Blender Python Basic 〜 テクスチャサンプルコード 〜
グレースペンシル
gp = bpy.context.scene.grease_pencil
点の追加2
mport bpy, bmesh
obj = bpy.context.object
me = obj.data
bm = bmesh.from_edit_mesh(me)
v1 = bm.verts.new*1
v2 = bm.verts.new*2
v3 = bm.verts.new*3
bm.faces.new*4
bmesh.update_edit_mesh(obj.data)
点の追加
First of all you have to create a object and a mesh, after that you can add the vertex to it:
# name: string for new object name
# verts: array of position coords - [(-1.0, 1.0, 0.0), (-1.0, -1.0, 0.0)]
def create_Vertices (name, verts):
# Create mesh and object
me = bpy.data.meshes.new(name+'Mesh')
ob = bpy.data.objects.new(name, me)
ob.show_name = True
# Link object to scene
bpy.context.scene.objects.link(ob)
me.from_pydata(verts, , )
# Update mesh with new data
me.update()
テクスチャ関連
Materials/Textures – mapping — PyMove3D
# new texture, テクスチャ取得→イメージ取得と読み込み→テクスチャに貼り付け texUV = bpy.data.textures.new(texname, type="IMAGE") image_path = os.path.expanduser("//wuerfelbilder/blume.jpg") image = bpy.data.images.load(image_path) texUV.image = image # connect textur with material
マテリアル作成、テクスチャを設定、プロパティの設定(要調査) bpy.data.materials[matname].texture_slots.add() bpy.data.materials[matname].active_texture = texUV bpy.data.materials[matname].texture_slots[0].texture_coords = "GLOBAL" bpy.data.materials[matname].texture_slots[0].mapping = "CUBE"
# escape edit mode if bpy.ops.object.mode_set.poll(): bpy.ops.object.mode_set(mode='OBJECT') # delete all mesh objects bpy.ops.object.select_by_type(type='MESH') bpy.ops.object.delete() # delete all materials for i in bpy.data.materials.values(): bpy.data.materials.remove(i) # delete all textures for i in bpy.data.textures.values(): bpy.data.textures.remove(i)
# new texture texUV = bpy.data.textures.new(namen[i][1], type="IMAGE") image_path = os.path.expanduser("//wuerfelbilder/{}".format(i)) image = bpy.data.images.load(image_path) texUV.image = image # connect texture with material bpy.data.materials[matname].texture_slots.add() bpy.data.materials[matname].active_texture = texUV bpy.data.materials[matname].texture_slots[0].texture_coords = "ORCO" bpy.data.materials[matname].texture_slots[0].mapping = "CUBE"