Professional Documents
Culture Documents
Blender Wiki PDF Script Catalog Blender Wiki PDF Script Catalog
I produced this PDF copy for my personal use since I needed it to learn using Blender offline, and I could not
find an up to date alternative to my knowledge. I've read that Blender documentation is released under the
Open Content License (http://opencontent.org/opl.shtml). This license is reported at the end of this pages,
below. I am trying to stick to this licence, but i'm no licence expert: if you feel something is wrong, just let me
know why and possibly how to fix.
The Blender Wiki PDF Script Catalog is a collection of info, links and documentation about 400 scripts
written for Blender. Many pages (and scripts) are no more updated while other are fresh new (some scrpts
even ended up to be included in Blender rewritten as faster C code), but relevant informations about them will
always be (or be added) here, so I think it makes sense to collect all these info in one big document to support
the use and the knowledge of all this heritage. You may easily find many scripts you idn't know about, with
all the info and often contacts, etc.
I think Documenters do a great job, but their work goes easily unnoticed because of the high number of the
single pages involved: they're hundreds!
Discussing PDF conversion of the "Manual" wiki section other users, I explained that my "method" (using
HTMLdoc, see http://www.htmldoc.org/) allows me to update the PDF with the actual web pages quite easily
so I told that, if needed, it won't be difficult to update that PDF every month. Many people agreed, and that is
what i'm trying to do. I hope that one day there will be an automatically generated PDF directly produced
from the wiki. Until then, I plan to keep this PDF updated regularly, and possibly other useful sources of
knowledge about Blender, found on its official wiki or web site.
You should be able to know what's changed since the last release browsing here:
http://wiki.blender.org/index.php/Special:Recentchangeslinked/Scripts/Catalog
I wrote a small story of my conversion efforts for the first PDF i shared, the Blender Wiki PDF Manual, with
details about the conversion process and issues i've found and partially resolved. If you want to read the whole
story, download that document.
Known issues
I feel that many of the issues i know of are related to the complex HTML used in so many pages. I should
eventually strip anything that is not needed, and could cause problems.
• There are no PDF bookmarks: HTMLdoc can build PDF bookmarks using HTML Hx tags but i get
strange results. I have to understand what's not working.
• Many internal links are broken: some of them work and some do not. I don't know why. When they
work, often they jump to the "previous" page they refer to. Try to advance of one page, in case.
• There are strange symbols here and there: HTMLdoc is not UTF−8 compatible, it renders web pages
using ISO−8859−x encodings. I use ISO−8859−1 since i think it's the best for english Language. New
03/11/2008 19.25.42 1
Open Content License Open Content License
versions or other tools may improve this aspect, in the future. Is not something that makes text
difficult to understand, though.
• Some big images may exceed the width of the PDF page: this is due to HTMLdoc not resizing any
image. In fact, i found that those images are badly formated also on the original wiki page. But,
having HTMLdoc preserved the web link associated to any image that has one, you can simply click
on those images and reach the web wiki site and download the original one. You're never stuck! :)
The "processing" I'm referring to is, basically, remove graphical page headers, footers, navigational menus,
and other minor html tags that could alter the PDF page structure or distract the eye from the real docs text
and pics. The basic principle I follow is: I want to keep only the documentation text and pics, and external
links if needed, without anything else, and keep the readability as best as I can.
I hope to be able to be able to convert those wiki docs to pdf until there's a better alternative but, as web
content can obviously change, something may go wrong. I can't double check all the pages any time. It will
surely improve my Blender knowledge :D but there are simply too many pages. If you note some weirdness or
broken section, let me know, i'll try to fix it.
Alternatives
There is no place like the Blender Wiki PDF Script Catalog, to my knowledge, nor an offline resource like
this PDF. Of course, being the scripts developed by so many people around the world, there are many pages
about them. Apart from freely use common search engines, one way could be use the info reported in the
lender Wiki PDF Script Catalog to search other places where there could be updated informations, versions, or
to contact the authors.
Obviously, there are other books or tutorials or videos/dvd about Blender you can download or buy. They're
all useful stuff. Here I am referring only to offline versions of the official Blender wiki pages.
How to contact me
I do this in the spare time so i can't spend too much time on it but if you want to suggest me improvements or
other ways to do this, or alternatives, please feel free to do so. Here's how: "m.ardito" is the username and the
domain is "libero.it". you know how to use them ;). Please don't post the "reconstructed" address, in no web
page, blog, mailing list or newsgroup, anywhere. I already have enough spam to deal with! Thanks.
03/11/2008 19.25.42 2
Open Content License Open Content License
LICENSE
2. You may modify your copy or copies of the OpenContent or any portion
of it, thus forming works based on the Content, and distribute such
modifications or work under the terms of Section 1 above, provided that
you also meet all of these conditions:
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the OC or any part
thereof, to be licensed as a whole at no charge to all third parties
under the terms of this License, unless otherwise permitted under
applicable Fair Use law.
3. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to copy,
distribute or modify the OC. These actions are prohibited by law
if you do not accept this License. Therefore, by distributing or
translating the OC, or by deriving works herefrom, you indicate
your acceptance of this License to do so, and all its terms and
conditions for copying, distributing or translating the OC.
NO WARRANTY
03/11/2008 19.25.42 3
Open Content License Open Content License
03/11/2008 19.25.42 4
Open Content License Add
• Note:
• Ask for permission before editing this page. Please.
• Hover on a script for it's tooltip.
• The next planned major update will be for the Blender 2.48 release.
• Most scripts listed as 2.45/6 work well with 2.47
• The scripts in the orange sections are generally best.
recently updated:
Add
Here you will find scripts that generate geometry and AddMesh Scripts
bundled_____________2.48 Add_Mesh Toolkit Bundle 2.48: external___________older
• AddMesh Ladder
• AddMesh Octahedron • Junkster
• AddMesh Paraboloid • Spiral From Shape
• AddMesh Pipe
Add_Menu Toolkit Bundle 2.48:
• AddMesh Pyramid
• AddMesh Spindle • Add_Menu_Toolkit
• AddMesh Sqorus
03/11/2008 19.25.42 5
Open Content License Animation
• AddMesh Star
• AddMesh Thread_Bolt
• AddMesh Wedge
• AddMesh Sculptie
Animation
Here you will find scripts related to Animation, Armatures & Camera Animation
bundled_____________2.48 external____________2.45 external___________older
CAD Tools
Here you will find scripts related to CAD functionality
external____________2.45 _____________experimental
• Lengthen
• Blender Caliper • Vertex Align • ProCAD
• MeasureMesh 1.3 • visual location/Snap • BlenderCAD
• KlopUtils • Cross Section • Blender3dCAD
• Blender Analytical
Geometry external___________older
• Mesh Geom Tool
• Inset • Parametric Object
• 3d Cursor Menu • Edge Trim/Extend
• Calliper Square
Export
Here you will find scripts related to Exporting from Blender
bundled_____________2.47 external___________older
• VertexKeyframe
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Open Content License Games
Games
Here you will find scripts related to Games Creation Helpers/Wizards
bundled_____________2.45 external____________2.45 ____________not tested yet
bundled____________older] external___________older _____________experimental
Help
Here you will find scripts related to the Help Menu
bundled_____________2.47 bundled_____________2.47 bundled_________older
Image
Here you will find scripts related to the Image Menu
bundled_____________2.47 external____________2.45 external___________older
03/11/2008 19.25.42 7
Open Content License Import
bundled____________older
Import
Here you will find scripts related to Importing to Blender
bundled_____________2.48a external____________2.45 external___________older
Materials
Here you will find scripts related to Materials & Textures
bundled_____________2.48 external____________2.48 bundled____________older
Vertex_Paint: • autoname_material_texturesexternal___________older
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Open Content License Mesh
• Materials_Menu_Toolkit
Mesh
Here you will find scripts related to Modifying Mesh in Edit Mode
bundled_____________2.47 external____________2.45 external___________older
external____________2.45 bundled____________older
Misc
Here you will find scripts related to various tools and functions
Bundled____________2.47 external____________2.45 external___________older
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Open Content License Object
Object
Here you will find scripts related to Modifying Mesh in Object Mode
bundled____________2.47 external____________2.45 bundled____________older
Render
Here you will find scripts related to Rendering a Scene
Bundled____________2.47 Render Farm: external____________2.45
Scriptlinks
Here you will find scripts related to ScriptLinks
external____________2.45 bundled____________older external___________older
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Open Content License SpaceHandlers
SpaceHandlers
Here you will find scripts related to Spacehandler Scripts that add functions to Blender's Interface
external____________2.48 external___________older
System
Here you will find scripts Related to the System Functions, Info/Helper scripts and Tools
bundled____________2.48 bundled____________older
external____________2.48 • TheOneScript
• Python Gui Creator
• 3d Cursor Menu • goo GUI script
• 4mm layer manager • Load Fonts
• blend information • bscc Layers Animation
• blender slots • blend library
• camera lamp names • blender library outliner
• lamp_widgets • layer manager
• visual location/Snap • favorite_scripts
• Windows Dialogs 1.1 • xpaste
• 3d View Background_Color • Lap Top Num Pad
Py_System_Toolkit_Bundle_2.48:
• Py_System_Toolkit_2.48
Themes
Here you will find scripts related to Themes
bundled____________2.47 ____Theme Repositories: ____Theme Repositories:
UV
Here you will find scripts related to UV projection & mapping
bundled____________2.46 bundled____________older external___________older
03/11/2008 19.25.42 11
Open Content License Wizards
Wizards
Here you will find scripts related to Landscapes, Tree generators, City Generators and Complex
Objects.
bundled____________2.48 external____________2.45 bundled____________older
external___________older
• TreeFromCurves • geodesic−dome 2.0
• Discombobulator • shell_blendv90f • BMGm−0.0.2
• tesselate8_8k • CityTiler
external____________2.45 • Ter2Blend_v4p Terragen • Skinny
• Make Human • Parametric Object
• ANT−Landscape • L−System(treemaker)
• Cloud Generator • L−System_Fixed_Seed
• ANT−Image_Relief (trees)
• BWF−0.1.0 • L−System_Buildings
• City Block Generator • Auto Masonry
• cityscape1 • terrain_maker v.1
• Gen3 (Tree Generator) • KlopUtils
Other Scripts
Please note who
created this
section to take
more care. Most
scripts in this
section are already
listed & you
deleted 2 years of
work.
Modelling
Vert2Face
Fill Script
A
face
filler
script
superior
to
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Open Content License Wizards
Blender's
internal
face
fill
feature
Animation and
Dynamics
Blender
People
A
suite
of
scripts
to
create
large
scale
crowd
dynamics
Wizards
Gen 3 Tree
Generator
A
parameter−driven
tree
model
generator
Innerworld
An
alpha−stage
terrain
generator
for
Blender
Utilities
Blender
Mesh
Attribute
Editor
Useful
for
Metric/Standard
unit
measurements,
instead
03/11/2008 19.25.42 13
Open Content License Wizards
of
using
Blender
measurements,
so
you
can
easier
create
meshes
to
scale
Blender
Starter
Script
Has
multiple
advantages
for
those
who
make
games.
Virtual
Laptop
Numpad
Useful
for
those
people
who
have
a
laptop
without
a
separate
keypad
</div>
03/11/2008 19.25.42 14
Open Content License Add_Mesh_Torus
Add_Mesh_Torus
About
Introduction
Instructions
03/11/2008 19.25.42 15
Open Content License Additional Information
Interface/Menu Overview
Additional Information
03/11/2008 19.25.42 16
Open Content License Add_Mesh_Empty
Add_Mesh_Empty
About
Introduction
Additional Information
03/11/2008 19.25.42 17
Open Content License Circular Stairway
Circular Stairway
About
http://www.atzibala.com/blender/circular_stair/add_mesh_circular_stairway.py
Executable: add_mesh_circular_stairway.py Modules: n/a
Data: External Dependencies: None
Additional information: Press spacebar/mesh to find a new Primitive 'Circular_Stairway'
Introduction
Instructions
Script Overview
documentation is a wip.
Additional Information
03/11/2008 19.25.42 18
Open Content License Diamond
Diamond
About
Introduction
03/11/2008 19.25.42 19
Open Content License Instructions
Instructions
Interface/Menu Overview
Additional Information
03/11/2008 19.25.42 20
Open Content License Gear
Gear
About
http://blenderartists.org/forum/showthread.php?t=135428
Executable: add_mesh_Gears.py Modules: n/a
Data: External Dependencies: None
Additional information: Press spacebar/mesh to find a new Primitive 'Gear'
Introduction
Instructions
Script Overview
documentation is a wip.
Additional Information
03/11/2008 19.25.42 21
Open Content License Add Mesh Hyperboloid
About
Introduction
03/11/2008 19.25.42 22
Open Content License Instructions
Instructions
Interface/Menu Overview
Additional Information
Credits
Thanks go to:
03/11/2008 19.25.42 23
Open Content License Ladder
Ladder
About
Introduction
Instructions
Script Overview
documentation is a wip.
03/11/2008 19.25.42 24
Open Content License Additional Information
Additional Information
03/11/2008 19.25.42 25
Open Content License Octahedron
Octahedron
About
Introduction
Instructions
03/11/2008 19.25.42 26
Open Content License Additional Information
Interface/Menu Overview
Additional Information
03/11/2008 19.25.42 27
Open Content License Add Mesh Paraboloid
About
Introduction
Instructions
03/11/2008 19.25.42 28
Open Content License Additional Information
Interface/Menu Overview
Additional Information
03/11/2008 19.25.42 29
Open Content License Pipe
Pipe
About
http://www.liquidblue.com.br/blender/scripts/ls_pipe.txt
Executable: ls_pipe.py Modules:
Data: External Dependencies: None
Additional information: Press spacebar/mesh to find a new Primitive 'Pipe'
Introduction
03/11/2008 19.25.42 30
Open Content License Instructions
Instructions
Interface/Menu Overview
Additional Information
03/11/2008 19.25.42 31
Open Content License Pyramid
Pyramid
About
Introduction
Instructions
03/11/2008 19.25.42 32
Open Content License Additional Information
Interface/Menu Overview
Additional Information
03/11/2008 19.25.42 33
Open Content License Spindle
Spindle
About
Introduction
03/11/2008 19.25.42 34
Open Content License Instructions
Instructions
Interface/Menu Overview
Additional Information
03/11/2008 19.25.42 35
Open Content License Sqorus
Sqorus
About
Introduction
03/11/2008 19.25.42 36
Open Content License Instructions
Instructions
Interface/Menu Overview
Additional Information
03/11/2008 19.25.42 37
Open Content License Star
Star
About
Introduction
03/11/2008 19.25.42 38
Open Content License Instructions
Instructions
Interface/Menu Overview
Additional Information
03/11/2008 19.25.42 39
Open Content License Thread / Bolt
Thread / Bolt
About
http://svn.icetempest.com/blender/thread/trunk/ls_thread.py
Executable: ls_thread.py Modules:
Data: External Dependencies: None
Additional information: Press spacebar/mesh to find a new Primitive 'Bolt'
Introduction
03/11/2008 19.25.42 40
Open Content License Instructions
Instructions
Interface/Menu Overview
Additional Information
03/11/2008 19.25.42 41
Open Content License Wedge
Wedge
About
Introduction
03/11/2008 19.25.42 42
Open Content License Instructions
Instructions
Interface/Menu Overview
Additional Information
03/11/2008 19.25.42 43
Open Content License Sculpt Mesh
Sculpt Mesh
About
Introduction
Instructions
Script Information
• This script creates a Multires object suitable for use in Second Life®
• There are several scripts that accompany this script.
• These scripts are related to the import & export of Second Life® primatives.
• Also there are scripts related to the UV mapping of the Primitives.
• These scripts are not limited to use with Second Life® & can be quite useful as stand alone scripts.
• add_mesh_sculpt_mesh.py
• export_lsl.py
• import_sculptie.py
• mesh_update_sculptie.py
• render_sculptie.py
• uvcalc_eac.py
03/11/2008 19.25.42 44
Open Content License External Documentation
External Documentation
http://dominodesigns.info/second_life/blender_scripts_add_sculpt_mesh.html
Additional Information
03/11/2008 19.25.42 45
Open Content License Add Mesh Toolkit
some scripts have been modified to include: Authors Details. BPY Doc Text. GPL License Block where
applicable.
To install these scripts in Blender. unzip the folder py_add_mesh to your default scripts location. on windows
this is Blender//.blender/scripts.
enjoy.
Download: Add Mesh Toolkit 248 : 14 Primitives for Blender − (2008.10.20) − script+binaries as archive
file ".rar"
03/11/2008 19.25.42 46
Open Content License Cells v1.2
Cells v1.2
About
Introduction
Instructions
03/11/2008 19.25.42 47
Open Content License Cells v1.2
03/11/2008 19.25.42 48
Open Content License Additional Information
Additional Information
Known Issues
"In addition, for a solid voxelization the mesh has to be manifold (read: all edges are shared by
exactly 2 faces) which simply means you have a closed volume (no holes in the surface and no "fans"
where 3 or more faces share a common edge). Otherwise you coudn't define what's inside and what's
outside the mesh and there'd be no volume to voxelize..."
• Be careful when Using too complex meshes as this may cause lag or crash.
• Always save your work before using scripts.
History
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Open Content License Credits
Credits
Thanks go to:
03/11/2008 19.25.42 50
Open Content License Domical Vault 0.0.6
About
http://bartius.crouch.googlepages.com/vault_download
Executable: vault−0.0.6.py Modules:
Data: External Dependencies: None
Introduction
Instructions
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Open Content License Domical Vault 0.0.6
Interface/Menu Overview
03/11/2008 19.25.42 52
Open Content License External Documentation
External Documentation
• http://bartius.crouch.googlepages.com/vault_docs
Additional Information
Known Issues
History
Credits
Thanks go to:
Permissions, (Bartius).
03/11/2008 19.25.42 53
Open Content License Hang Curve
Hang Curve
About
http://orange.blender.org/
Executable: makehang.py Modules:
Data: External Dependencies: Obscene.py
Additional information: In Hangcurve3.blend
Introduction
Hang Curves
Instructions
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Open Content License Additional Information
Additional Information
Credits
Thanks go to:
03/11/2008 19.25.42 55
Open Content License Implicit Skeleton
Implicit Skeleton
About
Introduction
Implicit Skeleton
Instructions
03/11/2008 19.25.42 56
Open Content License Implicit Skeleton
Interface/Menu Overview
03/11/2008 19.25.42 57
Open Content License Known Issues
Known Issues
• The output mesh triangles are separate. You have to do a remove doubles operation.
• Doesn't work with Blender's native metaballs (and never will).
• Can't control the parameters of each face in the skeleton mesh, one size fits all.
• Only one skeleton mesh at a time.
It is VERY SLOW at the moment, but seems to be fairly stable. It is also very far from being a useful
modelling tool, but I hope to improve the speed and quality of the mesh. Currently, all the script does is
convert the Blender mesh into a blobby, inflated facsimile of itself.
Notes
The actual underlying implicit algorithm is from Andrei Sherstyuk's Ph.D thesis "Convolution Surfaces in
Computer Graphics", webpage here and the marching tetrahedrons polygoniser is an adaptation of J M Soler's
polygonize.py, webpage here. JMS has a wealth of other useful tutorials and info for beginners and experts
alike.
Additional Information
Credits
Thanks go to:
03/11/2008 19.25.42 58
Open Content License Poliedri Platonici
Poliedri Platonici
About
Introduction
Instructions
Pollerdi interface.jpg
Interface/Menu Overview
03/11/2008 19.25.42 59
Open Content License Additional Information
Additional Information
Credits
Thanks go to:
• Stefano Selleri
03/11/2008 19.25.42 60
Open Content License Saltshaker
Saltshaker
About
Introduction
Create SaltShaker
Instructions
03/11/2008 19.25.42 61
Open Content License Saltshaker
Interface/Menu Overview
• None No Shaking.
• Minor Tremor Minor Shaking.
• Tremor Mid Level Shaking.
• Earthquake Large Shaking.
• End of the World Huge Shaking.
Buttons/Sliders
Using SaltShaker
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Open Content License External Documentation
External Documentation
• http://saltshaker.sourceforge.net/
Additional Information
Credits
Thanks go to:
03/11/2008 19.25.42 63
Open Content License Torus Knot
Torus Knot
About
Introduction
External Documentation
http://jmsoler.free.fr/didacticiel/blender/tutor/python_script05_en.htm
03/11/2008 19.25.42 64
Open Content License Credits
Credits
Thanks go to:
03/11/2008 19.25.42 65
Open Content License Torus Primitive
Torus Primitive
About
Introduction
Instructions
03/11/2008 19.25.42 66
Open Content License Additional Information
Interface/Menu Overview
Additional Information
03/11/2008 19.25.42 67
Open Content License Junkster
Junkster
About
http://orange.blender.org/
Executable: CreateTest.py Modules:
Data: External Dependencies: Many in junkster.blend
Additional information: Best to run in junkster.blend
Introduction
Using Junkster
Additional Information
03/11/2008 19.25.42 68
Open Content License Credits
Credits
Thanks go to:
03/11/2008 19.25.42 69
Open Content License Spiral From Shape
About
http://uploader.polorix.net//files/115/Spiral%20From%20Shape.rar
Executable: code in BA thread above. Modules:
Data: External Dependencies: None
Additional information: n/a
Introduction
03/11/2008 19.25.42 70
Open Content License Additional Information
Additional Information
03/11/2008 19.25.42 71
Open Content License Add Menu Toolkit
* Cells v1.2_248
* Docimal_Vault−0.0.6_248
* Hang_Curve_248
* Implicitskeleton_248
* Pollerdi_248
* Saltshaker_248
* Torus_Knot_248
* torus_primative_248
• Michael Schardt
• Neil McAllister & Bartius Crouch
• Elephants Dream Team
• Andy Houston (serendipiti)
• Stefano Selleri
• Rednuht
• JMS (www.zoo−logique.org)
• (http://www.zoo−logique.org/3D.Blender/index.php3?zoo=pyt)
• Wim Van Hoydonck
some scripts have been modified to include: Authors Details. BPY Doc Text. GPL License Block. Making
Them Work.
To install these scripts in Blender. Copy the contents of the folder _py_addScripts_248 to your default scripts
location. on windows this is Blender//.blender/scripts.
enjoy.
Download: Add Menu Toolkit : Add Scripts − (2008.05.25) − script+binaries as archive file ".rar"
03/11/2008 19.25.42 72
Open Content License A.N.T.Image Relief
A.N.T.Image Relief
Name Image_Relief Version v.0.02 − 2006.03.11
Use 2D image to generate (coloured) relief mesh. License N/A
Menu Group: Add Blender 2.37, 2.42a
Author Jimmy Hazevoet
Link(s) http://blenderartists.org/forum/showthread?t=62196
Executable: Image_Relief.py Modules:
Data: External Dependencies:
Additional information: The previous version 0.01 needs PIL (Python Imaging Library)
Links
03/11/2008 19.25.42 73
Open Content License Horn−Extrude
Horn−Extrude
About
Introduction
03/11/2008 19.25.42 74
Open Content License External Documentation
External Documentation
http://www3.sympatico.ca/emilio.aguirre/hornextrude.html
03/11/2008 19.25.42 75
Open Content License Loop Subdivision
Loop Subdivision
About
Introduction
•|
•|
•|
•|
•|
•|
•|
•|
•|
•|
•|
03/11/2008 19.25.42 76
Open Content License Head Creator
Head Creator
About
• returns several errors in 2.46 but retains basic function, best used in 2.37a−2.42a
Introduction
Head Creator
03/11/2008 19.25.42 77
Open Content License The Thing 1−6
About
Introduction
External Documentation
http://jmsoler.free.fr/didacticiel/blender/tutor/python_script05_en.htm
03/11/2008 19.25.42 78
Open Content License The Thing 1−6
03/11/2008 19.25.42 79
Open Content License Timmy Shell
Timmy Shell
About
Introduction
External Documentation
http://jmsoler.free.fr/didacticiel/blender/tutor/python_script05_en.htm
03/11/2008 19.25.42 80
Open Content License Timmy Shell
03/11/2008 19.25.42 81
Open Content License Coil
Coil
About
includes sin. star. spiral. scripts in zip, makes meshes that need to be extruded.
03/11/2008 19.25.42 82
Open Content License animation_trajectory
animation_trajectory
About
Introduction
Instructions
03/11/2008 19.25.42 83
Open Content License Additional Information
Interface/Menu Overview
Additional Information
Credits
Thanks go to:
03/11/2008 19.25.42 84
Open Content License blenderLipSynchro
blenderLipSynchro
About
03/11/2008 19.25.42 85
Open Content License camera_changer
camera_changer
About
03/11/2008 19.25.42 86
Open Content License envelope_symmetry
envelope_symmetry
About
03/11/2008 19.25.42 87
Open Content License Shape Widget Wizard
About
03/11/2008 19.25.42 88
Open Content License FaceSelect Same Weights
About
03/11/2008 19.25.42 89
Open Content License Armature Symmetry
Armature Symmetry
About
03/11/2008 19.25.42 90
Open Content License Clean Weight
Clean Weight
About
•
This Script is to be used only in weight paint mode, It removes very low weighted verts from the current
group with a weight option.
03/11/2008 19.25.42 91
Open Content License Copy Active group
About
03/11/2008 19.25.42 92
Open Content License Envelope via Group Objects
About
03/11/2008 19.25.42 93
Weight Paint Gradient Weight Paint Gradient
Weight Gradient
About
To use the script, switch to "Face Select" mode then "Vertex Paint" mode Select the faces you wish to apply
the gradient to. Click twice on the mesh to set the start and end points of the gradient. The color under the
mouse will be used for the start and end blend colors. Note: Holding Shift or clicking outside the mesh on
the second click will blend the first colour to nothing.
Information
Description
Mix weight paint and face select mode so as to select the faces to gradient. Then Run "Gradient" from they
weight paint menu, and click on the 2 locations to blend between.The existing weight under the mouse is used
for to/from weights.
| Animation
03/11/2008 19.25.42 94
Weight Paint Gradient Grow/Shrink Weight
Grow/Shrink Weight
About
This Script is to be used only in weight paint mode, It grows/shrinks the bounds of the weight painted area
03/11/2008 19.25.42 95
Weight Paint Gradient Normalize/Scale Weight
Normalize/Scale Weight
About
It Normalizes the weights of the current group, to the desired peak optionaly scaling groups that are shared
by these verts so the proportion of the veighting is unchanged.
03/11/2008 19.25.42 96
Weight Paint Gradient spin
spin
About
http://useless−scripts.blogspot.com/
Executable: spin.py Modules:
Data: External Dependencies: None
Additional information: n/a.
03/11/2008 19.25.42 97
Weight Paint Gradient Procedural insect−walk−0.4
Procedural insect−walk−0.4
About
03/11/2008 19.25.42 98
Weight Paint Gradient Walk−o−matic
Walk−o−matic
About
http://blenderscripts.googlepages.com/walkomatic0.49.9.py
Executable: Jamesk's Walk−o−matic version 0.49.9
Modules:
.py
Data: External Dependencies: None
Note: * Example files & variations in main link.
• This as a long & raw copy of the Original Web Docs by Jamesk
• date 2002−12−04
• contact james.k@home.se
Notice: I have to assume that you already know how to use Blender in terms of basic animation, editing,
armature rigging, IPO’s and constraints. If these concepts are unfamiliar to you, I suggest that you seek
more knowledge concerning those matters first – before trying to use Walk.O.matic.
Do yourself a favour by following this first walk−through exactly as specified. Once you’re done with
this, I’ll let you experiment further on your own. Deal?
• Start a fresh Blender. Make sure it’s Blender Publisher 2.25 and that your Python 2.0 environment
is set up properly.
03/11/2008 19.25.42 99
Weight Paint Gradient Walk−o−matic
• Switch to top−view and add a standard mesh/plane somewhere in the middle of the grid. This plane
will serve as a proxy for your character, and its animation defines how you want the final walker to
perform.
• Tab out of edit mode.
• Make sure you’re looking at frame 1, then, with the plane still selected and active, insert a
keyframe for location/rotation.
• Advance the frame counter until you’re looking at frame 100
• Start grab mode and move the plane about 25 units to the north (that’s upwards on screen :)
• Insert another loc/rot key.
• Go back to frame 1, hit ALT+A and make sure the plane moves along happily
• Now open a text window. Split the 3D−view if necessary – it’s important that you can see the
animation as well as the text window in the same screen.
• Load the “walkomatic0.47.9.py†file in the text window
• Make sure that the plane is still selected and active
• Now hit ALT+P over the window containing the script. DO NOT CHANGE ANY VALUES.
• As the script runs, you will see the plane moving in a jerky fashion through the frames of your
animation
• When the plane stops moving, you’ll see seven empties added to your scene. These are the
tracking and IK targets that you’re going to use for your armature
• Hit ALT+A over the 3D window to see the empties “walking†along with your plane
Now, the rest is up to you. You will want to add an armature to your scene, and then set up the required
constraints to some of the bones. Some suggestions on how to do that will follow later on in this collection of
documents.
Anyway – that was the quick tour. To fully appreciate the implications of this script and its capabilities, I
strongly advise you to read the rest of this documentation. There is quite a lot of things you’d want to
know...
Table of contents:
Rules
The basic idea behind the script is very simple indeed. Rather than thinking in terms of feet and leg
movement, you just focus on where the character as an individual object is supposed to be moving, how fast,
in what direction, what it will be facing, if it’s going uphill or downhill etcetera. Since the movement of
the feet is more or less a simple function of the above, why not just make some automated procedure handle
those issues?
Well, that’s what I was thinking too. So here we are. To make things easy to use, you will be able to use
any Blender object to represent this “character as an individual objectâ€. This is done by using a character
proxy, which simply means “a Blender objectâ€.
There are a few things you need to know in order to get what you want from the script. The following rules
apply:
Based on the user parameters in the top−most section of the script [more about those in section B] and the
actual proxy animation, the script will calculate where to place each foot along the path. (Please note that the
word ‘path’ here does not imply the Blender object ‘path’). It will look ahead along the frames in
the indicated interval and decide when and where a foot should move, how far, how much to lift it, when and
where to put it down and for how long it should stay down. Those calculations constitute the core algorithm of
Walk.O.matic.
Currently, the script will always start by moving the right foot. As a first step, it will move for half the
specified time, and then set down on the ground. After that, the left foot will move, full time, and eventually
lock to the ground. Then everything keeps on ticking, with full steps only, until the specified end−frame is
reached.
Hence, the most important factors affecting the final result are the script parameters and the proxy animation.
The speed at which the proxy moves is particularly important, since it will influence the length of each step.
When specifying step length, you set a value indicating for how many frames a foot should be on the move. In
other words, the step length is assigned using a frame count rather than a distance. With the same parameter
values, the steps will be shorter if the proxy moves slower, and longer if the proxy moves faster. The rotation
of the proxy will also affect the placement of the tracking empties, so that your character is able to turn in any
direction while the feet keep following all the turns.
You could interpret the internal process of Walk.O.matic as the creation of offset 3D−paths, pretty much in
the same way as you can make inset curves in a 2D illustration application. Add to this the “pacingâ€
needed to obtain the move/stop action of ordinary feet walking. B. The user parameters
A tool like this would be pretty useless if you had no control over the details of the animation. As far as this
walking business goes, you probably have some requirements concerning how fast the character should shift
from left foot to right foot, how far to lift the feet and the distance between the feet and so on. Most of these
things can be specified in the editable section of the script, and it’s something you will do before actually
running it. Below is a summary of these user definable parameter values, a description of their effect, some
min and max values etcetera.
1. GENERAL SETTINGS:
These values are hopefully self explanatory. What might not be as obvious, is the fact that the LAST_FRAME
value is not an absolute one – the script may continue to evaluate foot targets for a number of frames
beyond the set value. This is due to the fact that it doesn’t like leaving a target hanging in mid−air, but
will keep going until both feet are safely put down on the ground next to each other.
HS = HEEL_SEPARATION = 3.0 # desired distance between heel targets (in Blender Units)
HEEL_SEPARATION controls how far apart to place the left foot targets and the right foot targets. If you set
this parameter to 4.0, you will get the right heel exactly 2.0 units to the right of the centre of the proxy, and
the left heel 2.0 units to the left of the proxy centre. All in all, that’s a 4.0 unit heel separation. You can set
this value to just about anything. HS=0 would perhaps not be useful, but it would not break the script. A
negative value works fine too, resulting in the left and right side being swapped. So, you can use that trick if
you want the left foot to be the first one to move rather than the right which is the default behaviour.
Naturally, the exact value chosen depends on your character’s size and anatomy.
This specifies the exact amount of time, in frames, that each foot will be on the move per cycle. A foot always
moves twice as fast as the proxy for a period of MT frames, then it will stay put on the ground for the same
amount of time before starting to move again. MOVE_TIME can be any positive non−zero value. Giving it a
negative value will most likely crash the script and Blender as well. Since this value is absolute, the length of
each step (in distance, not time) will vary as a result of this value combined with the current speed of your
proxy: that is − fast moving proxy = longer steps, slow proxy = shorter steps.
MSD = MOVE_STOP_DELAY = 0 # any value above zero will prolong the time a foot stays in the air.
Normally, one foot will not leave the ground until the other foot has landed. This means that there is always at
least one foot locked to the ground at any given time. A situation like that works well if your character is
walking, but not if it’s supposed to be running. The MOVE_STOP_DELAY will make a foot remain in
the air for an extra period of time, in frames, after the other foot has started its move mode. The result looks
more like running, since there will be a period of time in each cycle where both feet are in the air
simultaneously. By setting MOVE_STOP_DELAY to any positive value, you get this “air time†result.
You should not use values higher than maybe 50% of MOVE_TIME, since that will make things look really
weird. Best results are achieved around 20% of a decent amount of MOVE_TIME, for instance MT=16,
MSD=4. Using a negative MOVE_STOP_DELAY results in something strange enough to wipe the
RiverDance crew off the stage… So mostly you’d want to avoid that.
Once the heel targets have been calculated, Walk.O.matic will add empties that can be used to set up a
track−to constraint on a foot bone. Depending on the anatomy of your character’s feet, you will want to
place those empties at a particular distance from the heel target. This parameter controls how far in front of
the heel to place that track−to/look−at target, specified in Blender units.
FLAT_TO_TLAT_DISTANCE = 0.5 # desired distance between a foot look−at and toe look−at−target
The final step after calculating foot track−to/look−at targets is adding toe bone track−to targets. This
parameter controls how far in front of the foot track−to target to place those toe look−at targets, specified in
Blender units. The value chosen depends on your character’s foot anatomy.
AL = ALWAYS_LIFT = 0 # set to zero to prevent feet moving up/down when proxy has speed 0
This parameter controls whether the foot targets should continue to perform their up and down motion even if
the proxy has stopped. The default value is 0 (zero) meaning that both feet will lock to the ground if the proxy
is stationary for a sufficient period of time (that in turn depends on the set MOVE_TIME). Any value above
zero means that the feet will keep going up and down even if the proxy doesn’t move. That results in
some sort of “dry walkâ€. The value itself has no meaning, only zero or non−zero.
CTD = C_TARG_DISTANCE = 2.0 # how far above proxy to place center target
In addition to the six foot related targets, the script also adds a center target above the proxy. This can be used
for various parenting needs. Usually you would also want to set a copy−rotation constraint on it, copying the
proxy rotation, although that’s not necessarily something you need every time. Anyway, the CTD
parameter controls how far above the proxy, in Blender units, to place this empty. Any value is fine, though
you will mostly use a positive one.
When the foot targets are moving from one spot to the next, they will also be lifted according to the lift
envelope settings (see below). This lifting can occur in two different ways depending on your needs. For
normal walking or running in a standard environment, that is some place where the normal rules of gravity
applies, you’re likely to want the LIFT_AXIS to be set to ‘global’. That causes lifting to go along
the global Z−axis of the Blender world coordinate system. No matter how you tilt the proxy, the feet will
always be lifted in the same global up−direction.
However, if you want a character to walk on walls or on the ceiling, like a fly or a spider or some weirdo from
the Matrix, you should go for the ‘local’ option. This makes the local proxy Z−axis define what is
‘up’ at any time. If the proxy is upside−down, then the lifting will be flipped as well.
CTDLA = CTD_LIFT_AXIS = 'global' # raise center target along global Z or local proxy Z?
This works exactly as the LIFT_AXIS above, but will define the up−axis for the centre target alone.
The LIFT_PEAK defines how far above the ground to lift the heel target at the first control point of the lift
envelope. The value is given in Blender units. The LIFT_PEAK occurs at the first point in the local timeframe
of each move action in the cycle. The timing is controlled by the LIFT_PEAK_TIME (see below)
FLATLP = FLAT_LIFT_PEAK = 0.2 # how far to lift foot look−at−target above proxy initially
This works just as LIFT_PEAK, but defines the lift amount for the foot bone track−to target.
TLATLP = TLAT_LIFT_PEAK = 0.2 # how far to lift toe look−at−target above proxy initially
As above, but this controls the lift amount for the toe track−to target.
This controls the point in time at which the lift peaks above should occur. To make things as flexible as
possible, this value is given relative to the total MOVE_TIME. A value of 0.2 means that LIFT_PEAK will be
reach after 20% of the move time has passed. For example, if the MOVE_TIME is 10 and the
LIFT_PEAK_TIME is 0.2, then the associated target empties will reach their respective lift peak positions 2
frames (10 * 0.2) after the point in time where they left ground.
The rest of the parameters, listed below, do the same thing as the previously described lift envelope
parameters. The only difference is that MID_PEAK and friends apply to the second control point of the
envelope, and that the FINAL_PEAK parameters fix the third, and last, control point.
FP = FINAL_PEAK = 0.5 # how far from proxy before setting down again
FPT = FINAL_PEAK_TIME = 0.8 # time to reach final_peak (relative to movetime) C. Quirks and oddities
The most important thing to mention here is the fact that there is no rotational information in the IPO’s for
the target empties added by the script. In other words, the heel targets, foot and toe track−to targets do not
adjust their rotation at all. In most cases, this will not be a problem since they will be used only for tracking
and IK−solutions – and location is the only thing that really matters in such cases.
One solution, if you really need correct rotation, could be to set a copy−rotation constraint on the empties,
using the proxy as input. By doing so you might however get some unwanted movement when the feet should
be locked to the ground. This is due to the fact that even though the foot targets are stationary while in lock
mode, the proxy will not be, and may therefore apply its changes in rotation on the empties, resulting in a
slight sliding of the feet.
Anyway, this is something that’s going to be changed in the next release of Walk.O.matic. You should
however keep in mind that when used as intended, you will not need correct rotation of the target empties, so
don’t let this bother you.
I’m sure there are other strange ‘features’ lurking in the script, but we’ll have to wait for them
to reveal themselves as time goes by. D. What’s going to be included in the next release?
Some ideas that have come to my mind while testing the script and writing the documentation:
Greetings,
/Jamesk
Armature Modeler
About
Armature Symmetry
About
camera_jitter
About
http://useless−scripts.blogspot.com/
Links Wiki:
camera_jitter_archive.zip (2008.02.17) − Script update for Blender 2.45, incl. older script versions
Executable: camera_jitter.py Modules:
Data: External Dependencies: None
Additional information:
For proper work, the "Scriptlinks" option in Script Panel must be enabled. You must do it manually!
Usage
This script adds random jitter to a camera. Most of the code is taken from one demo in the bPython reference
(don´t know the author but credit to him). I just added an interface to it and a way to change the values that
drive the effect. It´s now easier to set up.
Select the camera you want to use an run the script. You will be prompted with a popup where you can enter
values to alter the effect. The default values are good enough to get a decent shaking on the cam.
Please note that the camera needs an IPO with at least one key attached to it. If the camera is animated in any
way the effect will preserve the original motion, it will just add some shaking to it.
If you want to change the values just run the script again.
Jitter on/off toggles jitter effect. With this button, the script can be enabled/disabled independently from other
active scripts in "ScriptLinks" Panel.
Only When Moving The jitter effect will be produced only for frames where the camera changes its location.
Baking to IPO creates a copy of current camera IPO (loc+rot) updated with jitter animation. Jitter
effect(script) will be disabled and the new IPO will be linked to the camera.
New in 1.03: You do not have to care if the camera has an IPO linked. The script will create it automatic.
New in 1.03: Driven by IPO Jitter parameters can be animated through IPO Object "jitter_ipo".
History
v.1.02 2008.2.17 by migius:
− add baking to IPO
− add activate−button
− change extern variables to array.jitter[]
v.1.01 2008.2.15 by migius:
− add info−text "enable Scriptlinks"
− add "FrameChange" sensor
− modificate for 2.42−2.45
v.1.00 2006 by uselessdreamer:
− UI
− modif. for 2.41
based on script from bPython reference by anonymous
About
http://blenderartists.org/forum/showthread.php?t=89177
Executable: camera_manager_GPL.py Modules:
Data: External Dependencies: None
Additional information: n/a
mirror_armature_names
About
IPOStretcher
About
http://blenderartists.org/forum/showthread.php?t=110850
Executable: IPOStretcher1_00.py Modules:
Data: External Dependencies: None
Additional information: See First link
Demolition Script
About
About
Introduction
When using C3D Motion Capture, you import a set of empties that move where the markers moved on the
actor. You then create a rig that is constrained to follow the empties. In order to work with or change that
motion, you need a rig that has Ipo Curves directly associated with the armature itself, and does not depend on
the empties. In general, it is useful to be able to 'record' the motion of an object, when that motion is derived
from other object's locations and rotations, track to constraints, follow paths etc.
Usage
Use this script to create a clone and Ipo curves that match the actual location and rotation of the selected
object. If the object is an armature, it also creates an Action that copies all the bones locrot and applies that as
a locrot curve to the cloned bone.
Instructions
To install the script, extract the the Animation_Bake_Constraints.py file to your Blender Scripts folder, and
the updated BPyArmature.py file to your bpymodules folder located just beneath the Scripts folder. As when
replacing/updating any bpymodules script, delete the pre−compiled version (in this case BPyArmature.pyc).
Select the constrained object(s) to be baked. Set the frame range to bake Optionally, load the script and
change usrDelta to change to offset of the clones, presently set to 1 x and 1 y unit from the original Run the
script by
b) if you put it in your scripts directory, re−registering your menus via the User Prefs button and then
selecting it from a scripts menu in the Animation section.
Briefly, you:
The Action contains LocRot Ipo curves for each bone for each frame of the animation, so it can take some
time to process. The action is named after the clone; you can immediately change this to better reflect what
the clone is doing by clicking in the Action Editor header, in the name field of the Action selector (the name
will get a red background), and typing in the new name. The Action keys are relative to the T−pose of the
character, sometimes called the rest or edit position. This is the orientation that the armature assumes when
you tab into edit mode.
* offset in space (by the location−rotation vector usrDelta, by default set to (10,10,0)) an
* offset in time by usrACTION (if True, the clone will start the action at frame 1, otherwis
The clone should perform the same motion as the original. TClones, offset from the original by usrDelta in
space and back to frame 1 in time (by default), are created and have an Ipo curve that matches the selected
object's constrained/computed motion. If the object is an armature, then every bone will have an Ipo curve,
and an Action is created that groups all the bone's curves together.
The cloned objects are selected after script completion. Note that Actions will be offset to start at frame 1.
Links
Notes
Softbodies, cloth and other objects that are "moved" by simulations are not actually moved. The object center
stays were it is and the object's mesh vertices are displaced, almost like shape keys. Therefore, this script will
not "clone" one of these type objects. Simply duplicate them through the UI. To bake the loc/rot of objects
moved by the Blender Game Engine, use the Game−>Record Game Physics to IPO menu selection.
History
Editor Info
bvh2arm
About
envelope_assignment
About
animate_characters
About
Baass 1.2
About
object_jitter
About
http://useless−scripts.blogspot.com/
Executable: object_jitter.py Modules:
Data: External Dependencies: None
Additional information: n/a.
BVH Arm2Empty
About
bvh_import2
About
IK Baker
About
BMGs−0.0.2
About
Swarm 1.0.2
About
PoseLib16
About
Camera Sequencer
About
EXPLODE v0.4
About
• scriptlink4.py in .blend.
BSoD Rigs
About
cr2bone_import
About
Blender Caliper
About
Introduction
Create Caliper
External Documentation
Credits
Thanks go to:
Measure Mesh
About
Introduction
Measure Mesh
Credits
Thanks go to:
Klop Utilities
About
http://blenderartists.org/forum/showthread?t=25017
Executable: kloputils.py Modules:
Data: External Dependencies:
Additional information: n/a
Introduction
Klop Utils
• What is KlopUtils
• It is a program written in Python language for being used as a script while you are using Blender.
• It contains tools about modeling, modifing and positioning 3D objects that the official Blender
version have not.
• These tools are initially oriented as a help for the general design of objects en 2D and 3D
(architecture, industrial...), and this is the issue the program will be developed around.
• The utilities in the program are separated in 4 areas, accesible trough a unfolding menu, always placed
at the top of the interface:
• Alignment
• Fitting an object between two others
• Setting to an object the absolute size of other one
• Aligning selected objects, according to several criteria:
• Alignment of location/rotation/scale
• Scale can be changed either aditive or multiplicatively
• Location separation can be referenced aither by centers, baricenters, origins or limits
• Object creation (not included in Blender distribution)
• Circunference passing through 3 points
• Arc passing through 3 points
• Arc based on angles and radius (interactive)
• Mesh modifing (affects vertices, faces and edges)
• Edges subdivision in any number of parts
• Proyection onto an arbitrary plane, in an arbitrary direction
• Applying of position, rotation, scale values (new matrix) over an object, though it looks unaffected.
• Posibility of actualizing other matrix instances is available
• 3D Objects modifing (affecs to transform matrices)
• Moves/Rotates/Scales randomly the selected objects
• Moves selected objects closer/away the active one,
• setting them at a fix distance
• moving them a fix number
• setting them at a proporcional distance
Indeed, all numeric/vectorial values used during the program use, can be copied and pasted with the help of a
buffer, which can contain:
• A position vector
• A Euler list
• A scale vector
• and can store:
• Numbers, entered by user
• Values aquired from objects (matrices mean, distance, difference of position or rotation angles
between two objects)and being showed on Blender console as text.
External Documentation
There is an excelent Online PDF Tutorial for this Multi Lingual script.
http://klopes.iespana.es/enchufes−guiri.htm
About
http://projects.blender.org/plugins/scmsvn/viewcvs.php/trunk/bstar/BAG/BAG−0.0.7.py?root=bstar&view=
Executable: BAG−0.0.7.py Modules:
Data: External Dependencies: None
Additional information: n/a.
External Documentation
About
Inset
About
3d Cursor Menu
Name 3d Cursor Menu Version 1.0
Right Click on 3d Cursor for a menu with options. License GPL: GNU General Public License
Menu Group: Object Blender 2.42a & 2.45
Author Mariano Hidalgo
Link(s) http://useless−scripts.blogspot.com/2007/03/3d−cursor−menu.html
Executable: 3d_cursor_menu.py Modules:
Data: External Dependencies: None
Additional information: n/a.
Introduction
Mariano Hidalgo wrote: This SpaceHandler script adds a right−click menu to the 3D Cursor, with some
useful operations, including resetting the cursor's position to the center of the space and an option to spin the
3d View for display purposes.
Run the script from the object scripts menu and it will load in the current .blend, then just make it active for
each 3d View you want.
Right click on the 3D Cursor and the menu will show up.
Please note this needs the Enable Script Links option pressed.
Lengthen
About
Vertex Align
About
Links
• link 1
• link 2
visual_location/Snap
Name Visual Location/Snap Version 1.0
Snaps & Displays selected object's location. License GPL: Gnu Public Licence
Menu Group: Object Blender 2.42a & 2.45
Author Mariano Hidalgo AKA uselessdreamer, Dazzler
Link(s) http://blenderartists.org/forum/showthread.php?t=80449
Executable: snapping.py Modules:
Data: External Dependencies: None
Additional information: modified visual location script to include snapping.
CrossSection
About
Introduction
Cross Section
Known issues
• You must have been in Vertex or Edge mode when you apply the script. If you have been in Face
mode, the script won't be able to fill the section.
• You will get wrong results if some edges are coplanar with the cutting plane. Try moving the plane a
little bit so no edge are directly on it.
Credits
Thanks go to:
Parametric Object
About
Links
• link 1
• link 2
Edge Trim/Extend
About
Links
• link 1
• link 2
Calliper Square
About
http://www.zoo−logique.org/3D.Blender/zip/mesureprecise.zip
Executable: callipersquare03.py Modules:
Data: External Dependencies: None
Additional information: * Best run from callipersquare03.blend.
ProCAD
About
Links
• ProCAD release 2.5 − (2008.02.08) − recent version as zip archive (if link broken try our
BlenderWiki mirror: PROCAD25.zip )
• Italian blenderWiki − Manual for ProCAD ver.2.3 in Italian (and English wip)
History
v2.5 − 2008.02.08 by Paolo Provenda (AKA JAPY) (for 2.45)
v2.4 − 2007.05.17 by Paolo Provenda (AKA JAPY) (for 2.41 − 2.43)
v2.3 − 2005. by Paolo Provenda (AKA JAPY)
BlenderCAD
About
Links
• wiki mirror
Blender3dCAD
About
For details please read the manual (to date only in German)
Links
3ds_export
About
AC3D Exporter
About
Introduction
AC3D is a simple commercial 3d modeller for Linux x86, Mac OSX and Windows. Its .ac is an easy to parse
text file format. It is well supported, for example, by the PLib 3d gaming library, used by many projects, like
the FlightGear Flight Simulator and Torcs − Open Racing Car Simulator.
Links
• AC3D
• PLib
Usage
Instructions
Select the script from the File Export menu and choose the filename to export to.
Configuration
Options can be tweaked using the Scripts Config Editor script, available from the Scripts System menu in the
Scripts window.
Unset it to export without the 'crease' tag that was introduced with AC3D 4.0 and with
the old material handling.
Add default material TOGGLE ON
A default (white) material is added if some mesh was left without mats −− it's better to
always add your own materials.
Set texture dir TOGGLE ON
Override the actual textures path with a given default path (or simply export the
texture names, without dir info, if the path is empty).
Per face 1 or 2 sided TOGGLE ON
Override the "Double Sided" button that defines this behavior per whole mesh in favor
of the UV Face Select mode "twosided" per face atribute.
Skip data TOGGLE OFF
Set it if you don't want mesh names (ME:, not OB: field) to be exported as strings for
AC's "data" tags (19 chars max).
RGB mirror color as ambient TOGGLE OFF
Export mirror color as ambient RGB.
RGB mirror color as emissive TOGGLE OFF
Export mirror color as emissive RGB.
No split TOGGLE OFF
Don't split meshes (read notes below for an explanation).
Export dir STRING unset
Default dir to export to.
Texture dir STRING unset
Override textures path with this path if 'set texture dir' toggle is "on".
Notes
Compatibility
All main features are supported. Users may need to tweak the exported .ac file's material lines by hand if they
want both RGB ambient and emissive colors different from shades of gray.
Supported
Objects
Meshes
Hierarchy
Groups
Materials
Missing
Other
• The 'url' tag, specific to AC3D. It is easy to add by hand to the exported file, if needed. Nobody ever
requested support for it in this exporter, though.
Known Issues
• The ambient and emit data we can retrieve from Blender are single values, that this script copies to an
RGB triplet, giving shades of gray. A config option can be set to export RGB mirror color as either or
both.
• In AC3D 4 "compatibility mode":
♦ Shininess of materials is taken from the shader specularity value in Blender, mapped from
[0.0, 2.0] to [0, 128].
♦ Crease angle is exported, but in Blender it is limited to [1, 80], since there are other more
powerful ways to control surface smoothing. In AC3D 4.0 crease's range is [0.0, 180.0].
• Blender groups are not supported yet.
Additional Information
DXF Exporter
About
Introduction
This script exports geometry to DXF format. DXF (Drawing eXchange Format) is a CAD data file format,
developed by Autodesk/AutoCAD.
The exporter uses "Python Library to generate DXF drawings" from Stani Michiels(AKA Stani).
Current version supports DXF−r12 format.
It supports mesh and curve objects. Read more in compatibility details.
Downloads
Links
Usage
Installation
window menu.
More details about handling with python scripts in Blender can be find at www.alienhelpdesk.com or
BlenderWiki
User Interface
Select the script from the menu: File → Export → Autodesk DXF (.dxf).
The script starts Blender's file selector for select desired .DXF output file.
only selected only selected objects will be exported. Otherwise the entire scene will be exported.
< global Scale: 1.0 > sets the global scale factor for exported geometry. You can use it for exact matching
target CAD application requirements.
only faces only faces from selected mesh objects will be exported to 3DFACEs or to POLYFACE. Option is
ignored if the mesh has not at least one face. Otherwise only edges will be exported (as LINEs).
write POLYLINE curve objects will be exported as POLYLINEs. Otherwise as unstructured LINEs.
3D−View to Flat is a screen−shot like output mode: edge−geometry will be transformed to 2d according
current 3D−View plane. It could be useful for exporting views and sectional views of 3d models to 2d
applications. The global Scale parameter is working well with this function and helps to create proper scaled
drawings.
Hidden−Mode is a simplified "hidden line" mode. Only front oriented faces will be exported.
Notes
Known issues
Compatibility
• Supported output format is DXF r12.
• No limitation according object's orientation, scale, parenting or animation−keying
• Entire scene are transformed to WCS (World Coordinate System).
• Hierarchical information (parenting) gets lost − the child objects become global coordinates.
Supported
Blender object type −> AutoCAD entity type:
mesh−edge −> LINE,
mesh−face −> 3DFACE,
mesh−face −> POLYFACE,
curve −> LINEs,
curve −> POLYLINE,
3D−Views −> VIEW,
(wip v1.30) text −> TEXT or MTEXT,
(wip v1.30) camera −> VIEWPORT,
(wip v1.30) mesh−vertex −> POINT,
(wip v1.30) empty −> POINT or dummy INSERT,
(wip v1.30) group −> BLOCK+INSERT,
(wip v1.30) obj.matrix −> 210−group,
(wip v1.30) material −> LAYER+COLOR,
Missing
Unsupported Object types and properties:
Meta,
Lamp,
Armature,
Lattice,
Surface,
IPO/Animation,
Modifier,
visibility status,
frozen status,
Additional Information
To−Do list
− support hierarchies: groups, instances, parented structures
− support 210−code (3d orientation vector)
− presets for architectural scales
Credits
Thanks go to:
− Stani Michiels(AKA Stani) for his Python Library for generating DXF drawings
− Yorik van Havre (aka yorik) for inspiration from his 2d−profile−exporter script
− and for his verts−ordering procedure for correct curve creation
History
v1.27 − 2008.10.07 by migius
− exclude Stani's DXF−Library to extern module
v1.26 − 2008.10.05 by migius
− add "hidden mode" substitut: back−faces removal
− add support for mesh −>POLYFACE
− optimized code for "Flat" procedure
v1.25 − 2008.09.28 by migius
− modif FACE class for r12
− add mesh−polygon −> Bezier−curve converter (Yorik's code)
− add support for curves −>POLYLINEs
− add "3D−View to Flat" − geometry projection to XY−plane
v1.24 − 2008.09.27 by migius
− add start UI with preferences
− modif POLYLINE class for r12
− changing output format from r9 to r12(AC1009)
v1.23 − 2008.09.26 by migius
− add finish message−box
v1.22 − 2008.09.26 by migius
− add support for curves −>LINEs
− add support for mesh−edges −>LINEs
v1.21 − 2008.06.04 by migius
− initial adaptation for Blender
v1.1 (20/6/2005) by www.stani.be/python/sdxf
− Python library to generate dxf drawings
About
Introduction
This format is mainly use for interchanging character animations between applications and is supported
applications such as Cinema4D, Maya, 3dstudio MAX, Wings3D and engines such as Unity3D.
Links
Usage
Instructions
Configuration
These options will be presented at export time. in most cases the defaults should be good to use.
Export Objects
Export Animation
Batch Export
Notes
• Materials textures are exported from UV face textures not material textures.
Examples
Here is a blend that contains many examples each in a scene. Including motion capture, modifiers, uv/color
layers, materials, armatures and more.
To export all examples at once, open the blend file, run the exporter, Enable Batch, Select "File−>Scene"
option, set the animation option to "Scene Frames", enable "Copy Images" and export.
Fbx_test_examples.zip
Here is a script that will convert a blend to an FBX from the command line on most unix systems
chmod +x convertBlendToFbx.sh
Compatibility
• Nurbs surfaces, text3d and metaballs are converted to meshes at export time.
Supported
Objects
Object Types
Meshes
• Verts/Edges/Faces/Normals
• UV Coordinates (multiple named layers supported)
• Vertex Colors (multiple named layers supported)
• Armature Deformation
Only 1 armature modifier can be used on each mesh.
Armature envelopes will only work when the mesh "Modifier" option is enabled, otherwise they must
be manually converted to weight groups before exporting.
Armatures
• Bones.
Bone use the same name space as objects, naming collisions are solved by the exporter.
• Parent Bones.
Meshes with parent bones are exported as weighted meshes
• Animation.
Animated armatures are exported with keyframes, The results of constraints and IK's etc will be
exported however the constraints and other settings are not saved into the FBX file.
• Actions (Multiple actions to FBX Takes).
When the "All Actions" option is enabled, actions will be exported for each armature when an action
has at least 1 name that matches an armatures bone.
Lamps
• Energy
• Color
• Distance
• Type (Point/Directional/Spot)
• Spot Size
Materials
Cameras
• Clip start/end
• Field of view
• ShiftX/ShiftY
• Aspect ratio
Missing
Some of the following features are missing because they are not supported by the FBX format, others may be
added later later.
• Object Instancing
exported objects do not share data, instanced objects will each be written with their own data
• Material textures.
only texface images are supported.
• Vertex Shape Keys.
FBX Supports but this exporter does not write them yet
• Animated Fluid Simulation
FBX does not support this kind of animation, You can however use use the OBJ exporter to write a
sequence of files.
• Constraints
The result of using constraints is exported as a keyframe animation however the constraints
themselves are not saved in the FBX
• Dupli Objects.
At the moment dupli objects are only written in static scenes (when animation is disabled)
Interoperability
Blender3D
This file was exported from blender, you can grab the FBX and Blend file here.
http://members.optusnet.com.au/cjbarton/fbxExample.zip
Motion Builder
MotionBuilder
Tests Passed...
• Character animation
• Materials
• Textures
• Lamps
• Cameras
• Empty's
Notes...
• Imported models will often appear small, press the A key to resize the view.
• Mesh vertex color is not displayed
Cinema4D
Cinema4D
Tests Passed...
• Character animation
• Materials
• Textures
• Lamps
• Cameras
• Empty's
Notes...
• Imported models will often be small, press Hkey to resize the view.
• Mesh vertex color is not displayed
3D Studio Max
3D Studio Max
Tests Passed...
• Character animation
• Materials (see below)
• TODO further testing...
Notes...
• Imported materials have low alpha/opacity, possibly a bug in the 3DS MAX importer.
Maya
Maya
Tests Passed...
Notes...
• Dont scale the armature object since maya does not support non uniform scaled bones.
Deep Exploration
Tests Passed...
Notes...
• When exporting armature animation, disable "Optimize Keyframes" otherwise you may get bad bone
interpolation.
• With animations, once imported you'll need to select the default action at the bottom of the screen. to
play the animation.
• Some character animations to not deform properly, since other programs display this correctly I
assume this is a problem with Deep Exploration −−Ideasman42 00:34, 31 August 2007 (CEST)
Modo
Modo
Tests Passed...
• Meshes
• Textures
• TODO further testing...
Notes...
Endorphin (NaturalMotion)
Tests Passed...
• Armature animation
Notes...
• Endorphin only supports FBX's bones, all other objects are importes as bones.
Before exporting make sure you de−select armatures only, unless you want your camera as a bone.
• Start and end frames are not imported, youll need to set them after importing.
Cheetah3D
Cheetah3D
Tests Passed...
• Character animation
• Materials
• Textures
Carrara
Carrara
Tests Passed...
• Character animation
• Materials
• Textures
Unity3D
Unity3D
Tests Passed...
• Character animation
• Materials
• Textures
Notes...
C4 Game Engine
See the [C4 Engine Wiki] for notes on getting models into the C4 Engine with the fbx exporter.
Known Issues
• If your running python 2.3 you'll need a full python installation.
Dupli's
• Exporting DupliObjects (dupliVerts, dupliFaces, dupliFrames, dupliGroups) does not work in 2.45rc2
(It has since been fixed)
• Dupli Objects dont support animation export. (disable animation for dupli's to work)
• Armatures in dupli's do not export
Additional Information
collada_export
About
colladaExport14
About
off_export
About
Name DEC Object File Format (.off)... Version Part of IOSuite 0.5
Export selected mesh to DEC Object File Format (*.off) License GPL: Gnu Public Licence
Menu Group: Export Blender 2.42a, 2.45, 2.46
Author Anthony D'Agostino
Link(s) http://www.redrival.com/scorpius
Executable: off_export.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.42a, 2.45, 2.46.
DirectX8Exporter
About
lightwave_export
About
export_lightwave_motion
About
m3g_export
About
Usage
Instructions
To use script:
To−Do list
History
History 0.2
* maximal Precision in VertexArray (with algorithms from Kalle Raita)
* IPO Animation with mesh: Rotation, Translation and Size
History 0.3
* to find a 3d object in your java programm you can assign a userID
your blender object has name 'cube01' your 3d object will have ID 01
Attenuation (OMNI,SPOT):
Intensity of light changes with distance
The attenuation factor is 1 / (c + l d + q d2)
where d is the distance between the light and the vertex being lighted
and c, l, q are the constant, linear, and quadratic coefficients.
In Blender exists much complex posibilies. To simplify exporter uses
only button Dist: distance at which the light intensity is half
the Energy
Color (ALL)
Color of light
Intensity (ALL)
The RGB color of this Light is multiplied component−wise with the
intensity. In Blender : energy
SpotAngle (SPOT)
the spot cone angle for this Light
In Blender: spotSize
SpotExponent (SPOT)
The spot exponent controls the distribution of the intensity of
this Light within the spot cone, such that larger values yield
a more concentrated cone. In Blender: SpotBl
* Ambiente light
Information is taken by world ambiente attribute
* Parenting Part 1
In Blender the Empty object is used to group objects. All objects
which have the same empty as parent are the member of the same group.
is translated in M3G
* Backface Culling
you can use backface culling, if option "use backface culloing" is on.
Culling will be set in PolygonMode object of every mesh. The correct
winding is controlled.
History 0.5
* Bone Animation − Armature (Part 1)
MESH SkinnedMesh
| |
v v
ARMATURE Group
| |
v v
BONE_1 Group
Group_second
| |
V v
BONE_2 Group
Group_secound
ARMATURE
| activ
v
ACTION ANIMATIONCONTROLLER
| 1..n ^
v ANIMATIONTRACK −−> Group_second
IPOs |
v
KEYSEQUENZE
At the moment only the active action of the armature object is translated.
History 0.5
History 0.6
Include the same image only one time into the m3g−file
* Until now all vertices of the faces was been written.
Now the vertices will be used again if possible:
normal and texture coordinates of to vertices have to be the same
* This script uses now correctly the TexFace and Shadless Buttons in
Shading panel (F5)>Material buttons>Material box.
TexFace switches on/off the Export of texture coordinates.
Shadeless does the some with the normal coordinates
* Options:
History 0.7
* Modul shutil is not needed any longer. Exporter has its own copy_file.
(realized and inspired by ideasman_42 and Martin Neumann)
History 0.8
* Blender works with SpotAngles 1..180 but M3G works only with 0..90
M3G use the 'half angle' (cut off angle) (Thanks to Martin Storsjö)
md2_export
About
About
Usage
Instructions
Configuration
When run the exporter will present a graphical interface to control the export process. The following options
can be set.
Features
Face Handling
Hierarchy
• UV mapping and texture information exported. If using multi−texturing, UV layers must have proper
names. Example: Layer0, Layer2,...Layer7.
• Custom color palettes.
Known issues
• Material and shaders are ignored. Future support for material and shader palettes is planned.
• There is no way to set the face color for open/wire faces. Currently they default to black.
• The two−sided draw flag must be set on Layer0
• Do not use sub−faces with alpha faces in the same mesh. The results on export will not be what you
expect. Instead break your alpha faces into a separate mesh
export−iv−0.1
About
Quake 3 (.map)
About
raw_export
About
xsi_export
About
ply_export
About
vrml97_export
About
About
About
Introduction
OBJ is a common 3d format, used to transfer data between applications. Its an easy to parse text file format
and well supported applications such as Maya, 3dstudio MAX, Wings3D and Lightwave.
Links
Usage
Instructions
Select the script from the File Export menu and choose the filename to export to.
Configuration
These options will be presented at export time. in most cases the defaults should be good to use.
Group by materials
Notes
• Only basic smoothing groups are supported using Blenders Smooth/Solid face property. per edge
smoothing is not supported except through using the edge split modifier.
Compatibility
Only mesh data is exported.
Supported
Objects
Materials
Missing
Other
• The obj format has support for curves and nurbs, however these are exported as meshes.
• Vertex color is not supported by the obj format.
• The OBJ format only supports 1 set of UV coordinates, so only the active UV's will be exported.
Known Issues
• Vue Esprit 5 and 6 will not import Blender OBJ files with edges, be sure to disable edge export when
working with Vue Esprit.
Additional Information
x3d_export
About
xfig_export
About
About
http://blenderartists.org/forum/showthread.php?t=92082&page=11
Executable: export_fbx__for_xna.py Modules:
Data: External Dependencies: None
Additional information: n/a
export profile
About
Introduction
Export Profile
Known issues
• the exported svg file doesn't have its "viewport" defined... So, opening it in an image viewer will not
display it right. But the geometry is there...
Credits
Thanks go to:
• Stani for his sdxf library... Many things from this script come from it.
Cal3d
About
Cal3d, http://cal3d.sourceforge.net
Executable: export_cal3d.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.42a − 2.45.
nendo_export
About
truespace_export
About
wrl2export
About
videoscape_export
About
blender2md5_260105
About
egg_export
About
About
Usage
Instructions
1. copy *.py and lego.cfg to the Blender script directory
2. download Complete LDraw.org Parts Library from
http://www.ldraw.org/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=2
and decompress it with directory using winzip
The car.dat and pyramid.dat is coming with
http://www.ldraw.org/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=60
3. edit lego.cfg according to your installation in step 2
4. update your blender scripts menu. The script can be found under Export and Import
Known Issues
1. choice of simular colors. btw:The color is taken from http://isodomos.com/VPH/ColorLego
2. type 1 during reading data file
see "asm in blender.jpg" and "asm in cad.jpg"
Additional Information
To−Do list
1. assign color to face. a mesh can have 16 materials at most, what if a Lego part has
more than 16 colors?
2. type 0, 5 when read data file
3. speed up. The re−index on vertices and faces needs a very big memeory,
and costs too much time. Maybe skip it and let the user "remove doubles". Well,
I prefer to a python interface to "remove doubles" very much.
4. GUI
Credits
Thanks go to:
History
v0.01 − 2004.04.18 by Oyster
− Initial release
fgfs_animation
About
md3−export−0.2−lgt
About
py_bezcurve2svg
About
osgexport−2.41
About
g3d_xml_exporter
About
mesh_export
About
ogre export
About
osgexport−2.42
About
DTSExporter_091
About
About
About
About
BlendEarthv08
About
Then open BlendEarth.blend. run script. The .blend sets file paths. You can now access BLENDEARTH
better from scripts menu 'Wizards'..
help_bpy_api
About
This script opens the user's default web browser at http://www.blender.org's "Blenders Python API" page.
help_browser
About
help_getting_started
About
help_manual
About
help_release_notes
About
Script opens the user's default web browser at www.blender3d.org's "Release Notes" page
help_tutorials
About
help_web_blender
About
help_web_devcom
About
help_web_eshop
About
help_web_usercomm
About
hotkeys
About
ID Property Browser
About
help_py_reference
About
Since 2.45 renamed to help_bpy_api.py. This script opens the user's default web browser at
www.blender3d.org's "Blender Python API Reference" page.
under construction
About
This can texture a simple billboard mesh from any number of selected objects. Renders objects in the
selection to quad faces on the active mesh.
Usage
• Light your model or enable the shadless flag so it is visible
• Make a low poly mesh out of quads with 90d corners. (this will be you billboard mesh)
• Select the model and any lamps that light it
• Select the billboard mesh so that it is active
• Run this script, Adjust settings such as image size or oversampling.
• Select a place to save the PNG image.
• Once the script has finished running return to the 3d view by pressing Shift+F5
• To see the newly applied textures change the drawtype to 'Textured Solid'
About
This script makes a new image from the used areas of all the images mapped to the selected mesh objects.
Image are packed into 1 new image that is assigned to the original faces. This is usefull for game models
where 1 image is faster then many, and saves the labour of manual texture layout in an image editor.
Introduction
Description
This script makes a new image from the used areas of all the images mapped to the selected mesh objects.
Image are packed into 1 new image that is assigned to the original faces. This is usefull for game models
where 1 image is faster then many, and saves the labour of manual texture layout in an image editor.
Options
This script is accessed from UV/Face mode and packs images from the active mesh.
image path
no ext
A new PNG image file will be created at this path. use // as a prefix for the current blend file location.
otherwise you may specify the full path. Do not add in a file extension.
Pixel Size
The size of the image, this value is used for width and height to make a square image.
Pixel Margin
When cropping the image to the bounds of the used areas add this pixel margin, this stops lower
resolution textures (mipmaps) from bleeding the edge colour into the faces that use thsi texture.
Keep Image Aspect
If this is turned off, the tiles will stretch to the bounds of the image, making the images look stretched
in an image viewer. however it will give better results when viewed in 3d because there is more pixel
information in the image.
Texture Source, All Sel Objects
When enabled all selected objects will have their textures packed into the texture.
Examples
Here is an test case where I took 5 unedited photos, mapped them to a low poly mesh, and pack them into 1
texture.
Finished Details with roof and side Texture view Back wall with generic
walls texture
Model in details
About
• This script opens the current image in an external application for editing.
Usage
Choose an image for editing in the UV/Image view.
To configure the application to open the image with, hold Shift as you click on this menu item.
For first time users try running the default application for your operating system. If the application does not
open you can type in the full path. You can choose that the last entered application will be saved as a default.
• Note, default commants for opening an image are "start" for win32 and "open" for macos.
About
file paths do not point to an existing image file, all image paths are made relative where possible. usefull
when moving projects between computers, when absolute paths links are broken.
About
http://gamulabs.freepgs.com/blends/scripts/
Executable: 2dcutout.py Modules:
Data: External Dependencies: None
Additional information:
About
Image Browser
About
About
http://www.joshuascotton.com
Executable: imagebrowser.py Modules:
Data: External Dependencies: None
Additional information: n/a
under construction
About
Introduction
This script imports lamps, cameras, primitives and meshes with materials, textures, UV coords and vertex
colors.
Its aim is not to support every X3D/VRML standard since that would require supporting interactive elements
and features that don't map well to blenders
Importing hand written VRML files that make use of more advanced features like PROTO's will not work,
however this importer should be able to load scenes generated from other 3D software.
Usage
Instructions
n/a
Shortcuts
Editor info: List of shortcuts used by the script, if any. Mostly relevant for scripts with guis. We should of
course standardize basic ones: ESC to cancel, ESC and q to quit, etc.
Configuration
Editor info: Config options available in the script's gui or via the Scripts Config Editor.
Notes
n/a
Compatibility
Supports importing static VRML97 scenes, textures, lights, geometry and cameras.
Geometry
IndexedFaceSet
• colorPerVertex True/False
• texCoord's
• ccw bool flips faces when False
• color
Unsupported
• convex bool (ignored)
• normals, normalPerVertex (ignored since blender uses its own normals)
IndexedLineSet
Imported as poly curves, color is unsupported because blender cannot sure color in curves.
IndexedPointSet
Import as a mesh with verts, color is unsupported because blender cant store color per vertex.
Sphere
Supports all parameters
• radius
Cylinder
Supports all parameters
• radius
• height
• bottom
• side
• top
Cone
Supports all parameters
• radius
• height
• bottom
• side
Box
Supports all parameters
• size
Appearance
• ambientIntensity
• diffuseColor
• emissiveColor − converted from a color to an intensity
• shininess
• specularColor
• transparency
• repeatS and repeatT − converted to texture repeat and image clampX/Y values.
• translation
• rotation
• scale
• center
Lights
• beamWidth
• color
• cutOffAngle
• direction
• intensity
• location
• radius
Unsupported
• ambientIntensity cant be used for blenders lamps.
• attenuation formula dosnt convert into blenders attenuation modes.
• "on" would not be useful to support.
Other
Inline
Inline option for referencing external VRML files is supported. Note, currently this is not supported for the
x3d importer.
Known Issues
• PROTO defined types are not supported yet.
• Importing instances is not yet supported.
3D Studio Importer
About
Links
• link 1
• link 2
• Back to Catalog | Import
AC3D Importer
About
DXF−3D Importer
About
Introduction
The importer doesn't require a full Python installation. The only dependences: math module,
dxfColorMap.py and dxfReader.py from %BLENDER%/.blender/scripts/bpymodules/.
Downloads
Links
Usage
Installation
Preprocessing
Normally, the DXF data do not need extra manual preparing. The importer script can perfectly handle
complex DXF−objects like BLOCKs, POLYLINEs and POLYMESHes, so there is no need to "explode"
objects before importing.
Only 3DSOLID needs conversion to mesh representation, mainly because there is no free access to ACIS data
in DXF files. ACIS is a 3D technology developed by SPATIAL.
The script will import any DXF version from R12 to 2007 and probably future versions, since DXF format is
incremental, but until now R12 has been tested more thoroughly and has better compatibility.
If you have a DXF file that fails to import, you can usually manage to reduce/simplify it, until it imports, with
the techniques described below.
User Interface
All UI buttons and fields are documented with tooltips. Buttons/options marked with *) are "under
construction" − only partially functional.
newScene A new Blender scene will be created for each imported DXF file. The Scene object will inherit the
DXF filename.
X resets configuration to default parameters. 2D and 3D buttons set optimal parameters for 2D or 3D import.
DXFfile > select .DXF file with the Blender file selector or type filename directly into the text field.
*.* types for you *.dxf instead of filename to import all DXF files from selected directory, each into
separate scenes.
Configuration
Presets Management
INI file > select .INI file with the Blender file selector or type filename directly into the text field.
# calls the names of standard preset .INI files saved in the project directory. The fastest and easiest way to
switch user−defined configurations.
Object Filtering
DXF−Object−Type buttons activate/deactivate support for DXF object types and define their counterpart
representation in Blender to choose with a pop−up−menu:
curve − geometry represented as Blender curve object
thin box − geometry represented as thin scaled Blender cube primitive
thin cyl − geometry represented as thin scaled Blender cylinder primitive
mesh − geometry represented as Blender mesh object
edges − geometry represented as Blender mesh object without faces!
empty − geometry represented as Blender empty object − as placeholder for position/rotation/scale
information
BLOCK activates support for BLOCKs, INSERTs, MINSERTs. They will be imported as groups into layer
19 and then referenced at each insert point as empties with dupliGroups. (v1.14 plan) pop−up−menu with
options: as realGroups or exploded into flat non−hierarchical structure.
BLOCK−F (plan v1.14) activates filtering of BLOCKs with lists of accepted_names and unwanted_names.
views stores VIEW and VPORT definitions as Blender cameras. It works for both kinds of VIEWs:
perspective and orthogonal. Camera's clipping need manual adjustment. (wip v1.13)
lights support for AVE−RENDER−lights: DIRECT, OVERHEAD and SH_SPOT. Still in early stage:
supports now only location and color. The lights need manual adjustment for direction and intensity. (plan
v1.14)
more Filtering
Material Management
material DXF−Property activates support for material management. It is recommended to use DXF−object
properties (COLOR, LAYER) for coding Blender materials.
(plan v1.14) Configuration file(.ini) will be able to store various material setups.
(plan v1.14) planed support for AVE−RENDER−material definitions.
glob.reLoc activates relocation of DXF data for better adaptation to Blender's scene limits. −> calls
Popup−Box to type in the relocation vector x,y,z in DXF units.
glob.Scale activates global scaling of entire DXF scene for better adaptation to Blender's scene limits. There
are many presets to choose with x , e.g., an architectural drawing in [mm] can be scaled into [m] with a x
0.001 scale factor.
For the most architectural projects the most optimal solution is 1 Blender unit = 1 meter.
The options "yard/feet/inch to meter" help to transfer projects from imperial units system.
user def. preset calls Popup−Box to type any individual scale factor.
Note: Blender's workspace is limited to maximal +/−1.000.000 units in all x−y−z directions.
The default limit is set to +/−1.000 due to optimal screen performance by Blender.
You can set higher limits up to +/−1.000.000 with 3D−Window−>View−>View Properties after set Spacing
parameter to max = 100.
Then don't forget to increase Clip Start and Clip End for the optimal view range.
A few CAD−systems use even bigger coordinate spaces. The only way to make big dimensioned models
Controllers
trim < 3.00 > activates intersection of wide POLYLINE segments. The parameter (1.0 − 5.0) bewares the
section algorithm of producing extreme corners.
< bR: 1.000 > is basis radius for circle resolution (in Blender units: 0.01 − 100.0). < 64 > is
resolution(=segmentation) parameter for cylinders, circles, arcs and ellipses (4 − 500). The objects will be
drawn with:
adapted_resolution = resolution * sqrt(radius / basis_radius).
caps draws top and bottom caps for circles, ellypses, cylinders etc.
to Curves a subset of DXF entities (LINE, ARC, CIRCLE, ELLIPSE and POLYLINE) will be drawn as
Bezier or NURBS curves.
< 4 > is the amount of control points (= segments) in Bezier curve representing circle (3 − 32).
Lay helps to sort objects in Blender. All objects from each LAYER will belong to the same Blender group.
vGroups creates Vertex Groups in generated Blender meshes for easier post−processing. E.g. faces in
2d−POLYLINE are sorted in groups: right/left/top/bottom.
oneMesh groups DXF entities into one mesh object (respectively their type and their layer/block assignment).
It is highly recommended for importing bigger files, because the reduced amount of created objects helps
Blender to be more efficient with imported work. This results in huge performance increases.
elevation < 0.0 > (wip v1.13) you can set Z−coordinate for all imported objects.
• distance
• thickness
• width
property − − − the original property value will be imported, regardless of the minimal limiter
property F < min. > − the property value will be changed to the limiter value only if smaller.
− F < min. > − regardless of property value, the limiter value will be drawn. "thin boxes / sticks".
− − − − the property will not be supported
Note: "width" und "thickness" are also used as parameter for "thin box"−representation of POLYLINEs,
LINEs, ARCs, CIRCLEs, ELLYPSEs and POINTs.
DXF−Analyze−Tool
The DXF−Analyze−Tool can help to manage problems with DXF files from various CAD platforms.
It reads selected DXF file, check the code consistency and writes statistics into a plane text
filename_DXF.INF.
The informations are stored there in form of lists about:
• VIEWs
• VPORTs
• LAYERs (layer_name, color_index, frozen_status)
• BLOCKs dependences (block_name, unused/xref status, child_blocks: name, layer, color,
insert_scale, space_mode)
These lists may be used (plan v1.14: directly) for preparing configuration files for customer specific import
jobs.
(plan v1.14): infos about: cameras, lamps, paper space status; more statistics about: xref−layers,
unsupported entities, dxf−errors.
Optimization
A typical dxf drawing, like for example an architecture plan, is usually made with a very different purpose
than for importing in a 3D application. So it will probably contain hundreds, if not thousands, of objects like
texts, hatch patterns, symbols, annotations, dimensions, references, indications, sheet borders, titles, etc... that
won't be of any use in blender, and that will make the importer take very long times to import and possibly
fail to import. It will also make your blend file very heavy to manipulate.
Besides, dxf drawings can also be badly drawn and have several problems like several equal lines on top of
each other, "flying" objects with a Z coordinate higher than zero, etc... that can cause problems during the
import process or in your drawing later.
Although the DXF−importer can fix many of these problems with tools from advanced configuration panel,
there are still situations where the manual way is the most reliable one.
So, if you have a CAD software available that can edit dxf files, such as Autocad or QCad, and you know how
to use it, there are several things you can do before importing your file in blender, that can ease the import
process and your work later, and avoid or solve import failures:
• Do a "purge": Several CAD programs have a function similar to "purge" in autocad, that can remove
unused data from the file. This can reduce much the file size and complexity.
• Delete unnecessary objects or layers: Several dxf objects, like dimensions and hatches, won't be
imported in Blender, so there is no need to delete them, but sometimes there will be layers of objects
that will be of no use for your 3d work, such as symbols, annotations, etc... Try to keep only what
you'll need.
• Re−save your drawing as R12 dxf: version 12 has been more extensively tested than more recent
versions, so this might help.
• Make several smaller files by saving parts of the drawing in new files: This could help you to locate
in which part of the drawing is a problem that makes the importer fail.
• Copy/paste all objects in a fresh, new, empty drawing: Sometimes some error lies in your dxf files
that makes the importer fail. Doing this often solves failures.
• Remove non−ascii characters from your layers and blocks names: Some non−ascii characters
(like é, ã, $) in entities names may cause errors when importing.
Batch−mode
The batch−mode is not implemented, but you can import multiple DXF−files at once: in DXF−file input mask
type *.dxf and all DXF files from selected directory will be imported. (into separate scenes or optionally
into active scene).
Notes
• During the import process the UI is blocked. To stop or cancel the import, flip over to the
console−window and hit ctrl−c .
• DXF−Blocks are created on layer 19 as Blender groups, then referenced at each insert point as
dupli−groups.
• To improve performance on large DXF files, use the <oneMesh>−button in config menu.
• It is recommend that you run 'RemoveDoubles' on each imported mesh after using this script.
Especially wide POLYLINEs produced in non−trim mode have many DoubleVertex.
• DXF drawings can contain entities in extra layout area named "paper space". This area is now
supported (UI option "paper space" in version 1.0.11).
• Blender objects names are limited to max.21 characters. The longer names from DXF file (max.256
characters) are converted into a short form (3+14+4): prefix"obj_type" + "obj_name" + suffix".001"
Known issues
• Big DXF−files (over 1500 objects) decrease import performance. The problem is not the inefficiency
of python−scripting but Blenders performance in creating new objects in his database − probably a
database management problem.
Compatibility
Supported
Supported DXF r12 Objects:
LINE,
POINT,
SOLID,
TRACE,
TEXT,
INSERT (=block),
MINSERT (=array of blocks),
CIRCLE,
ARC,
3DFACE,
2d−POLYLINE (=plane, incl. arc, variable−width, curve, spline),
3d−POLYLINE (=non−plane),
3d−POLYMESH,
3d−POLYFACE,
VIEW, VPORT,
XREF (External Reference).
Geometry:
2d and 3d support for DXF−objects.
Curves imported as curves or meshes optionally.
Layout:
"model space" is default,
"paper space" as option (= "layout views")
Hierarchy:
Entire DXF BLOCK hierarchy is preserved after import into Blender:
BLOCK definitions represented as groups on layer19
and inserted as dupliGroups (INSERTs) on target layer.
Properties:
visibility status,
frozen status,
thickness,
width,
COLOR,
LAYER,
(planed for v1.15: XDATA, grouped status, LINETYPE, LINESCALE)
Missing
Unsupported Objects:
DXF r12: DIMENSION.
DXF>r12: GROUP, RAY/XLINE, LEADER, 3DSOLID, BODY, REGION, dynamic BLOCK
Additional Information
To−Do list
− the new style object visibility
− support for 3d−solids (ACIS)
Credits
Thanks go to:
− Campbell Barton (aka ideasman42) for Py−API support and SVN updates
− Michael Appleby (aka Intanjir) for wiki grammar check
− JohnFr for wiki grammar check
− Yorik van Havre (aka yorik) for wiki text "Optimization"
History
v1.xx − 2007/2008 by migius
planned tasks:
−− command−line−mode/batch−mode
−− in−place−editing for dupliGroups
−− support for MLINE (is exported to r12 as BLOCK*Unnamed with LINEs)
−− support for MTEXT (is exported to r12 as TEXT???)
−− blender_object.properties['dxf_layer_name']
−− better support for long dxf−layer−names
−− Configuration files(.ini) should/can handle various material setups
−− added f_layerFilter
−− to−check: obj/mat/group/_mapping−idea from ideasman42:
−− "fill/non−fill" option for closed curves: CIRCLEs,ELLIPSEs,POLYLINEs
−− bug:? object = Object.Get(obname) −> = SCENE.getChildren(obname)
−− "normalize Z" option to correct non−planar figures
−− LINEs need "width" in 3d−space incl vGroups
−− support width_force for LINEs/ELLIPSEs = "solidify"
−− bug: dxf−files without "section:layer" missing layersmap{}
−− bug: color_index BYLAYER=256, BYBLOCK=0
About
About
Links
• collada141_testfiles.zip (2008.08.04) − DAE testing files: animated node hierarchy with uniform/non
scaled subnodes
About
Name DEC Object File Format (.off)... Version Part of IOSuite 0.5
Import scene from DEC Object File Format (.off). License GPL: Gnu Public Licence
Menu Group: Import Blender 2.42a − 2.46
Author Anthony D'Agostino (Scorpius)
Link(s) http://www.redrival.com/scorpius
Executable: off_import.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.42a − 2.46
About
About
About
Introduction
To−Do list
Credits
Thanks go to:
History
v1.00 − 2008.01.22 by Bill Niewuendorp
About
MilkShape3D (.ms3d)
Name MilkShape3D (.ms3d) Version 1.0 − 2008.04.24
Import from MilkShape3D file format (.ms3d) License GPL
Menu Menu Group Import Blender 2.45 − 2.46
Author Markus Ilmola
Link(s)
Executable: ms3d_import.py Modules:
Data: External Dependencies:
Additional information: * Included in Blender 2.46.
Credits
Thanks go to:
History
v1.00 − 2008.04.24 by Markus Ilmola
About
This script imports BVH motion capture data to Blender as empties or armatures.
Links
• link 1
• link 2
• Back to Catalog | Import
About
Usage
Instructions
Configuration
When run the importer will present a graphical interface to control the import process. The following options
can be set.
Features
Face Handling
• Sub−Face relationships are preserved. Sub−Faces that are parented to an N−Gon face are not
supported.
• NGons are triangulated on import.
• Faces with a single vertex are imported as loose points.
• Faces with just two vertices are imported as wire edges.
• Wireframe and Open Wireframe faces are imported as loops of wire edges.
Known issues
• Material and shaders are ignored. Future support for material and shader palettes is planned.
• For triangulated faces, normals must be recomputed outward manually by typing Ctrl N in edit mode.
• Alpha attribute of faces is not set correctly on import. (This does not affect export)
• The importer currently uses remove doubles to unify the mesh after import. If you have two sibling
faces that are oppositely oriented one of them will be removed. To prevent this, make sure that your
original file has oppositely oriented faces not share a parent.
Paths Importer
About
Links
• link 1
• link 2
• Back to Catalog | Import
About
Links
• link 1
• link 2
• Back to Catalog | Import
About
Links
• link 1
• link 2
About
Links
• link 1
• link 2
• Back to Catalog | Import
About
Links
• link 1
• link 2
• Back to Catalog | Import
About
http://blender.formworks.co.nz/batch_stl/batch_stl.html
Executable: batch_stl.py Modules:
Data: External Dependencies: None
Additional information: Open with text editor then change in line '332' txtfile.val,999, to txtfile.val,399,
then save.
Links
• link 1
• link 2
• Back to Catalog | Import
About
http://bane.servebeer.com/programming/blender/
Executable: md5importer−0.3.py Modules:
Data: External Dependencies: None
Additional information: n/a.
Links
• link 1
• link 2
• Back to Catalog | Import
About
Links
Additional Information
Editor's note: use
http://wiki.blender.org/index.php?title=Special:Upload&wpDestFile=Scripts−c3d_import.zip to
update file
About
http://blog.global6.net/julesd/index.php?/categories/4−Midi_Import_X
Executable: Midi_Import_X.0.6.py Modules:
Data: External Dependencies: None
Additional information: It is derived from J.Perrin's version of the script but a whole way further on down
the line.
Links
• link 1
• link 2
• Back to Catalog | Import
About
Links
• link 1
• link 2
• Back to Catalog | Import
About
Links
• link 1
• link 2
• Back to Catalog | Import
DXF Importer
About
Introduction
This script imports the dxf Geometery from dxf versions 2007 and earlier. The new version has its own wiki
page here.
Supported
At this time only mesh based imports are supported. Future support for all curve import is planned.
• Lines
• LightWeight polylines
• True polylines
• Text
• Mtext
• Circles
• Arcs
• Ellipses
• Blocks
• 3Dfaces
Known issues
Does not convert perfectly between Object Coordinate System (OCS) and World Coordinate System (WCS).
Only rudimentary support for true polylines have been implimented − splines/fitted curves/ 3d
plines/polymeshes are not supported. No support for most 3d entities. Doesn't support the new style object
visability. There are problems importing some curves/arcs/circles.
Notes
This is primarally a 2d drawing release. Currently only support for 3d faces has been added. Blocks are
created on layer 19 then referenced at each insert point. The insert point is designated with a small 3d
Links
About
Links
• link 1
• link 2
• Back to Catalog | Import
About
About
About
Links
• link 1
• link 2
• Back to Catalog | Import
About
About
Links
• link 1
• link 2
• Back to Catalog | Import
About
Links
• link 1
• link 2
• Back to Catalog | Import
About
Links
• link 1
• link 2
• Back to Catalog | Import
GTA Importer/Exporter
About
Links
• link 1
• link 2
• Back to Catalog | Import
About
Links
• link 1
• link 2
• Back to Catalog | Import
About
History
v0.04.00 − 2004.08.29 by Alessandro V.
− Added : − MPD (Multi−Part DAT) File support
v0.03.00 − 18 august 2004.08.18 by Alessandro V.
− Added : − Transperent colours
− Fixes : − Corrected 'black' faces by use of 'TwoFaces' mesh
− Code : − Totaly rewritted code, introduced two classes LegoFile
and LegoObject that contains all the necessary code
− Eliminated all unneeded string functions
using string object methods instead:
string.split() string.upper()
− Eliminated all unneeded matrix functions
using matrix object methods and functions
matrix1 * matrix2 VecMultMat1(v,m)
v0.02.01 − 09 august 2004.08.09 by Alex Lindeijer
− Fixes : − added legocolor to file
v0.02.00 − 2004.08.08 by Alex Lindeijer
− Added : − every part and model (in PARTS and MODELS directory is an object)
− mesh for same partnumber is reused.
− Fixes : − Correct coords: blender (x,y,z)= ldraw(x,z.−y)
− no double vertexes
v0.01.01 − 2004.07.04 by Alessandro V.
− Fixes : − Corrected bad rotation and translation of some objects due
to a not good code in transposing coordinate system.
Now object are imported whith original (Ldraw) axes.
− Code : − Introduced the Split() function and restructured software
using this function and deleting CVertex, CValue classes
v0.01.00 − 2004.06.29 by Alessandro V.
− Initial release
About
Usage
Instructions
1. copy *.py and lego.cfg to the Blender script directory
2. download Complete LDraw.org Parts Library from
http://www.ldraw.org/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=2
and decompress it with directory using winzip
The car.dat and pyramid.dat is coming with
http://www.ldraw.org/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=60
3. edit lego.cfg according to your installation in step 2
4. update your blender scripts menu. The script can be found under Export and Import
Known Issues
1. choice of simular colors. btw:The color is taken from http://isodomos.com/VPH/ColorLego
2. type 1 during reading data file
see "asm in blender.jpg" and "asm in cad.jpg"
Additional Information
To−Do list
1. assign color to face. a mesh can have 16 materials at most, what if a Lego part has
more than 16 colors?
2. type 0, 5 when read data file
3. speed up. The re−index on vertices and faces needs a very big memeory,
and costs too much time. Maybe skip it and let the user "remove doubles". Well,
I prefer to a python interface to "remove doubles" very much.
4. GUI
Credits
Thanks go to:
History
v0.01 − 2004.04.18 by Oyster
− Initial release
About
Links
• link 1
• link 2
• Back to Catalog | Import
About
Links
• link 1
• link 2
• Back to Catalog | Import
About
Usage
Optionally you can operate on all faces and many objects as well as multiplying with the current color.
VCol Gradient
About
Introduction
Description
Examples
About
• This script uses the angles between faces to shade the mesh,
and optionaly blur the shading to remove artifacts from spesific edges.
Introduction
Self Shadow
Mode: Vertex Paint (Mesh)
Description
Uses the mesh geometry to shade the mesh, similar to Ambient Occlusion.
Examples
Elephant Shaded
autoname_material_textures
About
materializer
About
MakeHuman subsurfscatt
About
Material Works
About
Random Color
About
Refractor
About
TransplExpress
About
* Auto_Name_Material_Textures_248
* MHSSS_248
* Material_Works_248
* Materializer_248
* Random_Color_248
* Refractor_248
* TransplExpress_248
some scripts have been modified to include: Authors Details. BPY Doc Text. GPL License Block. Making
Them Work.
To install these scripts in Blender. Copy the contents of the folder _py_materials_248 to your default scripts
location. on windows this is Blender//.blender/scripts.
enjoy.
Download: Materials Menu Toolkit : Materials Scripts − (2008.05.25) − script+binaries as archive file
".rar"
About
bevel_center
About
mesh_cleanup
About
rvk1 to rvk2
About
Discombobulator
About
mesh_edges2curves
About
mesh_mirror_tool
About
Introduction
Description
This script is used to mirror vertex locations and weights. It is useful if you have a model that was made
symmetrical but has verts that have moved from their mirrored locations slightly, causing Blender's X−Mirror
options not to work.
Weights can be mirrored too, this is usefull if you want to model 1 side of a mesh, copy the mesh and flip it.
You can then use this script to mirror to the copy, even creating new flipped vertex groups, renaming group
name left to right or .L to .R
Vertex positions are mirrored by doing a locational lookup, finding matching verts on both sides of a mesh
and moving to the left/right or mid location.
The vertex weights work differently, they are mirrored by location also, but they mirror in pairs, rather it
works by finding the closest vertex on the flip side and using its weight.
When a location mirror is finished, verts that have not been mirrored will remain selected. A good way to
check both sides are mirrord is to select the mirrored parts, run this script with default options and then see of
there are any selected verts.
mesh_poly_reduce
About
Introduction
Poly Reducer
Mode: Edit Mode (Mesh)
Description
This tool can be used instead of blenders decimator modifier as a way to remove polygons from a mesh while
keeping the original shape as much as possible.
Options
Poly Reduce is accessed from editmode and will operate on the entire mesh.
Poly Reduce
Scale the meshes poly count by this value.
Boundary Weight
Weight boundary verts by this scale. Zero disables boundary weighting.
A boundary vert is a vert that is not completely surrounded by faces. Some meshes have no boundary
verts. eg. a cube has no boundary verts where a plane has all boundary verts.
Area Weight
Collapse edges affecting lower area faces first. Zero disables area weighting.
Triangulate
Convert quads to tris before reduction, for more choices of edges to collapse.
The advantage of triangulating is you have a larger set of edges to choose from when collapsing giving a
higher quality result.
UV Coords
Interpolate UV Coords (if existing)
Vert Colors
Interpolate Vertex Colors (if existing)
Vert Weights
Interpolate Vertex Weights. (if existing)
Hints
Poly reducer has some advantages and disadvantages compared to Blenders decimator modifier, here are
some pros and cons.
Pros
Cons
• Fairly Slow
• Uses a lot of memory
Examples
famous cow.
Example of an 80% Reduction using a weight map for influencing the result− Original, Weight Map, Result
of or an
mesh_wire
About
mesh_solidify
About
mesh_unfolder
About
unweld
About
4mm_edge_intersection
About
bevel03
About
flatten
About
MeshChecker[1].1
About
mesh_py_redux
About
mesh_solidify_v2
About
pointalign
About
subdivide
About
NormalSmooth1
About
About
Vertex Noise
About
Skin Faces/Edge−Loops
About
Usage
• In mesh Edit mode select the vertices of the loops (closed paths / curves of
vertices: circles, for example) that should be skinned, then run this script. A pop−up will provide further
options, if the results of a method are not adequate try one of the others.
disp_paint
About
mirror_bone_weights
About
mesh_skin
About
mesh_tri2quad
About
BMAE_v1
About
Ctools
About
extrudealongnormal
About
face_mesh_sel_same
About
mesh_displace_uv
About
mesh_flatten_faces
About
Vert2Face 0.3
About
wire_mesh_py
About
auto_edge
About
About
BatchX
About
http://blender.formworks.co.nz/index.pl?p=4
Executable: batchx.py Modules:
Data: External Dependencies: None
Additional information: n/a.
MakeNebula
About
About
Bar−Graph−O−Matic
About
http://blenderartists.org/forum/showthread.php?t=79285
Executable: graph_gui.py Modules: graph.py
Data: External Dependencies: None
Additional information: n/a.
About
Audio Analysis
About
Fractalite forTe
About
About
Name Fractal Dream Imagery for short code challenge Version july 15 2007
Makes complex Fractal License n/a
Menu Group: Misc/Open with text editor Blender 2.45
Author RobertT
Link(s) http://blenderartists.org/forum/showthread.php?t=100918
Executable: Fractal Dream Imagery.py Modules:
Data: External Dependencies: None
Additional information: Open in text editor then press alt/p to run
Fractal IanC
About
About
About
Mass Duplicate
About
Project Cursor
About
Pyramidaze
About
Shrinkwrap (almost)
About
Links
Introduction
Description: calculates the sun position based on user input data from the script GUI.
Usage: run via the GUI following the instructions as written there −or− change the default values specifically
in this script and run it alt−p.
Usage
Instructions
000. Place the gui & script (sun_gui.py and sun.py)
into your scripts directory
00. Open the GUI script in your script window or open it
in your text window and hit ALT + P
−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
0. Scene is oriented by top view [num7], North is
up (+y), East is right (+x), if this default is
changed, then those used may not be the same.
NOTE: IF THE DEFAULT VALUES ARE CHANGED THIS
APPLICATION SAVES A FILE (*.dat) IN THE DIRECTORY
YOU ARE WORKING
1.In Top view, create a new Empty at the desired
sun rotation pivot position
2.Along X−axis of Empty create lamp for Sun,
position it so far out as needed
3.Select the sun then Empty and parent [ctrl−P],
4.Change location, time, etc definitions as needed
5. {Run} runs the script, linking it to the empty if
script links are enabled.
{reset} resets default position, clears link
To−Do list
Credits
Thanks go to:
History
v1.0 − 2004 by Grzegorz Rakoczy − first release
pb1 − 2006.08.25 − patrick7 −Bugs fixed and features added:
1. orientation, changed to radians for calculation
2. orientation, automatic calculation based on transit approximation
3. notes, included text explaining further the variables
4. added blender stuff for running via script window
pb1 − 060826 − script fixes
pb1a/b − 060827 − working in gui.. found out can't
have scriptlink and gui at the same time, need file
anyway for defaults, decide to seperate.
pc1 − 060828 − seperated out of sun−pc1.py
pc2 − 060828 − removed GUI, clean up
pc3 − 060829 − functional reading from file.
c − 060830 − almost release
0c − 060830 − fixing globals trying to fix bug
d − 2006.09.03 − release by patrick7
Spirofit
About
Stamp Noise
About
Terry Noise
About
Trefoil Knot
About
unfolder
About
About
Name split mesh in separated objects Version 2002 −−> july 2005
split different parts of a mesh in separated objects. License GPL: GNU General Public License
Menu Group: Opens with Text Editor Blender 2.42a
Author Jm Soler
Link(s) http://jmsoler.free.fr/didacticiel/blender/tutor/split_frag_mesh_en.htm
Executable: disperser.py Modules:
Data: External Dependencies: None
Additional information: n/a.
Drop To Ground
About
PyTablet v1.0b
About
Alpbrush
About
About
Ruler
About
object_apply_def
About
This script is the result of merging the functionalities of two other scripts included in Blender 2.34 − 2.41:
Martin Poirier's Apply_Def.py and Jean−Michel Soler's FixFromArmature.py.
Axiscopy
About
See Also
• Tutorial on 'Axis Orientation Copy' − Web based tutorial on using this script.
object_batch_name_edit
About
mesh_boneweight_copy
About
Introduction
Description
This copies weights from one mesh to another based on vertex locations. It can also be used to update a mesh
thats alredy weighted, by selecting the verts on the target mesh. Then using the "Copy To Selected" option.
About
obdatacopier
About
About
About
object_random_loc_sz_rot
About
Selection to DupliGroup
About
UVcopy
About
About
rename_obdata_to_ob
About
ConvexHull
About
tapertwist_v2b
About
Object Aligner/Displacer
About
Spirals
About
Auto Tile
About
http://blenderartists.org/forum/showthread.php?t=105564
Executable: Auto_Tile.py Modules:
Data: External Dependencies: None
Additional information: n/a
Catenary
About
MegaBool
About
Usage
−By Menu−
Notes
Like any boolean algorithm, normals on the source meshes must be all facing outside. To fix normals, select a
mesh, enter edit mode, select all verticies, and press Ctrl+N. Also, all intersections must create closed loops.
(Basically the meshes should be closed.) If you find a set of meshes that do not work send me the .blend file
and an explaination of the problem. Subsurf and Edge Split should be turned off before using this script.
(Actually any modifiers are best disabled.)
Known Issues
n/a
Additional Information
n/a
To−Do list
Credits
Thanks go to:
• Theodore K Schundler
History
Date: Updates:
sections
f/n−gon support.
About
http://blenderartists.org/forum/showthread.php?t=108892
Executable: GwensBigNumbers1_12c.py Modules:
Data: External Dependencies: None
Additional information: Tutorial Available On BA link.
Prim.Blender
About
About
knife
About
object copier
About
object_select_io
About
regexpRenameSelectedObjects
About
repeat
About
Transp Reference
About
Extractor
Name Extractor (yafray) Version 0.2.0 Pre
Export to Yafray. License GNU Lesser General Public License
Menu Group: Export Blender 2.42a
Author Johnny Matthews
Link(s) http://www−users.cs.umn.edu/~mein/blender/plugins/python/import_export/extractor/index.html
Executable: Extractor.py Modules:
Data: External Dependencies: None
Additional information: n/a.
kerkythea
Name Kerkythea (.xml)... Version 1.02.03
Save a Kerkythea scene file. License GPL: GNU General Public License
Menu Group: Export Blender 2.42a
Author "Ioannis Pantazopoulos, Campbell Barton, Federico 'Lox' Lucignano, Jm Soler"
Link(s) http://cobalt3d.free.fr/images_3dblender/kerkythea/documentation/Blender2Kerkythea_en.htm
http://www.kerkythea.net/joomla/
Executable: kerkythea.py Modules:
Data: External Dependencies: None
Additional information: * Also available as 'Patch' B2K.exe for better functions.
blender gelato
Name Blender Gelato Version 0.18
Render with NVIDIA Gelato (R). License GPL: GNU General Public License
Menu Group: Render Blender 2.47
Author Mario Ambrogetti
Link(s) http://blendergelato.googlecode.com/svn/tags/version−0_18/blendergelato.py
http://www.kino3d.com/forum/viewtopic.php?t=4374
Executable: blendergelato.py Modules:
Data: External Dependencies: None
Additional information: n/a.
indigo_export
Name Indigo v0.6t6−b1... Version v0.6 test 6
Export to Indigo v0.6 scene format (.xml). License GPL: GNU General Public License
Menu Group: Export Blender 2.42a
Author Nick Chapman, Zuegs, Ewout Fernhout, Leope
Link(s) http://mediawiki.blender.org/index.php/BlenderDev/Indigo_exporter
Executable: Dev−Indigo_export_0.6test6_beta1.py Modules:
Data: External Dependencies: None
Additional information: n/a.
radiance_233GUI
Name Radiance (.RAD) Version 233
Export Radiance for Blender 2.33. License N/A
Menu Group: Export Blender 2.42a
Author Jan Walter, Modified by Jacob (ray_theway)
Link(s) http://mywebpages.comcast.net/rayae1/download.html
Executable: radiance_233GUI.py Modules:
Data: External Dependencies: None
Additional information: n/a.
rayexport
Name COS426 .ray Version 0.1
COS426 Raytracer File Format. License N/A
Menu Open with Text Editor Blender 2.42a
Author Forrester Cole
Link(s) http://www.cs.princeton.edu/courses/archive/spr06/cos426/assn2/blender/blender.html
Executable: rayexport.py Modules:
Data: External Dependencies: None
Additional information: n/a.
VlighTunnel v0.1
Name VirtuaLight1.4 Version 1.4
Touche R pour un rendu Raytracing, touche O pour un
License GNU General Public License
rendu OpenGL.
Menu Group: Misc Blender 2.42a
Author Par Kaal_le_Saint
Link(s) http://projects.blender.org/snippet/detail.php?type=snippet&id=9
Executable: VirtuaLight 1.4.py Modules:
Data: External Dependencies: None
Additional information: n/a.
lanc_povanim242
Name Povanim 2.42−01 Version 2.42_01 − 2006.08.03
Export to povray/megapov/mlpov/subpov (.pov/.ini) format. License Other
Menu Group: Export Blender 2.42a
Author jean−michel Soler
Link(s) http://jmsoler.free.fr/util/blenderfile/fr/povanim_en.htm
Executable: lanc_povanim242.py Modules: povanim241_07.compiled python file
Data: External Dependencies: Povray installed
Additional information: * Read install/site notes, Set file paths in script.
radiosity_export
About
Povanim 2.42−01
About
Farm_Render (Farmerjoe)
Name Farm Render Version n/a
Render using other machines with Blender and this
License GPL: GNU General Public License
script!.
Menu Group: Render Blender 2.42a
Author Mitch Hughes (lobo_nz)
Link(s) http://blender.formworks.co.nz/farmerjoe/farmerjoe.html
Executable: Farm_Render.py Modules:
Data: External Dependencies: (In folder .blender/scripts/Farm_render)
Additional information: * http://blender.formworks.co.nz/farmerjoe/README.html#Installation.
BFOV−0.0.2
Name BFOV ( field of view ) Version 0.0.2 > 17/09/05
Set up the camera's field of view to match a real world camera!. License N/A
Menu Group: Wizards Blender 2.42a & 2.45
Author macouno
Link(s) http://www.alienhelpdesk.com/python_scripts/old_scripts
Executable: BFOV−0.0.2.py Modules:
Data: External Dependencies: None
Additional information: n/a.
blend_thumbnails
Name Blend Thumbnails Version 1.1
Generates a image preview for the current .blend file. License GPL: GNU General Public License
Menu Group: Help Blender 2.42a
Author Mariano Hidalgo AKA uselessdreamer
Link(s) http://uselessdreamer.byethost32.com/index.html
http://uselessdreamer.byethost32.com/blend_thumbnails.html
Executable: blend_thumbnails.py Modules:
Data: External Dependencies: None
Additional information: n/a.
more_render_options
Name More Render Options Version 1.0
Panel with more rendering options. License GPL: GNU General Public License
Menu Group: Render Blender 2.42a
Author Mariano Hidalgo AKA uselessdreamer
Link(s) http://blenderscriptstorage.googlepages.com/more_render_options.rar
Executable: more_render_options.py Modules:
Data: External Dependencies: None
Additional information: n/a.
vr_object
Name VR Object Version 0.3
Create Camera and FrameChange Script for VR
License GPL: GNU General Public License
Objects.
Menu Group: Animation Blender 2.42a
Author Mitch Hughes (lobo_nz)
Link(s) http://blender.formworks.co.nz/vr_object/vr_object.html
Executable: vr_object.py Modules:
Data: External Dependencies: None
Additional information: n/a.
render_cameras
Name Render Cameras Version 0.2
Render views from cameras to current output directory. License GPL: GNU General Public License
Menu Group: Render Blender 2.42a
Author Mitch Hughes (lobo_nz)
Link(s) http://blender.formworks.co.nz/render_cameras/render_cameras.html
Executable: render_cameras.py Modules:
Data: External Dependencies: None
Additional information: n/a.
easyDOFv01
Name DEPTH OF FIELD Version v0.1
Create Depth of Field effect. License N/A
Menu Group: Wizards Blender 2.42a
Author Jean−Baptiste PERIN
Link(s) http://perso.orange.fr/jb.perin/
http://www.zoologique.org/3D.Blender/index.php3?zoo=dld&rep=zip
Executable: easyDOFv01.py Modules:
Data: External Dependencies: None
Additional information: n/a.
BCFA−0[1].0.1
Name BCFA ( camera face align ) Version 0.0.1 > 11/05/05
Align the camera perfectly to a selected face!. License N/A
Menu Group: Wizards Blender 2.42a
Author macouno
Link(s) http://www.alienhelpdesk.com
Executable: BCFA−0[1].0.1.py Modules:
Data: External Dependencies: None
Additional information: n/a.
Panorama Maker/BGC−0.0.8
Name BGC (Blender Go Cubic) Version 0.0.8 − 19−03−07
Make Camera spin and render 6 cubic images!. License Blender Artistic Licence (BAL)
Menu Group: Wizards Blender 2.42a & 2.45
Author Stefano <S68> Selleri, macouno
Link(s) http://www.alienhelpdesk.com/python_scripts/old_scripts
Executable: BGC.0.0.8.py Modules:
Data: External Dependencies: None
Additional information: Adapted by macouno for full functionality
quicktime_vr_export
Name Quicktime VR Export Version 0.1i
Export 6 sequential png or jpg frames for use in the .mov file format. License N/A
Menu Group: Export Blender 2.42a
Author Joshua E Seaver
Link(s) http://ltc.smm.org/blender/scripts/qtvr_script.html
Executable: quicktime_vr_export.py Modules:
Data: External Dependencies: None
Additional information: * Open with Text Editor and change in Line '264' PathTextbox.val, 512, to
PathTextbox.val, 399, then run/re−save..
3DNP
Name 3DNP makepath Version 3DNP 1.2a
3DNP creates a camera animation to produce images for
License GPL: GNU General Public License
3DNP, a free JavaScript based 3D viewer.
Menu Group: Wizards Blender 2.42a
Author Thorsten Schlüter
Link(s) http://www.thoro.de/portfolio/verschiedenes/3DNP.html
Executable: 3DNPmakepath.py Modules:
External Dependencies: Scriptlink: 3DNPfollow.py Opens with Text
Data:
Editor.
Additional information: * Also in 3DNP.blend already set up..
Backface Cull
Name Backface Cull Version 242
Toggle backface culling in viewport. License N/A
Menu Group: Render Blender 2.42a
Author Robin Allen
Link(s) http://www.blender.org/forum/viewtopic.php?t=9918&sid=2433da3edc0f671a7dabd599a7b84c71
Executable: Backface Cull.py Modules:
Data: External Dependencies: None
Additional information: n/a.
3dVeiw HotSpots
Name Add HotSpots to this .blend Version n/a
Adds HotSpots 3D View funcionality to this .blend file. License N/A
Menu Group: Object Blender 2.42a & 2.45
Author Mariano Hidalgo
Link(s) http://blenderscriptstorage.googlepages.com/hotspots3d_.rar
http://useless−scripts.blogspot.com/
Executable: hot_spots_init.py Modules:
Data: External Dependencies: None
Additional information: * Place hotspots folder in .blender/scripts.
mesh_bbrush_menu
Name B−Brush Sculpter Version n/a
Sculpt the active mesh (adds a scriptlink). License N/A
Menu Group: Mesh Blender 2.42a
Author n/a
Link(s) http://bartius.crouch.googlepages.com/vault
Executable: mesh_bbrush_menu.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.42a .
render_fake_arealamp
Name Fake Arealights Version 17/08/2005
This on On Render Scriptlink, makes fake arealights. License N/A
Menu Group: Opens with Text Editor Blender 2.42a
Author Campbell Barton
Link(s) http://blenderscripts.googlepages.com/fakearealights
Executable: render_fake_arealamp.py Modules:
Data: External Dependencies: None
Additional information: n/a.
lamp_widgets
Name Lamp Widgets Version v1.1
Displays extra info on each lamp on scene. License GPL: GNU General Public License
Menu Group: Object Blender 2.42a
Author Mariano Hidalgo a.k.a uselessdreamer
Link(s) http://uselessdreamer.byethost32.com/lamp_widgets.html
Executable: lamp_widgets.py Modules:
Data: External Dependencies: None
Additional information: n/a.
Espresso
Name Espresso v1.1.2 Version 1.1.2 > 18.07.2006
Displacement painting on densely tesselated
License GPL: GNU General Public License
mesh−objects.
Menu Group: Object Blender 2.42a
Author Michael Schardt
Link(s) http://members.fortunecity.de/pytablet/
Executable: Espresso.py Modules:
Data: folder "EspressoData" External Dependencies: None
Additional information: * Copy folder "EspressoData" into <scriptsdir>/bpydata .
mouse_gestures
Name Add Mouse Gestures to this .blend Version v1.1
Enhances Blender´s Gesture System. License GPL: GNU General Public License
Menu Group: Object Blender 2.42a
Author Mariano Hidalgo a.k.a uselessdreamer
Link(s) http://blenderscriptstorage.googlepages.com/mouse_gestures.rar
Executable: mouse_gestures.py Modules:
Data: External Dependencies: None
Additional information: mouse gestures are built in now, this script is recommended for education only.
console
Name Interactive Console Version n/a
Interactive Console for Python in Blender. License GPL: Gnu Public Licence
Menu Group: System Blender 2.42a − 2.46
Author Campbell Barton AKA Ideasman
Link(s) http:
Executable: console.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.42a − 2.46.
config
Name Scripts Config Editor Version 1.1 / 2005−04−16
View and edit available scripts configuration data. License GPL: Gnu Public Licence
Menu Group: System Blender 2.42a − 2.46
Author Willian P. Germano
Link(s) http://bartius.crouch.googlepages.com/vault
Executable: config.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.42a − 2.46.
sysinfo
Name System Information... Version 1.7 / 2005−04−16
Information about your Blender environment, useful to
License GPL: Gnu Public Licence
diagnose problems.
Menu Group: Help/System Blender 2.42a − 2.46
Author Willian P. Germano
Link(s) http://bartius.crouch.googlepages.com/vault
Executable: sysinfo.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.42a − 2.46.
4mm_layer_manager
Name Layer Manager 1.3 Version 1.3 2008/09/11
Layer Management. License GPL: GNU General Public License
Menu Group: System Blender 2.46 − 2.47
Author FourMadMen.com (FourMadMen)
Link(s) http://www.fourmadmen.com/blender/scripts/4mm_layer_manager/index.html
Executable: 4mm_layer_manager_13.py Modules:
Data: External Dependencies: None
External Documentation: There is good documentation on the Authors Link above.
Additional information: n/a.
blend_information
Name .blend info Version 1.0
Shows some info and statistics about the openned .blend. License GPL: Gnu Public Licence
Menu Group: Help Blender 2.42a & 2.45
Author Mariano Hidalgo a.k.a. uselessdreamer
Link(s) http://useless−scripts.blogspot.com/2007/03/blender−information.html
Executable: blend_info.py Modules:
Data: External Dependencies: None
Additional information: n/a.
blender_slots
Name Blender Slots Version 1.0
20 handy slots to store temporary poses and transforms. License GPL: GNU General Public License
Menu Group: Object Blender 2.42a & 2.45
Author Mariano Hidalgo a.k.a. uselessdreamer
Link(s) http://blenderscriptstorage.googlepages.com/blender_slots.rar
Executable: blender_slots.py Modules:
Data: External Dependencies: None
Additional information: n/a.
camera_lamp_names
Name Cameras and Lamps names Version 1.0
Turn the display of object name for all cameras and lamps. License GPL: Gnu Public Licence
Menu Group: Object Blender 2.42a & 2.45
Author Mariano Hidalgo AKA uselessdreamer
Link(s) http://blenderscriptstorage.googlepages.com/camera_lamp_names.rar
Executable: camera_lamp_names.py Modules:
Data: External Dependencies: None
Additional information: n/a.
* 3d_Cursor_Menu_248
* .blend_Info_248
* Blender_Slots_248
* Camera_Lamp_Names_248
* 3dview_Background_248
* 4mm_Layer_Manager_248
* Visual_Location_248
* Lamp_Widgets_248
* Windows_Dialog_Pack.
• Note: The 3 scripts starting with "=open_" script name are for Windows Only. Specifically tested to
open xp os windows instead of Blenders file browsers. Experimental
some scripts have been modified to include: Authors Details. BPY Doc Text. GPL License Block. Making
Them Work.
To install these scripts in Blender. Copy the contents of the folder _py_system_toolkit_248 to your default
scripts location. on windows this is Blender//.blender/scripts.
enjoy.
Download: System Menu Toolkit : System Scripts − (2008.05.25) − script+binaries as archive file ".rar"
doc_browser
Name BPy Doc Browser Version 1.4 / 2006−06−11
Browse BPython (scripting API) modules doc strings. License GPL: Gnu Public Licence
Menu Group: System Blender 2.34 − 2.43
Author Daniel Dunbar
Link(s) ddunbar _at_ diads.com
Executable: doc_browser.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.34 − 2.43.
TheOneScript
Name The One Script ( Scriptloader ) Version 0.0.1
enables the user to load multiple python scripts with GUI's in the same
License N/A
script window.
Menu Open with Text Editor Blender 2.42a &2.45
Author Martin <theeth> Poirier
Link(s) http://www−users.cs.umn.edu/~mein/blender/plugins/python/misc/scriptloader/index.html
Executable: TheOneScript.py Modules:
Data: External Dependencies: None
Additional information: * Open and Set your favorite scripts folder path
change"c:/theeth/Blender/Python/Scripts/"
Load Fonts
Name Load Fonts Version 1
Alternative to set font paths. License N/A
Menu System/ Open with text editor Blender 2.45
Author Nurb_Nerd
Link(s) http://blenderartists.org/forum/showthread.php?t=104930
Executable: loadfonts2.py Modules:
Data: External Dependencies: None
Additional information: Alternative to set font paths
bscc_Layers_Animation
Name Layer Animation Version 1
This script from the short code challenge animates layer visibility. License N/A
Menu System/ Open with text editor Blender 2.45
Author Bartius Crouch
Link(s) http://blenderartists.org/forum/showthread.php?t=103558
Executable: Modules:
Data: External Dependencies: None
Additional information: Scriptlink type script.
blend_library
Name Blender Library Version 1.3.3
Library to store and catalog all your materials, objects,
License GPL: Gnu Public Licence
textures, etc.
Menu Group: Object Blender 2.42a
Author Mariano Hidalgo a.k.a. uselessdreamer http://useless−scripts.blogspot.com/
Link(s) http://blenderscriptstorage.googlepages.com/blender_library_for243WIP.rar
http://useless−scripts.blogspot.com/2007/03/blender−library.html
Executable: blend_library.py Modules:
Data: External Dependencies: None
Additional information: Please note this script is not working with Blender 2.45, check the author's site for
more information.
blender_library_outliner
Name Blender Library Outliner Version 1.3.3
An Outliner−like interface for browsing your library . License GPL: Gnu Public Licence
Menu Group: Object Blender 2.42a
Author Mariano Hidalgo a.k.a. uselessdreamer
Link(s) http://uselessdreamer.byethost32.com/index.html
http://uselessdreamer.byethost32.com/blender_library_outliner.html
Executable: blender_library_outliner.py Modules:
Data: External Dependencies: None
Additional information: for use with Blender Library Script above. Set Blender Library path in line 403
(text editor)
layer_manager
Name Layer Manager Version 1.0
Manages layers and layers sets. License GPL: GNU General Public License
Menu Group: Object Blender 2.42a & 2.45
Author Mariano Hidalgo a.k.a. uselessdreamer
Link(s) http://blenderscriptstorage.googlepages.com/layer_manager.rar
Executable: layer_manager.py Modules:
Data: External Dependencies: None
Additional information: n/a.
favorite_scripts
Name Favorite Scripts Version 1.0
Quick access to you most used Python scripts. License GPL: Gnu Public Licence
Menu Group: Help Blender 2.42a
Author Mariano Hidalgo AKA uselessdreamer
Link(s) http://uselessdreamer.byethost32.com/favorite_scripts.html
http://uselessdreamer.byethost32.com/index.html
Executable: favorite_scripts.py Modules:
Data: External Dependencies: None
Additional information: n/a.
xpaste
Name XPaste Version 0.1
Paste the text contained in the X Windows clipboard License GPL: Gnu Public Licence
Menu Group: Misc Blender 2.42a
Author Mitch Hughes (lobo_nz)
Link(s) http://blender.formworks.co.nz/xpaste/xpaste.html
Executable: xpaste.py Modules:
Data: External Dependencies: None
Additional information: n/a.
Lap_Top_Num_Pad
Name Laptop NUM Pad Version 0.0.1
Virtual Laptop Numpad. License N/A
Menu Group: System Blender 2.42a
Author Trevor Noble
Link(s) http://www.blendernation.com/2006/07/12/laptop−number−pad−script/
Executable: Lap_Top_Num_Pad.py Modules:
Data: External Dependencies: None
Additional information: n/a.
save_theme
Name Save Current Theme... Version 1.10 − 2006.01.29
Save current theme as a BPython script. License GPL: Gnu Public Licence
Menu Group: Export Blender 2.42a − 2.46
Author Willian P. Germano
Link(s) n/a
Executable: save_theme.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.42a − 2.46.
UV Image Export
About
Introduction
This script exports the UV face layout of the selected mesh object to a TGA image file. Then you can, for
example, paint details in this image using an external 2d paint program of your choice and bring it back to be
used as a texture for the mesh.
Usage
Instructions
Select the script from either the UV/Image Editor window UVs menu, or the Scripts window Scripts UV
menu. A pop−up block will appear with options for you to set. Click 'OK' to choose a name for your file
(note: the .tga file extension is always added, so make sure it is not present) and save the image.
Configuration
The script's options can be set when the script is run. It also stores its configuration in the registry. However,
do not alter the options using the Scripts Config Editor script; the full range of values is not supported (the
'size' option will always be clamped to 64).
Notes
• The script always adds ".tga" to the end of the filename, even if it is already there. Make sure it is not
there, or you will get a file ending in .tga.tga .
• The Editor options only work (indeed, they are only displayed) if you have a full python install.
• Regarding the Editor, the script seems to only open the editor for you, it does not load the file.
• It only exports the UVs from the active object; it does not work with multiple objects.
Known Issues
• The script always adds ".tga" to the end of the filename, even if it is already there. This can get
annoying, especially if you select a .tga file in the file browser that you want the script to replace.
• The script does not warn you if a file with the given filename already exists.
uv_from_adjacent
Name UVs from adjacent Version 1.0 − 2006.02.07
Assign UVs to selected faces from surrounding
License GPL: GNU General Public License
unselected faces.
Menu Group: UV Blender 2.41 − 2.46
Author Campbell Barton
Link(s) http:
Executable: uv_from_adjacent.py or uvcalc_from_adjacent.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.42 − 2.46
uv_export
Name Save UV Face Layout... Version 2.5 − 2007.09.24
Export the UV face layout of the selected object to a .TGA
License GPL: Gnu Public Licence
file.
Menu Group: UV Blender 2.32 − 2.46
Author Martin 'theeth' Poirier
Link(s) http:
Executable: uv_export.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.34 − 2.46
TEXFACE_utils
Name TEXFACE Utilities Version 1.0
convert TEXFACE to materials and back and more. License GPL: GNU General Public License
Menu Group: Object Blender 2.45
Author Michael Williamson http://www.cowtoolsmedia.co.uk/
Link(s) http://blenderartists.org/forum/showthread.php?t=115948
Executable: TEXFACE_utils.py Modules:
Data: External Dependencies: None
Additional information: n/a
BRayBaker[1].3.4
Name BRayBaker 3.4 Version 3.4 > 16/07/06
Bake the skin of an object. License GPL: GNU General Public License
Menu Group: Wizards Blender 2.42a & 2.45
Author macouno
Link(s) http://www.alienhelpdesk.com/python_scripts/raytrace_baker
Executable: BRayBaker[1].3.4.py Modules:
Data: External Dependencies: None
Additional information: Be aware that baking has been added to blender's souce!
MaBaker[1].0.3
Name MaBaker Version 0.3 > 29/06/06
Create uv colour according to the angle of each edge. License GPL: Gnu Public Licence
Menu Group: Wizards Blender 2.42a & 2.45
Author The Blender Community
Link(s) http://www.alienhelpdesk.com/python_scripts/ma_baker
Executable: MaBaker[1].0.3.py Modules:
Data: External Dependencies: None
Additional information: n/a.
uv_auto_layout_tex
Name Auto Image Layout Version 1.0 − 2005.05.20
Pack all texture images into 1 image and remap faces. License GPL: Gnu Public Licence
Menu Group: UV Blender 2.42a
Author Campbell Barton
Link(s) http:
Executable: uv_auto_layout_tex.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.42a.
This script makes a new image from the used areas of all the images mapped to the selected mesh objects.
Image are packed into 1 new image that is assigned to the original faces. This is usefull for game models
where 1 image is faster then many, and saves the labour of manual texture layout.
uv_relax
Name Relax selected UVs Version 1.0 / 2006−02−07
Relaxes selected UVs. License GPL: Gnu Public Licence
Menu Group: UV Blender 2.42a
Author Campbell Barton
Link(s) http:
Executable: uv_relax.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.42a.
tex2uvbaker
Name Texture Baker Version 0.3.2 / 2005−12−28
Procedural to uvmapped texture baker. License Blender Artistic Licence
Menu Group: UV Blender 2.42a
Author Jean−Michel Soler (jms)
Link(s) http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_mesh3d2uv2d_en.htm
Executable: tex2uvbaker.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.42a.
uvpaint
Name UVpainter Version 1.1 / 2005−10−11
Use vertex paint color value to fill uvmapping. License GPL: GNU General Public License
Menu Group: UV Blender 2.42a
Author Jean−Michel Soler (jms)
Link(s) http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_uvpainting.htm
Executable: uvpaint.py Modules:
Data: External Dependencies: None
Additional information: * Included in Blender 2.42a.
About
Introduction
This script is a fast way to map uv coordinates using the active face as a bases for mapping all adjacent quads,
in can be used for unwrapping a pipe, or mapping a road.
Usage
Examples
Road as a quad strip, using Loop Average mode to remove texture distortion
Instructions
Pick the quad that you want the other faces to follow and map it in the UV/Image window.
Select connected faces to map from the active, their existing mapping will be overwritten.
• Non square mapping will give interesting but less useful results.
• If there are any loops in the quads, you may want to add seams get predictable results.
• only selected faces connected to the active face will be mapped.
Options
There are 2 options for this tool...
Loop Average
UV coordinates are distributed in an even grid, with proportions
matching the average proportions of the faces. (average per face
loop)
No Area
Each quad is mapped directly from the active with no influence
from the shape of the face, only the topology of the mesh matters
in this case.
About
Introduction
This script is a fast way to map the uv coordinates using the mouse to interactivly set the mapping origin,
width and height.
Usage
Instructions
You'll need to do 3 mouse clicks ( LMB ) to execute the mapping, at any time use RMB to cancel.
See the progress bar for tips on what to do and to let you know which click your up to.
1. Click ( LMB ) on the face corner you want to align you mapping on.
Now move the mouse around, see the vertical size of the texture follow the mouse,
if you move the cursor closer to the other edge of the face, the texture will align to that edge instead.
uv_archimap
Name ArchiMap UV Projection Unwrapper Version 1.1 / 12−18−05
ArchiMap UV Unwrap mesh faces for all select mesh object. License N/A
Menu Group: UV Blender 2.42a
Author Campbell Barton
Link(s) http:
Executable: uv_archimap.py Modules: boxpack2d.py
Data: External Dependencies: None
Additional information: * Included in Blender 2.42a.
image_info
Name Image Information Version 1.0
Shows information about the currently displayed image. License GPL: Gnu Public Licence
Menu Group: UV Blender 2.42a
Author Mariano Hidalgo a.k.a. uselessdreamer
Link(s) http://uselessdreamer.byethost32.com/image_information.html
Executable: image_info.py Modules:
Data: External Dependencies: None
Additional information: n/a.
fix_image_paths
Name Fix Unpacked Image Paths Version 0.0.3
Fixes unpacked image textures paths. License GPL: Gnu Public Licence
Menu Group: UV Blender 2.42a
Author Mariano Hidalgo a.k.a. uselessdreamer
Link(s) http://uselessdreamer.byethost32.com/fix_image_paths.html
Executable: fix_image_paths.py Modules:
Data: External Dependencies: None
Additional information: n/a.
MaSelf[1].0.1
Name MaSelf Version 0.1
Generate UV colours depending on the angles of the edges. License GPL: Gnu Public Licence
Menu Group: Wizards Blender 2.42a
Author macouno
Link(s) http://www.alienhelpdesk.com/index.php?id=44
Executable: MaSelf[1].0.1.py Modules:
Data: External Dependencies: None
Additional information: * (MaBaker[1].0.3.py with no interface)
mesh_uv_rw
Name Mesh Read/Write UV Version n/a
Select 1 object for UVs to mesh, 2 obs, to write back to mesh. License N/A
Menu Group: UV Blender 2.42a
Author Campbell Barton AKA Ideasman
Link(s) http://blenderscripts.googlepages.com/blenderuvmesh
Executable: mesh_uv_rw.py Modules:
Data: External Dependencies: None
Additional information: n/a
projection_mapper
Name Projection UV Mapper Version v1.1
Progection UV Mapper − Uses selected cameras with a mesh. License N/A
Menu Group: UV Blender 2.42a
Author Campbell Barton AKA Ideasman
Link(s) http://blenderscripts.googlepages.com/projectionmapper
Executable: projection_mapper.py Modules:
Data: External Dependencies: None
Additional information: n/a
smartuv
Name SmartUV Version v1.0 > 2006/05/05
Rotates UV maps smartly. License GPL: Gnu Public Licence
Menu Group: UV Blender 2.42a
Author Nick Lawson
Link(s) http://blenderartists.org/forum/showthread.php?t=70069
http://members.cox.net/vexgames/smartuv12.zip
Executable: smartuv.py Modules:
Data: External Dependencies: None
Additional information: n/a
uv weld
Name UV Welder Version 1.0
Weld UV. License GPL: Gnu Public Licence
Menu Group: UV Blender 2.42a
Author Nick Lawson
Link(s) http://blenderartists.org/forum/showthread.php?t=70069
http://members.cox.net/vexgames/smartuv12.zip
Executable: uvweld.py Modules:
Data: External Dependencies: None
Additional information: n/a
UV_Export(old)
Name uvface python plugin Version n/a
Select the faces to be included in vertex welding, then run the
License GPL: Gnu Public Licence
script..
Menu Opens with Text Editor Blender 2.42a
Author theeth
Link(s) http://www−users.cs.umn.edu/~mein/blender/plugins/python/misc/uvface/index.html
Executable: uv_export.py Modules:
Data: External Dependencies: None
Additional information: * In UV_Export.blend
Image browser
Name Image Browser Version n/a
displays a list of images in your blend file. clicking on them assigns to
License N/A
selected faces of a mesh.
Menu Group: UV Blender 2.42a
Author ideasman42 (cambo)
Link(s) http://blenderartists.org/forum/showthread.php?t=78677
Executable: Image Browser.py Modules:
Data: External Dependencies: None
Additional information: n/a
uv_tool
Name uv_tool Version 0.1v070706
Some tools to manage uv's (Super weld, Distribute) License GPL: Gnu Public Licence
Menu Group: UV Blender 2.43
Author Guillaume Englert
Link(s) http://www.hybird.org/~guiea_7/
Executable: uv_weld.py Modules:
Data: External Dependencies: None
Additional information: Docs on site
TreeFromCurves
About
Name TreeFromCurves
Menu Wizards/TreeFromCurves...
Version 0.1 2008/05/04
For Blender 2.46 and newer
Author Campbell Barton (ideasman42)
License: GPL
Introduction
Usage
Written for the peach project, a tool to assist creating detailed tree's and bushes.
Examples
TODO
Video Tutorial
Tutorial
Getting Started
Start by creating the basic curve shape for your tree, steps for suggest setting are.
Basic Shape
Now you'll need to make the basic shape for the tree by extruding and copying this curve
• Click−Drag the points to make the curve vertical, this will be your tree trunk.
• Select the lower point on the curve and adjust the radius (Alt+S)
• Extrude the top point and adjust the radius to make the member of the tree.
• Scale the curve to make it around 10 units tall (this is affects the re−meshing detail)
Branches
• Duplicate some of the points on the trunk and extrude them to make branches
• Select the branches and lower the radius (Alt+S)
• You may also want to taper the radius from one end of the branch to another. The Curve Specials
menu (WKey) now has a Smooth Radius option that blends the radius between selected points.
Spend some time to place the branches, until you have something that looks like a tree.
A.N.T.Landscape_104a_9−2006
Name A.N.T.Landscape v.1.04a Version v.1.04a − 2006.09.01
Create landscape mesh. License N/A
Menu Group: Add Blender 2.42a & 2.45*
Author Jimmy Hazevoet
Link(s) Wiki Mirror ANTLandscape104a_9Sept2006.zipâ€
http://blenderscriptstorage.googlepages.com/ANTLandscape104a_9Sept2006.zip
Executable: ANTLandscape_104a_9−2006.py Modules:
Data: External Dependencies: None
Additional information: *Recommended Version
Introduction
Instructions
Interface/Menu Overview 1
Interface/Menu Overview 2
• Noise Menu
• multiFractal 20 Noise Type Options.
• Blender Original 10 Noise Basis Options.
• Octs Octaves.
• H Noise resolution/smooth/rough.
• Lacu Lacunarity,
• (Lacunarity is a measure of how data fills space).
• Rand():ble 3 algorithms for random data .
• iscale Noise intensity scale.
• inv. Noise invert.
• Offset Noise Offset.
• Noise Size Noise Size.
• Size X Noise Size X value.
• Size Y Noise Size Y value.
• Loc X Noise Location X value.
• Loc Y Noise Location Y value.
• Randomise Random Noise.
• Auto Automatic Update.
• (see changes as you make them).
• Generate Update the Mesh.
• (if auto is turned off)
• Effect Menu
• No Effect do not add special effect to mesh.
• There are 25 Special Effects that can be added to your mesh.
• Of great interest is the Image effect.
• Load an image to displace the mesh.
• The other effects are equally wonderful.
• When you add an Effect.
• An option appears to use the Effect only.
• Or the Effect will be mixed with other menu settings.
• This gives great scope for combination, custom landscapes.
• Effects Menu
• Turbulence Effect Type.
• Blender Original 10 Effect Basis Options.
• Depth Octaves.
• Hard Noise Noise resolution/smooth/rough.
• Amp Amplitude Scale.
• Freq Frequency Scale.
• Add 12 Mix Options.
• (This menu includes the Effect Only setting).
• Mix Mix factor/Warp amount.
• iScale Effect: Intensity Scale.
• Inv Effect: Invert.
• Offset Effect Offset.
• Noise Size Effect Size.
• Size X Effect Size X value.
• Size Y Effect Size Y value.
• Loc X Effect Location X value.
• Loc Y Effect Location Y value.
• Randomise Effect Random Noise.
• Auto Automatic Update.
• (see changes as you make them).
• Generate Update the Mesh.
• (if auto is turned off)
Interface/Menu Overview 4
• Height Menu
• No Filter IpoCurve or Default.
• Height Terrain Height Scale.
• Inv Terrain Height Invert.
• Offset Terrain Height Offset.
• No Edge Falloff 10 settings for Terrain Height Edge Falloff.
• Plateau Terrain Height Clamp Max (Plateau).
• Sea Level Terrain Height Clamp Min (Sea Level).
• Randomise Height Random Noise.
• Auto Automatic Update.
• (see changes as you make them).
• Generate Update the Mesh.
• (if auto is turned off)
Interface/Menu Overview 5
• Options Menu
Additional Information
Credits
Thanks go to:
Previous/Other Versions
A.N.T.Landscape_104
Name A.N.T.Landscape v.1.04 Version v.1.04 2006.05.01
Create landscape mesh. License N/A
Menu Group: Add Blender 2.42a & 2.45
Author Jimmy Hazevoet
Link(s) http://blenderscriptstorage.googlepages.com/ANTLandscapev104May2006.zip
http://blenderartists.org/forum/showthread.php?t=34955
Executable: ANTLandscape_104.py Modules:
Data: External Dependencies: None
A.N.T.Landscape 103
Name A.N.T.Landscape v.1.03 Version v.1.03
Create landscape mesh. License N/A
Menu Group: Add Blender 2.42a
Author Jimmy Hazevoet
Link(s) http://blenderscriptstorage.googlepages.com/ANTLandscape104a_9Sept2006.zip
Executable: ANTLandscapeVCol103_10−2005.py Modules:
Data: External Dependencies: None
Additional information: * Included in ANTLandscape_104a_9−2006 zip file
A.N.T.basic
Name Landscape Basic Version Jan. 2005
Only the basic Noise and Height parameters. License N/A
Menu Group: Add Blender 2.42a & 2.45
Author Jimmy Hazevoet
Link(s) http://blenderartists.org/forum/showthread.php?t=34955&page=2
Executable: a.n.t. basic.py Modules:
Data: External Dependencies: None
Additional information: n/a
Support
Cloud Generator
Name Cloud Generator Version 0.11
Generate volumetric clouds. License GNU General Public License
Menu Wizards Blender 2.45
Author Alan Dennis (RipSting)
Link(s) http://www.curiousexistence.com/projects/cloudgen
http://blenderartists.org/forum/showthread.php?t=118973
Executable: cloudgen.py Modules:
Data: External Dependencies: None
Additional information: n/a
Introduction
Create Clouds
Instructions
Interface/Menu Overview 1
Interface/Menu Overview 2
• Shape Menu
• Points/Unit Points per Blender unit.
• Jitter Randomize the placement of points.
• Zoom Magnify Cloud Shape.
• Colorband Enable or Disable Shading Colorband.
• Texture1
• Texture2
• Mix Mode 7 settings to miz texture.
• Noise Type 5 settings for noise type.
• Size Texture size.
• Bright Texture Brightness.
• Cont Texture Contast.
• Preview Preview Quality.
• Threshold Edge Threshold.
• Invert Invert Texture.
• Noise Basis 10 settings for Noise Basis.
• Depth Texture Depth.
• Create Points Make the points for your Billboards to attatch to.
•.
•.
•.
•.
•.
•.
Interface/Menu Overview 3
• Bilboards Menu
• Autosize Billboards Creates Optimal Billboards.
• Size Manual input for Billboard Size.
• Tracking Object Select Camera for object tracking.
• Billboard Mesh Layer Select the layer to create the Billboards on.
• Control Handle layer Select the layer to create the Control Handles on.
• Clear Bounds
• Create Billboards Create Billboards
• Q key Exit the Script.
•.
•.
•.
•.
External Documentation
http://www.curiousexistence.com/projects/cloudgen
Additional Information
Credits
Thanks go to:
BWF−0.1.0
Name World Forge Tool Version 0.1.0 > 10−08−04
Create a environment. License Blender Artistic Licence (BAL)
Menu Opens with Text Editor Blender 2.42a & 2.45
Author Stefano <S68> Selleri
Link(s) http://www.selleri.org/Blender/scripts/text.html
Executable: BWF−0.1.0.py Modules:
Data: External Dependencies: None
Additional information: n/a
Introduction
Instructions
Interface/Menu Overview 1
External Documentation
Credits
Introduction
Instructions
Interface/Menu Overview 1
Additional Information
Credits
Thanks go to:
cityscape1
Name CITYSCAPE V1.0 Version 1.0
City Building Generator. License N/A
Menu Opens with Text Editor/Wizards. Blender 2.42a & 2.45
Author TaZany and Tedi
Link(s) http://blenderartists.org/forum/showthread.php?t=28262&highlight=cityscape
Links Wiki: updated version in rar−archive on blenderWiki −
Script update for Blender 2.45: Cityscape_wiki_mod− script+binaries as archive file ".rar"
Executable: cityscape1.py Modules:
Data: External Dependencies: None
Additional information: for best results use the updated script
Introduction
Instructions
Interface/Menu Overview 1
Additional Information
Credits
Thanks go to:
Gen3 (Trees)
Name Gen3 Version 0.5
Generate tree models. License GPL: GNU General Public License
Menu Group: Misc Blender 2.42a & 2.45
Author Sergey Prokhorchuk (Stager)
Link(s) http://www.geocities.com/bgen3/
Executable: gen3.py Modules: 'gt' folder
Data: External Dependencies: None
Additional information: * Place 'gt' folder in .blender\scripts\bpymodules
Introduction
Create Trees
Instructions
Interface/Menu Overview 1
External Documentation
http://www.geocities.com/bgen3/
Additional Information
Credits
Thanks go to:
geodesic−dome 2.0
Name Geodesic Version 2.0
Create geo objects. License N/A
Menu Group: Add Blender 2.42a & 2.45
Author Andy Houston (serendipiti)
Link(s) http://members.aol.com/demalion2/geodesic2.html
Links Wiki: updated version in rar−archive on blenderWiki −
Script update for Blender 2.45: Geodesic_Domes_Mod.rar (2008.02.15) − script+binaries as archive file
".zip"
Executable: gui.py Modules: In folder ' geodesic_2.0 '
Data: External Dependencies:
Additional Information
Introduction
from Meta−Androcto
• This Script can be used to create Geodesic Objects, not limited to Domes or Spheres,
• it can create several object types & even apply geodesic formula to your own mesh.
• A very useful script. A modified Version is now available above.
• A full list of changes I have made is in geodesic_2.0_mod.py in the new download.
Instructions ( Quick )
• Instructions are shown when you start the script, here's a copy:
• Start with the Main tab. Choose a shape to work on.
• The Formula tab has sliders that can warp & twist the object. (optional)
• The Faces page creates a new mesh based on the main one, with the faces
• altered according to the menu options. ie: Spikes, Holes, pillow & more.
• On the Struts page, import a small Blender Mesh. It will be recreated along
• each edge of the mesh, suitably scaled & stretched.
• If both meshes have a lot of vertices, you may experience problems.
• The Hubs page is similar, but the imported mesh is recreated at the
• vertices of the main mesh.
• Experiment & Have Fun.
Instructions
Interface/Menu Overview 1
Interface/Menu Overview 2
• Formula Menu
• Formula 1 Formula Setting.
• Formula 2 Formula Setting.
• Formula is on Turn On Formula Wizard.
• The following settings scale & Taper & change the Formula.
• Sides Around.
• Phase .
• Twist .
•N1.
•N2.
•N3.
•a.
•b.
• Formula 2 has similar options.
Interface/Menu Overview 3
• Faces Menu
• Mesh Name Name your mesh.
• Useful for multiple Geodesic Objects
• Faces are ON Turn On Faces.
• Strip 11 Facet (face) Types.
• Strip Open Vertical Open Slanted
• Closed Point Pillow Closed Vertical
• Stepped Spiked Boxed
• Diamond Profile Bar
• Width Adjust the width of the face.
• Height Adjust the height of the face.
• Relative Relative or Absolute Faces.
• Detach Make Faces into separate Objects.
Interface/Menu Overview 4
• Struts Menu
• Import A Mesh Import Selected mesh.
• Output Name Name the Mesh Output.
• Struts are ON Turn On Struts.
• Width Adjust the width of the face.
• Height Adjust the height of the face.
• Relative Relative or Absolute Faces.
• Shrink Overall Scale.
• Stretch Stretch along Strut.
• Raise/Lower Distance from object center.
Interface/Menu Overview 5
• Hubs Menu
• Import A Mesh Import Selected mesh.
• Output Name Name the Mesh Output.
• Hubs are ON Turn On Hubs.
• Width Adjust the width of the face.
• Height Adjust the height of the face.
Credits
Thanks go to:
shell_blendv90f
Name Shell Factory Version v0.90f
Makes complex shells. License N/A
Menu Opens with Text Editor Blender 2.42a & 2.45*
Author Jm Soler
Link(s) http://cobalt3d.free.fr/ressources_python/factory_script_91.htm
Executable: shell_blendv90f.py Modules:
Data: External Dependencies: None
Additional information: Also in shell_blendv90f.blend
Introduction
Instructions
Interface/Menu Overview 1
Interface/Menu Overview 2
• Angles Menu
• Alpha Equiangular angle of spiral.
• Beta Angle between z−axis & line from aperture local origin to xyz origin.
• Phi Tilt of ellipse major major axis from horizontal plane.
• My Amount of "leaning Over" of aperture.
• 0Min Angle at which spiral begins.
Interface/Menu Overview 3
Interface/Menu Overview 4
• Nodules Menu
• P Position of nodule.
• W2 Width of nodule in 0−direction.
• L Height of nodule at o−0.
• P2 Position of second nodule.
• W22 Width of second nodule in 0−direction.
• L2 Height of second nodule at o−0.
• P3 Position of third nodule.
• W23 Width of third nodule in 0−direction.
• L3 Height of third nodule at o−0.
• W1 Width of nodule in S−direction.
• N Number of nodules per whorl.
• W12 Width of second nodule in S−direction.
• N2 Number of second nodules per whorl.
• Off2 Offset of second nodule.
• W13 Width of third nodule in S−direction.
• N3 Number of third nodules per whorl.
• Off3 Offset of third nodule.
• Scale Scale.
• R ReSet.
External Documentation
Additional Information
Credits
Thanks go to:
tesselate8_8l
Name Tesselate Version v 8.8.l
Make a wire shape from a faceted shape. Do complex extrusions too. License N/A
Menu Group: Misc Blender 2.42a − 2.48
Author jean−michel soler
Link(s) http://jmsoler.free.fr/didacticiel/blender/tutor/python_wireshadows.htm
Executable: tesselate8_8l.py Modules:
Data: External Dependencies: None
External Documentation: There is some great Documentation here:
http://jmsoler.free.fr/didacticiel/blender/tutor/python_wireshadows_en.htm
Introduction
Tesselate Script
Instructions
Interface/Menu Overview 1
Interface/Menu Overview 2
Additional Information
Credits
Thanks go to:
Ter2Blend_v4p (Terragen)
Name Ter2Blend v4 Version v4p > 03−oct−03
Terragen's terrain file to Blender file converter. License GNU General Public License (GPL)
Menu Opens with Text Editor Blender 2.42a & 2.45
Author Guy Van Rentergem
Link(s) http://blenderscriptstorage.googlepages.com/Ter2Blendv4p.zip
Executable: Ter2Blend_v4p.py Modules:
Data: External Dependencies: None
Additional information: * Included in Ter2Blend_v4p.blend, Imports mesh only at this stage.
notes
• Make Human 1.80b is an old "Nostalgic" script.
• It can still make some good, versatile Humans & Humaniods.
• The wiki writer will try to keep the script functional for future versions of Blender, where possible.
• The current version of Make Human is 0.91, the new program is far more powerful, flexable &
functional.
link = http://www.dedalo−3d.com/index.php
Lsystem (treemaker)
Name Tree Maker Script Version 1.30
Make Trees. License Other
Menu Opens with Text Editor Blender 2.42a
Author Armagan YAVUZ
Link(s) http://www.geocities.com/blenderdungeon/lsystem/index.html
Executable: application.py/Included in lsystem.blend Modules:
Data: External Dependencies: In .blend
Additional information: * Best run in lsystem.blend file.
External Documentation
http://jmsoler.free.fr/util/blenderfile/images/lsystem/lsystem.htm
• English:
http://marief.soler.free.fr/Monsite/lsystem_en_css.htm
Lsystem Buildings
Name L_System Buildings Version 1.30
Make Buildings, Doodads. License n/a
Menu Opens with Text Editor Blender 2.42a & 2.45
Author MyIs, Jimmy Haze
Link(s) Information only: http://blenderartists.org/forum/showthread.php?t=47116
Links Wiki: Orphaned version in rar−archive on blenderWiki −
this script has no interface. changes must be made by manually editing the text.
Auto Masonry
Name Auto Masonry Version 0.1 14/09/2007
Builds a masonry wall,path ect. License n/a
Menu Group:Wizards Blender 2.44 & 2.45
Author Paul Spooner (dudecon)
Link(s) http://sourceforge.net/projects/automasonry/
http://www.peripheralarbor.com/Auto_Masonry.py
http://blenderartists.org/forum/showthread.php?t=105507
Executable: auto masonry.py Modules:
Data: External Dependencies:
Additional information: n/a
Introduction
Instructions
Interface/Menu Overview 1
Additional Information
Credits
Thanks go to:
terrainmakerv1
Name terrainmakerv1 Version v1
create landscapes. License n/a
Menu Group:Open in text editor Blender 2.45
Author Paul Spooner
Link(s) http://www.invisionplus.net/forums/index.php?mforum=greekblend&act=ST&f=10&t=42
Executable: terrainmakerv1.py Modules:
Data: External Dependencies:
Additional information: n/a
BMGm−0.0.2
Name Blender Mechanical Gears Version 0.0.2 > 23−11−04
Make involute−type gears. License Blender Artistic Licence (BAL)
Menu Group: Mesh Blender 2.42a
Author Stefano <S68> Selleri
Link(s) http://www.selleri.org/Blender/scripts/text.html
Executable: BMGm−0.0.2.py Modules:
Data: External Dependencies: None
Additional information: n/a
CityTiler
Name city_builder Version v 0,1,2 / 2006−09−26
Builds tiled cities. License N/A
Menu Group: Opens with Text Editor Blender 2.42a
Author jb.perin
Link(s) http://perso.orange.fr/jb.perin/ http://jbperin.ifrance.com/wiki/doku.php?id=citytiler:acceuil
Executable: city_builder.py Modules: DataDict.py, RCG_3D.py, UneVariable.py
Data: External Dependencies: None
Additional information: * Best run in compiled .blend file.
Skinny
Name skinny Version 0.8alpha
Automatic generating of rigged meshes License Other
Menu Group:Wizards Blender 2.43
Author Leif Dehmelt
Link(s) http://www.gravity−music.net/skinny/
Executable: skinny.py Modules:
Data: External Dependencies:
Additional information: Tutorial available on the website.