def enterEditMode():
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
-def exitEditMode():
+def enterObjectMode():
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
+def enterPoseMode():
+ bpy.ops.object.mode_set(mode='POSE', toggle=False)
+
def createVector(x, y, z):
return mathutils.Vector([x, y, z])
o.add_vertex_to_group(index,
o.vertex_groups[name], weight, 'ADD')
+ @staticmethod
+ def createBoneGroup(o, name, color_set='DEFAULT'):
+ # create group
+ object.activate(o)
+ enterPoseMode()
+ bpy.ops.pose.group_add()
+ # set name
+ pose=object.getPose(o)
+ g=pose.active_bone_group
+ g.name=name
+ g.color_set=color_set
+
+ @staticmethod
+ def boneGroups(o):
+ return object.getPose(o).bone_groups
+
class modifier:
@staticmethod
return bpy.data.materials[material_name]
@staticmethod
- def addTexture(material, texture):
- material.add_texture(texture, "UV", "COLOR")
- slot=material.texture_slots[material.active_texture_index]
- slot.blend_type='MULTIPLY'
- slot.map_alpha=True
+ def addTexture(material, texture, enable=True):
+ # search free slot
+ index=None
+ for i, slot in enumerate(material.texture_slots):
+ if not slot:
+ index=i
+ break
+ if index==None:
+ return
+
+ if enable:
+ material.add_texture(texture, "UV", "COLOR")
+ slot=material.texture_slots[index]
+ slot.blend_type='MULTIPLY'
+ slot.map_alpha=True
+ else:
+ material.add_texture(texture)
+ material.use_textures[index]=False
+ return index
+
+ @staticmethod
+ def getTexture(material, index):
+ return material.texture_slots[index].texture
@staticmethod
def hasTexture(material):
return material.texture_slots[0]
@staticmethod
+ def setUseTexture(material, index, enable):
+ material.use_textures[index]=enable
+
+ @staticmethod
def eachTexturePath(m):
for slot in m.texture_slots:
if slot and slot.texture:
@staticmethod
def hasFaceUV(mesh, i, face):
- return mesh.active_uv_texture.data[i]
+ return mesh.active_uv_texture and mesh.active_uv_texture.data[i]
@staticmethod
def getFaceUV(mesh, i, faces, count=3):
- uvFace=mesh.active_uv_texture.data[i]
- if count==3:
- return (uvFace.uv1, uvFace.uv2, uvFace.uv3)
- elif count==4:
- return (uvFace.uv1, uvFace.uv2, uvFace.uv3, uvFace.uv4)
+ if mesh.active_uv_texture and mesh.active_uv_texture.data[i]:
+ uvFace=mesh.active_uv_texture.data[i]
+ if count==3:
+ return (uvFace.uv1, uvFace.uv2, uvFace.uv3)
+ elif count==4:
+ return (uvFace.uv1, uvFace.uv2, uvFace.uv3, uvFace.uv4)
+ else:
+ print(count)
+ assert(False)
else:
- print(count)
- assert(False)
+ return ((0, 0), (0, 0), (0, 0), (0, 0))
@staticmethod
def setFaceUV(mesh, i, face, uv_array, image):
def vertsDelete(mesh, remove_vertices):
enterEditMode()
bpy.ops.mesh.select_all(action='DESELECT')
- exitEditMode()
+ enterObjectMode()
for i in remove_vertices:
mesh.verts[i].selected=True
enterEditMode()
bpy.ops.mesh.delete(type='VERT')
- exitEditMode()
+ enterObjectMode()
@staticmethod
def setSmooth(mesh, smoothing):
object.activate(mesh_object)
enterEditMode()
bpy.ops.mesh.normals_make_consistent()
- exitEditMode()
+ enterObjectMode()
@staticmethod
def flipNormals(mesh):
armature_object.x_ray=True
armature.draw_names=True
- armature.drawtype='OCTAHEDRAL'
+ #armature.drawtype='OCTAHEDRAL'
+ armature.drawtype='STICK'
armature.deform_envelope=False
armature.deform_vertexgroups=True
armature.x_axis_mirror=True