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Blender 5.0 error (modifying blend data)
I understand that it probably is standard growing pains between versions, so learning scripting should probably keep me working in blender 4.5. I was noticing a lot of commands in the bpy.ops line of commands like bpy.ops.mesh.primitive_ico_sphere_add() and bpy.ops.mesh.primitive_plane_add() and even things like editing a material's diffuse_color was returning "cannot modify blend data in this state (drawing/rendering)" All my attempts to be in the correct state have failed on those operations, when running the script in the text editor window. I haven't seen any recent chatter on this case after the version's release. So I was wondering, is there was any way to appease the error with a workflow change?
Question?
I don't know about any coding...can I start directly with Python? Or should I have to learn something first?
Any Animation Suggestions?
The script is written with Blender 4.4.3. Please pardon my many working errors. Victor, Thanks again for the ‘collections and instances’ script you provided. I had no understanding or appreciation for that possible project alternative till you suggested it. Since then, I’ve been slowly learning the subject matter and changing my code to work with stack instances. For example, the build_all_stacks() function’s instance names can also work as 3D text. I believe all my basic modeling requirements: 1. assembling 4 proton collections (shown co-located at (0,0,0) in the image) to form 144 proton stack instances; 2. adding up to 19 properly oriented and positioned stacks to make 1-90 atoms; 3. properly orienting and positioning atoms to make 3D molecules; 4. and including 1 or 2 bonding site stack swap out modifications; can all be accomplished with collections and instances instead of objects. The more atoms the merrier, with little to no increase in processing demands. Nevertheless the group collections, instances and 3D text included in the image seems massive to me. The addon is gone, but I can rewrite an improved version later. My next main consideration is animation. For starters, each and every proton group instance should contain constantly spinning left or right protons, electrons, and charge intake vortices. The proton instances will cast particle emissions outward from its equatorial plane while the instance is also spinning and moving linearly in space. Please note that my initial, brief Linear_and_Angular_Motion() function that operates on a proton group instance contains instructions from two of your tutorials. Given all that, I hope I’m not asking for too much, might you be able to make any further suggestions or recommendations on how I might go about implementing such animations?
Any Animation Suggestions?
Do i need to register or make comments in Loom ?
I dont need to Register or make comments in loom right it is keep telling me I should and taking me to external website
Heed help with Export FBX operator
I'm trying to build an operator that moves selected objects to world origin (ignoring Z axis), runs 'Export FBX' operator and after execution (either finished or cancelled) the objects should move back to their original locations. The problem that 'Export FBX' is a modal operator and if I write 'move objects back' code after bpy.ops.export_scene.fbx('INVOKE_DEFAULT') , it executes right after the operator was called even if user haven't exported objects yet. So pretty much the objects should stay at world center until user clicks 'Export FBX' or 'Cancel' button because objects need to have their pivot points at the center when I import them to other programs such as Unreal. I can't wrap my head around how to do it. I was thinking of something like "if bpy.ops.export_scene.fbx('INVOKE_DEFAULT') returns {"FINISHED"} or {"CANCELLED"} -> do the thing", but it returns {"RUNNING_MODAL"} on call. Hope it makes sense :D Help please! I'll try to attach the code in comments as it says 'failed to upload an image' when I try to attach .py file here.
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