[Bf-committers] collapse/flatten modifier stack?

Eugene Minov minov.eug at gmail.com
Sat Mar 24 02:44:50 CET 2012


Hi,

I don't know exactly how to apply all modifiers from a script but when I
need apply them all from gui I use:
Alt+C -> "Mesh from Curve/Meta/Surf/Text"

Also I don't know if it work with multimodifiers. If it works
with multimodifiers also, then
maybe you can somehow call this from a script.

On Sat, Mar 24, 2012 at 1:24 AM, Matt Ebb <matt at mke3.net> wrote:

> mesh = ob.to_mesh(scene, True, 'RENDER')  ?
>
> On Sat, Mar 24, 2012 at 4:51 AM, Bassam Kurdali <bassam at urchn.org> wrote:
> > The original object is fine, yes, and has all the modifiers intact. the
> > new object is the *unmodified* mesh, not the end result of the modifier
> > stack, which is what I'm trying to get.
> > I would do it by applying modifiers, but, with multimodifiers, applying
> > one at a time is not going to work (unless someone can tell me how)
> > TL;DR: bpy.ops.object.convert isn't the answer.
> > cheers
> > Bassam
> > On Fri, 2012-03-23 at 10:18 +0000, contact at steamreview.org wrote:
> >> Presumably you are still looking at the original object. keep_original
> >> means that a new one is created. It'll be made the active object by the
> >> operator.
> >>
> >> > Thanks Tom
> >> > On Wed, 2012-03-21 at 22:05 +0000, Tom Edwards wrote:
> >> >> You're missing this:
> >> >>
> >> >
> >> >> bpy.ops.object.convert(keep_original=True)
> >> > I tried it and I got the default i.e. original mesh, i.e. it didn't
> >> > apply the modifier stack, but removed it. Is there something I'm
> >> > missing?
> >> >
> >> >>
> >> >> Which is exactly what you want. It is quite obscure though!
> >> >>
> >> >> On 21/03/2012 9:04, Bassam Kurdali wrote:
> >> >> > Hello list,
> >> >> > This has come up before, albeit in a python context: the desire to
> get
> >> >> > the result of the modifier stack as a mesh. There was some
> discussion
> >> >> > over the desirability of hard-coded py api, and a question of why
> not
> >> >> > just use the apply modifier approach one by one.
> >> >> >
> >> >> > I've encountered both the use-case and the problem today.
> >> >> >
> >> >> > use-case: collapsing the stack/applying shapekeys for prepping a
> >> >> rigged
> >> >> > model for 3d printing.
> >> >> >
> >> >> > problem: this is the first 'cannot be done' problem I've
> encountered:
> >> >> >
> >> >> > Multimodifiers (correct me if I'm wrong) cannot be simply applied
> one
> >> >> by
> >> >> > one: they need to be applied together. And afaik there is no
> mechanism
> >> >> > to do this.
> >> >> >
> >> >> > Is there anything I'm missing? this seems totally undoable, I
> wonder
> >> >> how
> >> >> > render-engines deal with it?
> >> >> >
> >> >> > cheers,
> >> >> > Bassam
> >> >> >
> >> >> > _______________________________________________
> >> >> > Bf-committers mailing list
> >> >> > Bf-committers at blender.org
> >> >> > http://lists.blender.org/mailman/listinfo/bf-committers
> >> >> >
> >> >
> >> >
> >> >
> >>
> >>
> >> _______________________________________________
> >> Bf-committers mailing list
> >> Bf-committers at blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >
> >
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


More information about the Bf-committers mailing list