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Renderosity Forums / Poser Python Scripting



Welcome to the Poser Python Scripting Forum

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Poser Python Scripting F.A.Q (Last Updated: 2024 Sep 18 2:50 am)

We now have a ProPack Section in the Poser FreeStuff.
Check out the new Poser Python Wish List thread. If you have an idea for a script, jot it down and maybe someone can write it. If you're looking to write a script, check out this thread for useful suggestions.

Also, check out the official Python site for interpreters, sample code, applications, cool links and debuggers. This is THE central site for Python.

You can now attach text files to your posts to pass around scripts. Just attach the script as a txt file like you would a jpg or gif. Since the forum will use a random name for the file in the link, you should give instructions on what the file name should be and where to install it. Its a good idea to usually put that info right in the script file as well.

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Subject: WorldToScreen()?


Cage ( ) posted Wed, 05 March 2014 at 4:24 PM · edited Sat, 31 August 2024 at 11:20 AM

Has anyone ever found a use for poser.Scene().WorldToScreen()?  I keep trying to dream up some way to make it useful, but I've never thought of anything.  :unsure:  I'm sure it must be good for something.

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


semidieu ( ) posted Sat, 08 March 2014 at 3:47 AM

I used this function in my 'Advanced Render Settings 2" script, to create the depth of field.

I have to grab the most "in front" vertex and the most "back" vertex. But I only want the one visible in the render. So I'm using WorldToScreen to check if the vertex is in the preview/render window.

 

I tried once to use it in another script (don't remember which one - maybe something related with the Art Materials), but came to a problem about the Z coordinate output which seems to be 'strange' (but this was a looooong time ago, maybe they changed something in this one).


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