- added documentation to Render - saveRenderedImage has an option to save the zbuffer along with the image
(off by default)
- fixed a really annoying runtime error of uninitialized data being passed to a method in pipeline.c during a render
Fulfilling a very old feature request: a new Mesh Primitives module is
introduced, which gives script writers access to the Blender mesh datablocks
created from the "Add->Mesh" menu. You can now do this:
from Blender import *
me = Mesh.Primitives.UVsphere(10,20,3) # 10 segments, 20 rings, diameter 3
ob = Object.New('Mesh','mySphere')
ob.link(me)
sc = Scene.GetCurrent()
sc.link(ob)
Using "Fresnel" for transparency only worked when material had "ZTransp"
set. That's not a real problem, but it made Fresnel not work for Materials
used in Nodes.
Now a Fresnel on alpha works always.
"Copy Modifiers" (CTRL+C) only copied a single modifer, when a specific
type was choosen. Now it copies all modifiers with indicated type.
(Like: when you have a X, Y, Z mirror modifier).
Material Nodes: The Texture node didn't do the standard "2d mapping" yet
in case an Image Texture is used. Caused wrong mapping for example for UV
coordinate inputs.
- added a method Action.getFrameNumbers()
returns the frames at which keyframes were inserted for this action
example usage:
import Blender
myobj = Blender.Object.Get('Armature')
myaction = myobj.getAction()
frames = myaction.getFrameNumbers()
for frame in frames:
print 'bones at frame %d' % frame
myobj.evaluatePose(frame)
pose = myobj.getPose()
for bone in pose.bones.values():
print bone.head, bone.tail
only images input in compositor. Currently still renders in the scene's
own resolution. It also doesn't show scanline/tile updates yet while
rendering.
Something to try making import/export script writers happy; Mesh.New() will
not create a new Blender mesh datablock unless the mesh is linked to an
object.
Bugfixes:
- Made the HDD-Audio-Code silence buffers in advance before doing a seek
operation. Stops noise on end of file or decoding errors.
- Corrected hanging of audio decoding loop bug on some MP3-files.
(you had to close blender and restart)
- Made preseeking code not seek before beginning of file.
seqaudio:
- made some "local globals" static.
Problems remaining: VBR-MP3-length isn't detected correctly so the
displayed sequence strip is too long...
(although it did this one char too 'friendly'), but still happily copying
the string even if it was too long.
Pythoneerz, please check if this is the correct fix :)
- the new methods will advance an object's pose correctly to any frame
Example:
myobj = Blender.Object.Get('obert')
for x in range(10):
myobj.evaluatePose(x)
pose = myobj.getPose()
print 'Data at Frame %d' % x
for bone in pose.bones.values():
print bone.head, bone.tail
print bone.head, bone.tail
one from the stoneage
providing proper padding for non 4 byte aligned rows when passing data to windows codecs
NOTE however some popular codecs like divx refuse to work with image dimensions like that
-did put a nice printf in for that.
i'll leave this open on tracker since i expect surprises with one of the zillion codecs.
unless prooven to do no harm
When a python script modified the selection state of a vertex, edge or face this could cause the creation of invalid EditSelection structures when entering editmode. Added a check to the function 'make_editmesh' to correct this.