Entries from 2014-02-01 to 1 month

1393249177**Still Developing* UV unwrapper for HexHemisphere only Visible Faces

import bmesh import math ''' msh = bpy.data.meshes.new('hexHemisphereMesh') obj = bpy.data.objects.new('hexHemisphere', msh) bpy.context.scene.objects.link(obj) ''' ######################### nnn = 5 ######################### #w = 1.0/float…

hemisphere visible faces only

#!BPY import bpy import math ############# n = 5 ############# m = bpy.data.meshes.new('hemisphereMesh0') o = bpy.data.objects.new('hemisphere0', m) bpy.context.scene.objects.link(o) def vert(): yield (0.0, 0.0, 1.0) for k in range(1, n+1)…

Cylinder BMesh UV mapping for Blender 2.6 or later

It seems that bmesh data are refreshed when the mode is changed from "edit" to "object", though I have not figured out the exact moment yet. The code is the same as ever. import bmesh import math msh = bpy.data.meshes.new('cylinderMesh') o…

bm.loops.layers.uv

>>> bm.loops.layers.uv <BMLayerCollection object at 0x7efeed558e90> >>> bm.loops.layers.uv.active <BMLayerItem object at 0x7efeed453a20> >>> uv_lay <BMLayerItem object at 0x7efeed453b40> >>> loop[uv_lay].uv Vector((0.20000000298023224, 35.79999923706055)) >>> loop[uv_lay] </bmlayeritem></bmlayeritem></bmlayercollection>

cylinder.py

#!BPY import bpy import math ''' for x in bpy.context.scene.objects: bpy.context.scene.objects.unlink(x) for x in bpy.data.objects: bpy.data.objects.remove(x) for x in bpy.data.objects: x.select = True bpy.ops.object.delete() ''' #########…

uv.py for Blender 2.6

import bpy import bmesh obj = bpy.context.active_object me = obj.data bm = bmesh.from_edit_mesh(me) uv_layer = bm.loops.layers.uv.verify() bm.faces.layers.tex.verify() # currently blender needs both layers. uv_lay = bm.loops.layers.uv.acti…

operator_uv.py from Blender 2.6 Python script template

import bpy import bmesh def main(context): obj = context.active_object me = obj.data bm = bmesh.from_edit_mesh(me) uv_layer = bm.loops.layers.uv.verify() bm.faces.layers.tex.verify() # currently blender needs both layers. # adjust UVs for …

Python Blender UV mapping

Vertices of the object seem to lie there: bpy.data.meshes['Icosphere'].uv_layers.data.vertices[0].co.xyz