[Bf-committers] Array in blenders edit panel.
Sat, 12 Jun 2004 15:04:59 +0200
I liked the samples as posted a lot, but I think this shows just the
power of Pyhon, more than having it builtin in Blender. It resembles
also a bit the work Stefano was doing on procedural generated objects,
plus I recall Willian proposing to facilitate this better by adding a
new 'Python' Object type.
I'm still fighting with a long todo list, after being away for a little
over a week, but we definitely can think of ways to Python UI issues
with Panels as well. Right now I miss a little bit the overview of the
total, what exactly the addtional functionality would be for Python
scripters to facilitate. I guess that would be a good topic for the
bf-python maillist to continue...
On Saturday, Jun 5, 2004, at 01:14 Europe/Amsterdam, Campbell Barton
> 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
> What thinks you people?
> - Can
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