import bpy, os
def run(origin):
# ΠΠ°Π³ΡΡΠ·ΠΊΠ° ΡΠ°ΠΉΠ»Π° Ρ ΡΠΈΡΡΠ½ΠΊΠΎΠΌ. ΠΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ Π·Π΄Π΅ΡΡ, Π΅ΡΠ»ΠΈ ΠΊΠ°ΡΠ°Π»ΠΎΠ³ snippets
# ΡΠ°ΡΠΏΠΎΠ»ΠΎΠΆΠ΅Π½ Π½Π΅ Π² ΠΠ°ΡΠ΅ΠΌ Π΄ΠΎΠΌΠ°ΡΠ½Π΅ΠΌ ΠΊΠ°ΡΠ°Π»ΠΎΠ³Π΅.
realpath = os.path.expanduser('~/snippets/textures/color.png')
try:
img = bpy.data.images.load(realpath)
except:
raise NameError("Cannot load image %s" % realpath)
# Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΡΠ΅ΠΊΡΡΡΡΡ image ΠΈΠ· Π·Π°Π³ΡΡΠΆΠ΅Π½Π½ΠΎΠ³ΠΎ ΡΠΈΡΡΠ½ΠΊΠ°
cTex = bpy.data.textures.new('ColorTex', type = 'IMAGE')
cTex.image = img
# Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΠΏΡΠΎΡΠ΅Π΄ΡΡΠ½ΠΎΠΉ ΡΠ΅ΠΊΡΡΡΡΡ
sTex = bpy.data.textures.new('BumpTex', type = 'STUCCI')
sTex.noise_basis = 'BLENDER_ORIGINAL'
sTex.noise_scale = 0.25
sTex.noise_type = 'SOFT_NOISE'
sTex.saturation = 1
sTex.stucci_type = 'PLASTIC'
sTex.turbulence = 5
# Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΡΠ΅ΠΊΡΡΡΡΡ blend Ρ ΡΠ²Π΅ΡΠΎΠ²ΠΎΠΉ ΠΏΠΎΠ»ΠΎΡΠΎΠΉ (color ramp)
# ΠΠ΅ Π·Π½Π°Ρ, ΠΊΠ°ΠΊ Π΄ΠΎΠ±Π°Π²Π»ΡΡΡ ΡΠ»Π΅ΠΌΠ΅Π½ΡΡ ΠΊ ΠΏΠΎΠ»ΠΎΡΠ΅, ΡΠ°ΠΊ ΡΡΠΎ ΡΠ΅ΠΉΡΠ°Ρ ΡΠΎΠ»ΡΠΊΠΎ Π΄Π²Π°
bTex = bpy.data.textures.new('BlendTex', type = 'BLEND')
bTex.progression = 'SPHERICAL'
bTex.use_color_ramp = True
ramp = bTex.color_ramp
values = [(0.6, (1,1,1,1)), (0.8, (0,0,0,1))]
for n,value in enumerate(values):
elt = ramp.elements[n]
(pos, color) = value
elt.position = pos
elt.color = color
# Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Π°
mat = bpy.data.materials.new('TexMat')
# ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ ΡΠ΅ΠΊΡΡΡΡΠ½ΠΎΠ³ΠΎ ΡΠ»ΠΎΡΠ° Π΄Π»Ρ ΡΠ²Π΅ΡΠ½ΠΎΠΉ ΡΠ΅ΠΊΡΡΡΡΡ
mtex = mat.texture_slots.add()
mtex.texture = cTex
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = True
mtex.use_map_color_emission = True
mtex.emission_color_factor = 0.5
mtex.use_map_density = True
mtex.mapping = 'FLAT'
# ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ ΡΠ΅ΠΊΡΡΡΡΠ½ΠΎΠ³ΠΎ ΡΠ»ΠΎΡΠ° Π΄Π»Ρ bump-ΡΠ΅ΠΊΡΡΡΡΡ
mtex = mat.texture_slots.add()
mtex.texture = sTex
mtex.texture_coords = 'ORCO'
mtex.use_map_color_diffuse = False
mtex.use_map_normal = True
#mtex.rgb_to_intensity = True
# ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ ΡΠ΅ΠΊΡΡΡΡΠ½ΠΎΠ³ΠΎ ΡΠ»ΠΎΡΠ°
mtex = mat.texture_slots.add()
mtex.texture = bTex
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = True
mtex.diffuse_color_factor = 1.0
mtex.blend_type = 'MULTIPLY'
# Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΠΊΡΠ±Π° ΠΈ Π½Π°Π»ΠΎΠΆΠ΅Π½ΠΈΠ΅ Π½Π° Π½Π΅Π³ΠΎ UV-ΡΠ°ΡΠΊΠ»Π°Π΄ΠΊΠΈ
bpy.ops.mesh.primitive_cube_add(location=origin)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.uv.smart_project()
bpy.ops.object.mode_set(mode='OBJECT')
# ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Π° ΠΊ ΡΠ΅ΠΊΡΡΠ΅ΠΌΡ ΠΎΠ±ΡΠ΅ΠΊΡΡ
ob = bpy.context.object
me = ob.data
me.materials.append(mat)
return
if __name__ == "__main__":
run((0,0,0))
ΠΡΠ° ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ° Π΄ΠΎΠ±Π°Π²Π»ΡΠ΅Ρ ΡΡΠΈ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Π° ΠΊ ΠΎΠ΄Π½ΠΎΠΌΡ ΠΌΠ΅ΡΡ.
#----------------------------------------------------------
# File multi_material.py
#----------------------------------------------------------
import bpy
def run(origin):
# Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΡΡΡΡ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»ΠΎΠ²
red = bpy.data.materials.new('Red')
red.diffuse_color = (1,0,0)
blue = bpy.data.materials.new('Blue')
blue.diffuse_color = (0,0,1)
yellow = bpy.data.materials.new('Yellow')
yellow.diffuse_color = (1,1,0)
# Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΠΌΠ΅ΡΠ° ΠΈ Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»ΠΎΠ²
bpy.ops.mesh.primitive_uv_sphere_add(
segments = 16,
ring_count = 8,
location=origin)
ob = bpy.context.object
ob.name = 'MultiMatSphere'
me = ob.data me.materials.append(red)
me.materials.append(blue)
me.materials.append(yellow)
# ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»ΠΎΠ² Π³ΡΠ°Π½ΡΠΌ
for f in me.faces:
f.material_index = f.index % 3
# Π£ΡΡΠ°Π½ΠΎΠ²ΠΊΠ° Π»Π΅Π²ΠΎΠΉ ΠΏΠΎΠ»ΠΎΠ²ΠΈΠ½Ρ ΡΡΠ΅ΡΡ Π² ΠΏΠ»Π°Π²Π½ΠΎΠ΅ Π·Π°ΡΠ΅Π½Π΅Π½ΠΈΠ΅,
# ΠΏΡΠ°Π²ΠΎΠΉ ΠΏΠΎΠ»ΠΎΠ²ΠΈΠ½Ρ β Π² ΠΏΠ»ΠΎΡΠΊΠΎΠ΅ Π·Π°ΡΠ΅Π½Π΅Π½ΠΈΠ΅
for f in me.faces:
f.use_smooth = (f.center[0] < 0)
if __name__ == "__main__":
run((0,0,0))
ΠΡΠ° ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ° Π΄ΠΎΠ±Π°Π²Π»ΡΠ΅Ρ Π΄Π²Π° UV-ΡΠ»ΠΎΡ ΠΊ ΠΌΠ΅ΡΡ.
#----------------------------------------------------------
# File uvs.py
#----------------------------------------------------------
import bpy import os
def createMesh(origin):
# Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΠΌΠ΅ΡΠ° ΠΈ ΠΎΠ±ΡΠ΅ΠΊΡΠ°
me = bpy.data.meshes.new('TetraMesh')
ob = bpy.data.objects.new('Tetra', me)
ob.location = origin
# ΠΡΠΈΠ²ΡΠ·ΠΊΠ° ΠΎΠ±ΡΠ΅ΠΊΡΠ° ΠΊ ΡΡΠ΅Π½Π΅
scn = bpy.context.scene
scn.objects.link(ob)
scn.objects.active = ob scn.update()
# Π‘ΠΏΠΈΡΠΊΠΈ Π²Π΅ΡΡΠΈΠ½ ΠΈ Π³ΡΠ°Π½Π΅ΠΉ
verts = [
(1.41936, 1.41936, -1),
(0.589378, -1.67818, -1),
(-1.67818, 0.58938, -1),
(0, 0, 1)
]
faces = [(1,0,3), (3,2,1), (3,0,2), (0,1,2)]
# Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΠΌΠ΅ΡΠ° ΠΈΠ· ΠΏΠ΅ΡΠ΅Π΄Π°Π²Π°Π΅ΠΌΡΡ ΡΠΏΠΈΡΠΊΠΎΠ² Π²Π΅ΡΡΠΈΠ½, ΡΡΠ±Π΅Ρ, Π³ΡΠ°Π½Π΅ΠΉ.
# ΠΠ»ΠΈ ΡΡΠ±ΡΠ° ΠΈΠ»ΠΈ Π³ΡΠ°Π½ΠΈ Π΄ΠΎΠ»ΠΆΠ½Ρ Π±ΡΡΡ [], ΠΈΠ»ΠΈ ΠΠ°ΠΌ Π½ΡΠΆΠ½Ρ ΠΏΡΠΎΠ±Π»Π΅ΠΌΡ
me.from_pydata(verts, [], faces)
# ΠΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ ΠΌΠ΅ΡΠ° Ρ Π½ΠΎΠ²ΡΠΌΠΈ Π΄Π°Π½Π½ΡΠΌΠΈ
me.update(calc_edges=True)
# ΠΠ΅ΡΠ²ΡΠΉ ΡΠ΅ΠΊΡΡΡΡΠ½ΡΠΉ ΡΠ»ΠΎΠΉ: ΠΠ»Π°Π²Π½Π°Ρ UV ΡΠ΅ΠΊΡΡΡΡΠ° (UVMain)
texFaces = [
[(0.6,0.6), (1,1), (0,1)],
[(0,1), (0.6,0), (0.6,0.6)],
[(0,1), (0,0), (0.6,0)],
[(1,1), (0.6,0.6), (0.6,0)]
]
uvMain = createTextureLayer("UVMain", me, texFaces)
# ΠΡΠΎΡΠΎΠΉ ΡΠ΅ΠΊΡΡΡΡΠ½ΡΠΉ ΡΠ»ΠΎΠΉ: ΠΏΡΠΎΠ΅ΠΊΡΠΈΡ ΡΠΏΠ΅ΡΠ΅Π΄ΠΈ (UVFront)
texFaces = [
[(0.732051,0), (1,0), (0.541778,1)],
[(0.541778,1), (0,0), (0.732051,0)],
[(0.541778,1), (1,0), (0,0)],
[(1,0), (0.732051,0), (0,0)]
]
uvFront = createTextureLayer("UVFront", me, texFaces)
# Π’ΡΠ΅ΡΠΈΠΉ ΡΠ΅ΠΊΡΡΡΡΠ½ΡΠΉ ΡΠ»ΠΎΠΉ: Π£ΠΌΠ½Π°Ρ ΠΏΡΠΎΠ΅ΠΊΡΠΈΡ
bpy.ops.mesh.uv_texture_add()
uvCyl = me.uv_textures.active
uvCyl.name = 'UVCyl'
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.uv.cylinder_project()
bpy.ops.object.mode_set(mode='OBJECT')
# Π₯ΠΎΡΠΈΠΌ ΡΠ΄Π΅Π»Π°ΡΡ ΠΠ»Π°Π²Π½ΡΠΉ ΡΠ»ΠΎΠΉ Π°ΠΊΡΠΈΠ²Π½ΡΠΌ, Π½ΠΎ, ΠΊΠ°ΠΆΠ΅ΡΡΡ, ΡΡΠΎ Π½Π΅ ΡΠ°Π±ΠΎΡΠ°Π΅Ρ - TBF
me.uv_textures.active = uvMain
me.uv_texture_clone = uvMain
uvMain.active_render = True
uvFront.active_render = False
uvCyl.active_render = False
return ob
def createTextureLayer(name, me, texFaces):
uvtex = me.uv_textures.new()
uvtex.name = name
for n,tf in enumerate(texFaces):
datum = uvtex.data[n]
datum.uv1 = tf[0]
datum.uv2 = tf[1]
datum.uv3 = tf[2]
return uvtex
def createMaterial():
# Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΡΠ΅ΠΊΡΡΡΡΡ image ΠΈΠ· ΠΊΠ°ΡΡΠΈΠ½ΠΊΠΈ. ΠΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ Π·Π΄Π΅ΡΡ, Π΅ΡΠ»ΠΈ
# ΠΊΠ°ΡΠ°Π»ΠΎΠ³ snippet ΡΠ°ΡΠΏΠΎΠ»ΠΎΠΆΠ΅Π½ Π½Π΅ Π² ΠΠ°ΡΠ΅ΠΌ Π΄ΠΎΠΌΠ°ΡΠ½Π΅ΠΌ ΠΊΠ°ΡΠ°Π»ΠΎΠ³Π΅.
realpath = os.path.expanduser('~/snippets/textures/color.png')
tex = bpy.data.textures.new('ColorTex', type = 'IMAGE')
tex.image = bpy.data.images.load(realpath)
tex.use_alpha = True
# Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ Π½Π΅Π·Π°ΡΠ΅Π½ΡΠ΅ΠΌΠΎΠ³ΠΎ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Π° ΠΈ MTex
mat = bpy.data.materials.new('TexMat')
mat.use_shadeless = True
mtex = mat.texture_slots.add()
mtex.texture = tex
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = True
return mat
def run(origin):
ob = createMesh(origin)
mat = createMaterial()
ob.data.materials.append(mat)
return
if __name__ == "__main__":
run((0,0,0))
ΠΠ΅ΠΉΡΡΠ²ΠΈΡ (Actions) ΠΈ ΡΠΏΡΠ°Π²Π»ΡΡΡΠΈΠ΅ ΡΠ»Π΅ΠΌΠ΅Π½ΡΡ (drivers)
ΠΡΡΠ³Π°ΡΡΠΈΠΉ ΠΌΡΡ.
#--------------------------------------------------
# File ob_action.py
#--------------------------------------------------
import bpy import math
def run(origin):
# Π£ΡΡΠ°Π½ΠΎΠ²ΠΊΠ° Π½Π°ΡΠ°Π»Π° ΠΈ ΠΊΠΎΠ½ΡΠ° Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ
scn = bpy.context.scene
scn.frame_start = 11
scn.frame_end = 200
# Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ico-ΡΡΠ΅ΡΡ
bpy.ops.mesh.primitive_ico_sphere_add(location=origin)
ob = bpy.context.object
# ΠΡΡΠ°Π²ΠΊΠ° ΠΊΠ»ΡΡΠ΅Π²ΡΡ ΠΊΠ°Π΄ΡΠΎΠ² Ρ operator code (ΠΊΠΎΠ΄ΠΎΠΌ ΠΎΠΏΠ΅ΡΠ°ΡΠΎΡΠ° ???)
# ΠΠ±ΡΠ΅ΠΊΡ Π΄ΠΎΠ»ΠΆΠ΅Π½ Π±ΡΡΡ Π²ΡΠ±ΡΠ°Π½Π½ΡΠΌ Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ
z = 10
t = 1
for n in range(5):
t += 10
bpy.ops.anim.change_frame(frame = t)
bpy.ops.transform.translate(value=(2, 0, z))
bpy.ops.anim.keyframe_insert_menu(type='Location')
t += 10
bpy.ops.anim.change_frame(frame = t)
bpy.ops.transform.translate(value=(2, 0, -z))
bpy.ops.anim.keyframe_insert_menu(type='Location')
z *= 0.67
action = ob.animation_data.action