header/no license - very bad. Was it GPL-ed? migius 09:50, 1 February 2008 (CET)
Absolutely. Actually, I was the one who brought up the copyright laws. I did that one because it said right on the website yhat it was GPL. :)--Roger 14:29, 1 February 2008 (CET)

Collada tests

I've committed a patch for Collada 1.4 importer script: svn-rev.15969

  • bugfix/refactor localTransformMatrix usage in hierarchies: it preserves local orientation of each child, so imported IPOs are working correct now.

Some routines in importer part massively changed, so:

  • upgrade version number from 0.3.159 to 0.3.160, for better identification of this patch
  • bugfix: many tiny changes to make it working with DAE files i found in different places.

It works mostly well with all that files, (previously not!)


Still many todos:

  • fault location/size of skinned mesh and its armature/skeleton
  • skinned mesh: no support for vertex groups / vertex-weight information ? ?
  • support for joint animation - seams to be ignored ? ?
  • support for different IPO types: LINEAR, BEZIER. Just curios: all imported LINEAR-IPOs become tangential form in Blender
  • materials: sometimes the Alpha-value is set to "0", so nothing "appears"
  • lights: sometimes the intensity-value is set to "0", so "no light"

I have cerated a DAE file for testing animated node hierarchy with non-uniform scaled subnodes. To find on blenderwiki:
Scripts/Manual/Import/collada14
The non-uniform scaled subnodes produce strange results by animation in Blender and i am curios if the same with MAX/Maya, but cant test here. Please report how it works!

The only viewer working well with this file is the ColladaLoader, but finally i think there must be a bug in ColladaLoader with transformation matrix propagation to child-objects.
Nevertheless, it is a very well documented project, with many details about Collada 1.4 specification and with useful DAE test files:
ColladaLoader_binary_1_1.zip
sourceforge.net/projects/colladaloader/
Unfortunately it doesn't support skeletons/pose_animation - so i couldn't use it as reference viewer.

Python scripts in 'Help' section

Thanks for your comment in my User_talk page. See my reply there. The important point is that the wiki should better reflect the different location for the scripts in the 'Help' section. Overshoot.tv 03:19, 20 January 2009

thank you for correcting this. migius
You're welcome. Thanks for kindly pointing out my mistake. Overshoot.tv 05:18, 21 January 2009 (UTC)

orientation-matrix patch

User:Migius/orientation_matrix

Blender Extension (Python) for Architects

User:Migius/CADtools
CADtools

There is an official collada tester which tests your document for correctness

In the wide word of 3D Modellers are many COLLADA exporters. But many aren't feature complete or/and have bugs. So if you have a problem with a Collada Document it may be not the fault of Blender, instead maybe your document is broken. And there is an easy way to find out if it is at least basically working.

There is an official Collada coherency checker, linked on: http://www.khronos.org/collada/ Search for "...coherency check..." and follow the link. The coherency checker is a precompiled Windows binary, just open the command line and start the coherency checker exe with the file to test as it's parameter, and it will spit out every basically failure it finds.

Requesting permission to add my "Ladder building script"

See my user page for the script.

If this isn't the correct place please refer me (and perhaps add a little link to a fresh page/form where people can ask for permission)

hi Sjaak-de-Draak, welcome on blenderwiki!
Unfortunately i will not have the opportunity to test your script.
I'd suggest to rename and move the manual to "Misc" category (or change the script registration group to "Add") -> Extensions:Py/Scripts/Manual/Misc/Uru_Ladder_Builder
I have updated the text with script-manual-template from here: http://wiki.blender.org/index.php/Extensions:Py/Scripts/Catalog/Template
Furthermore it would be perfect to have some information for what is it good: what is Uru, what is Ladder ... Only linking to (zipped) Readme file is not very informative.
e.g. for tooltip something like this: "Uru-game tool: creates multiple ladder types."
migius 19:50, 29 October 2009 (UTC)
Migius, thank you for the changes, I'll lookup a screenshot and will see about linking some text from the included readme file.
you are welcome, migius 17:46, 2 November 2009 (UTC)

About DXF Importer-Exporter

Hi, my name is Bruno Gonçalves Pirajá and I'm a recent user of Blender 2.58 on Linux and Windows. I compiled the python file io_import_scene_dxf.py and I fixed some syntax errors at the code. I would like to know how I set the path of the correct folder in the code io_import_scene_dxf.py 'cause when I tryed imports some python files, the file io_import_scene_dxf.py doesn't found some files like as bcolors.py and btools.py. I needed use the bpy.py file too to function somethings. Now I need set the files correctly like as Blender.py, bcolors.py and btools.py to continue the work. If you can help me I would thanks at lot.

If the English isn't 100% correct, sorry, 'cause I'm brazilian.

Thanks, --FORMATTED 22:33, 23 July 2011 (CEST)

hi Bruno, get "io_import_scene_dxf.py" from official Blender 2.48a, it should work out-of-the-box.
cheers. migius 23:45, 23 July 2011 (CEST)
I will download the file to realize some tests. Thanks a lot! --FORMATTED 17:37, 26 July 2011 (CEST)
oops, it should be 2.58a not 2.48a, sorry for missleading, migius 18:39, 26 July 2011 (CEST)
No problem, I was working at version 2.58a and my question was how I put the correct address to correct file in python code. --FORMATTED 23:46, 26 July 2011 (CEST)

More About DXF Importer-Exporter

migius, I continued trying to compile the io_import_scene_dxf.py file, but now I need the module Mathutils.py Where I found this file? Thanks,

--FORMATTED 05:21, 12 August 2011 (CEST)

Mathutils.py exists in Blender 2.4x, and is not compatible to Blender 2.5x. I don't understand your problem with io_import_scene_dxf.py, this script runs in Blender 2.58 without extra configuration/compilation. What is the problem then? migius 07:19, 12 August 2011 (CEST)
Isn't a problem, I 'm studying python and I am using this file to tests... I'm re-compiling, 'cause I'm using Linux. And I want to contribute in this project.(DXF Importer-Exporter). Thanks, --FORMATTED 18:32, 12 August 2011 (CEST)
Do i understand right: you are trying to start Blender scripts such importer/exporter scripts outside Blender, aren't you? migius 18:44, 12 August 2011 (CEST)
I'm trying compiles the script outside blender, and my intension is understand the code after I compile the script 100%, but now I need the Mathutils.py to continue the compiling process. --FORMATTED 21:14, 14 August 2011 (CEST)
i have never tried this. Well, for io_import_scene_dxf.py you will need "mathutils.py" not "Mathutils.py", both are slight different. There is an extern repository with mathutils source code to build as standalone library. http://code.google.com/p/blender-mathutils/ .Have fun migius 22:22, 14 August 2011 (CEST)
I will try with this file. Thanks. --FORMATTED 23:50, 30 August 2011 (CEST)

blenderwiki css issues

missing "printable version"

"printable version"-option is not present/accessible in default skins - missing in "Naiad" and "Blender"

color for literals is too bright

color for literals doesn't work with white background: source/blender/src/parametrizer.c <- like here.

source code prints

it seems there is something wrong with " * GeSHi Dynamically Generated Stylesheet":

.text.source-text .de1, .text.source-text .de2 {
 font: normal normal 1em/1.2em monospace;
 margin:0; padding:0;
 background:none;
 vertical-align:top;
 }

behavior: texts in ".text.source-text" are "black on black" or "white on white" (non-readable)

example page: User:Migius/wiki_css_source-text_bug
preview with monobook skin: wiki_css_source-text_bug

it affects all skins (only exception "Naiad"),

tested with firefox7.0.1 and IE7.0,
here the screen shot: http://www.pasteall.org/pic/show.php?id=25426

the same looks correctly if read from local storage: http://www.pasteall.org/pic/show.php?id=25427

I wonder if removing "background:none;" from above css definition would help?