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258 comments found!
Thread: how hard is this to script? | Forum: Blender
Attached Link: New version
I created an empty at ground zero and parented everything to it. Seems to work fine. Not sure how to get the script to update the final rotation at the end of everything else, so just a quick ALT-R with the empty selected clears them up.It looked like the armature was working for you as well.
Let me know if I can help any more.
Oh.. also, from what I've experienced, when you're writing directory names, you need to use '//' slashes instead of ''
Unless I'm wrong, but that's what I need to do in order for it to work correctly.
Reddog9
Tutorials, Samples and Models
www.blender3dclub.com
Thread: how hard is this to script? | Forum: Blender
Got it.
Sample Blend File with Script:
Spritemaker
It reads the start and stop frame set from the usual Anim Tab.
Selects your Armature (or Object) (Enter the name in the script)
Starts at the first frame, renders an image, saves it as a PNG with the animation name (manually entered) followed by the angle of rotation and then the frame number. For example: walk_45_1, walk_45_2, walk_45_3, etc.
It advances the frame by one and repeats the render, saving and rotation again until it completes the final frame.
import Blender
from Blender import *
from Blender.Scene import Render
print
print '--------------------------------------'
# Enter spritename for this animation
# Enter armature name here in order to have it rotated
# (or the object name if not using armature)
# File type is set to PNG but can be changed.
# Set the start and stop frame as usual from the Anim
# tab.
# Images are saved in the sub-directory of /myRenderdir/
spritename = 'Running'
Thing = Blender.Object.Get('Armature')
# =================================================
rotation = Thing.RotZ
Thing.RotZ = 0
Blender.Redraw()
scn = Blender.Scene.getCurrent()
context = scn.getRenderingContext()
context.extensions = True
context.renderPath = "//myRenderdir/"
context.sizePreset(Render.PC)
context.imageType = Render.PNG
start = context.sFrame
stop = context.eFrame
for framecount in range(start,stop+1):
context.cFrame = framecount
for x in range(0,8):
ang = x*0.785398185253
Thing.RotZ = ang
context.render()
angle = x * 45
name = spritename + '' + str(angle) + '' + str(framecount)
context.saveRenderedImage(name)
Blender.Redraw()
Thing.RotZ = 0
Render.CloseRenderWindow()
Reddog9
Tutorials, Samples and Models
www.blender3dclub.com
Thread: how hard is this to script? | Forum: Blender
Thread: how hard is this to script? | Forum: Blender
Quote - I'm creating isometric sprites that I'm rendering from 4 or 8 sides. I render one side, save it, rotate the camera around it 45 or 90 degrees, render again, repeat. It would be nice if I could just hit a button, leave it alone for a while, and come back and all of the angles are done (or, you know, still chugging away at it but not in need of my help). I haven't really tried writing any python scripts for blender, so is that doable? And if each were an animation that I wanted to save as a series of stills, would it still be doable?
I've been writing a lot of scripts lately. It sounds very do-able. I'm not 100% clear on what you're looking for, how ever, I know how to locate objects with python, manipulate them, etc. I'm also sure I've seen the options to render and save the output as well, although that's not something I've needed to use before.
Just yesterday, I was curious about loading a gray scale image and using it as an elevation map to create a grid mesh from. I was able to write a script for that in about an hour or so. It was easier than I thought it would be.
If you like, send your file my way with another description of what you're trying to accomplish, and at the very least, I'll see if I can cut down your clicking responsibilities.
:)
I just read your post again...it sounds like your creating sprites basically like they used to use for the game Doom and the like. I think I'm with you.
If you have a model and have it set up to animate from frame 0 to 250 (or more) for each of the actions you wish it to perform, I'm sure I could come up with a script for you that would snap a picture of it from 4 or 8 different angles, advance the frame by one, rinse and repeat.
:D
Reddog9
Tutorials, Samples and Models
www.blender3dclub.com
Thread: How to exit Game Engine? | Forum: Blender
Quote - Not for the first time I've hit the P key by mistake and been thrown into the Game Engine. But how the heck do you get back out of it?
ESC usually does it for me.
Reddog9
Tutorials, Samples and Models
www.blender3dclub.com
Thread: Armature Modifier question: can Body Heat be used? | Forum: Blender
Wow.. no one's answered your question yet. Using Bone Heat is simple and works really well. You may need to do some touch up with weight painting or editing it by hand in Mesh Edit mode. But for the most part, it usually takes care of most if not all of your mesh.
It's simply a new option when you go to parent a mesh to an armature.
Mesh -> Parent to (CTRL P) -> Armature -> Select 'Create From Bone Heat'
Reddog9
Tutorials, Samples and Models
www.blender3dclub.com
Thread: how to tell # of verts, edges selected? | Forum: Blender
Top right corner of the menu bar. Shows selected out of total verts, edges and faces.
Reddog9
Tutorials, Samples and Models
www.blender3dclub.com
Thread: New tutorial: how to setup an background movie in a Blender's view | Forum: Blender
Here's the dialog window I get with import OBJ:
I tried removing Python25 ( I renamed the directory). No change.
Is there a different version?
Reddog9
Tutorials, Samples and Models
www.blender3dclub.com
Thread: New tutorial: how to setup an background movie in a Blender's view | Forum: Blender
Well, when I updated to 2.49a, it said I needed Python 2.6. So I installed it.
Blender's console window reports that it finds 2.6 on start up.
WindowsXP
Before, with 2.49, I'm pretty sure I was still on Python 2.5 and didn't see it either.
Reddog9
Tutorials, Samples and Models
www.blender3dclub.com
Thread: New tutorial: how to setup an background movie in a Blender's view | Forum: Blender
I'm not getting the same import dialog box that you show in your video. I was using Blender 2.49 and updated to the lasted one 2.49a. I still get a different import dialog box than what is shown in your video..
I don't have the PolyGroup option in my dialog box. Am I missing a script or on the wrong version?
Reddog9
Tutorials, Samples and Models
www.blender3dclub.com
Thread: New tutorial: how to setup an background movie in a Blender's view | Forum: Blender
I just watched your other tutorial on FBM. Very well done. Thank you very much.
Reddog9
Tutorials, Samples and Models
www.blender3dclub.com
Thread: DSES - Daz Studio Export Script.. | Forum: Blender
Reddog9
Tutorials, Samples and Models
www.blender3dclub.com
Thread: DSES - Daz Studio Export Script.. | Forum: Blender
Quote - This sample is ready to download:
[
](http://www.blender3dclub.com/index.php?name=Downloads&req=viewdownload&cid=6)
I have to delay this one a bit... sorry
Reddog9
Tutorials, Samples and Models
www.blender3dclub.com
Thread: DSES - Daz Studio Export Script.. | Forum: Blender
This sample is ready to download:
[
](http://www.blender3dclub.com/index.php?name=Downloads&req=viewdownload&cid=6)
Reddog9
Tutorials, Samples and Models
www.blender3dclub.com
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Thread: New tutorial submitted... | Forum: Blender