Blender Scripts Extensions & Wiki

hi,

I am from the http://wiki.blender.org/index.php/Extensions:Py/Scripts/Catalog.

I have loosly doumented your scripts there,

more recently i tested the Primstar scripts with very good results.

I am pusing to get Primstar included as a external lib/plugin in Blender 2.49b.

Whilst this may not hapen, an installer in in the woks that will allow users to extend Blender consierably.

I would like to include Prinstar in this package.

Any thoughts, permissions or requests i an very willing to help.work towards a positive outcome.

any questions you can discuss here, or cmtact me on freenode irc channel #blenderwiki.

or feel free to email me on Meta.Androcto at the domain gmail dot com.

thanks for your time & consideration.

getting these scripts out there will provide user awareness & hopefully pave the way for future Blender 2.5 dev.

Thanks.

Brendon Murphy.

Blender Scripts Wiki team.

Blender external scripts/extensions management.

Domino Marama's picture

Blender scripts catalog

Hi Brendon,

Argh.. I'd not realised anyone had linked that finely to the old site. Sorry for breaking all the links, though hopefully the automatic search means people aren't too far astray.

I'm planning on a complete rewrite for Blender 2.50 and I intend splitting base functionality away from the sculptie specific stuff. It's always annoyed me that "UV Sphere" doesn't actually have a UV map by default Wink

As all the standard sculptie shapes are UV mapped, I intend submitting patches for a series of Add - Mesh - UV shape options (or one option with a gui). I'm also hoping that the bake script can be done without having to write my own fill routine in Python - that's the performance bottleneck in my scripts. So I'm eagerly watching for WITH_BF_DOCS to start working in the 2.50 branch then I know what I have available.

One of the problems with including the Primstar scripts themselves, is that they are still under heavy development. Funding permitting, this is likely to be the case for a number of years as my long term goal is to have Blender work as a Second Life client for building purposes. So separating out the generally useful parts to include in Blender while keeping the actual Primstar package separate seemed the best option to me. The sculpties are just the first step, there's the avatar scripts, adding support for other SL primitives, raw terrain - then I'm getting close enough to supporting all the SL content types to look at logging in and working directly in a Second Life / open metaverse sim.

The development version (0.9.x series) of the scripts is much more targetted at just Second Life content. It does a few things that save time for sculptie makers, but they don't make sense in a general modelling context. The 2.50 rewrite is when I want to address this and provide base tools for general use with a sculptie specific layer over the top, so that's when I'd have actively started looking at getting parts of the scripts included with Blender.

If the 0.5.x series was to be included, it'll need at least the work in set_center from sculptie.py backporting as the original implementation was buggy. And of course I've no plans to ever finish the documentation on that series as the 0.9.x ones are getting a completely new gui.

I'll pause for breath and let you get a few words in now Smile

Best Wishes,

Domino

Domino Marama's picture

Redirects from old pages

I've added redirects for the old pages to their new equivalents, so that's one less thing to worry about Smile

in testing, topology is not selectable on import

The testing version of the scripts don't allow you to select the topology when importing a sculpt map.

Should it matter, I was using a vanilla install of Blender 2.49a with Python 2.6.2.

The stable version works as expected.

Domino Marama's picture

Import topology selection

Import in 0.9.x now detects the topology automatically - you can enable "Draw Seams" to check it's done the right thing. The "test gui" has a file selection option on creating a new sculptie, so you can use that to create a new sculptie with whatever settings you like from an existing map.

Generally speaking, import is for building a scene from existing maps so you'd normally just use object mode scale and rotations on them. The file selector option when adding a sculpt mesh is for using an existing sculptie as a base for further modelling.

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