[Bf-committers] Array in blenders edit panel.
Sat, 05 Jun 2004 16:58:24 +1000
I had a go at adding this but the problem is that the slider values are
not remembered from redraw to redraw.
I fugure I must make the variables an attribute of the scene.
Any hins so I can get somtjhing like?
How shoud I best set some variables to be remembered in the UI, Im not
fussed as to weather they are saved in the blend file.
Campbell Barton wrote:
> Hi, I made a python array script (that evolved into a tree maker) but
> would still like to add basic array functionality into blender.
> This could be added as a panel thet only appiers in object mode.
> ATM there are only 2 panels in object mode so there is easerly room
> for another 2 (On the UI front).
> There are functions in edit mode but these only work on mesh objects.
> Dupliverts can do most of these things but there are advantages in
> both implimentations.
> If you want to make 1 objects 1.122 apart then its a fiddle to do with
> dupliverts (Requires some brain power)
> The array function would have operate on all selected objects.
> Have x/y/z num sliders for LOC/ROT/SCALE and an iterations slider
> Other functions are
> - follow rotation (so motion follows rotation)
> - Scale, scales offset. (so objects the tget smaller are also closet
> - Get Modifier from selected (Use the difference between the active
> and another selected object to set the LOC/SIZE/ROT)
> - Mode: Accelerate/Tween (Use the modifier values for each iteration
> OR devide the values by the iteration num and then apply make teh array)
> What thinks you people?
> - Can
> Bf-committers mailing list
Campbell J Barton
133 Hope Street
Geelong West, Victoria 3218 Australia
phone: AU (03) 5229 0241