Python scripting in Blender extend the power of blender using python to create objects, animations, and effective add-ons /
Learn how to use Python scripts in Blender 3.3 to automate tasks, optimize your workflow, think like a 3D programmer, and start creating your tools quickly Purchase of the print or Kindle book includes a free PDF eBook Key Features Discover ready-to-go scripts that provide a clear solution to your p...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt Publishing Ltd.,
2023.
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Cover
- Title Page
- Copyright and Credits
- Contributors
- Table of Contents
- Preface
- Part 1: Introduction to Python
- Chapter 1: Python's Integration with Blender
- Technical requirements
- Installing Blender
- Installing Blender on Windows
- Installing multiple versions on macOS
- The Scripting workspace
- first steps with Python
- The Python console
- The Info Log
- The Text Editor
- External editor
- Visual Studio Code
- Loading our scripts folder
- Keeping Blender's text blocks in sync
- Version control and backup
- Initializing the repository
- Making changes
- Writing a basic operator
- Loading operators in our add-on
- Running our add-on
- Refreshing the add-on list
- Running from the Search Toolbar
- Improving our code
- Saving our edits automatically
- Ignoring bytecode files (.pyc)
- Fixing the operator logic
- Reloading scripts
- Avoiding re-assignment errors
- Our final operator
- Extending menus
- Summary
- Questions
- Chapter 4: Exploring Object Transformations
- Technical requirements
- Moving objects in space
- Transforming objects
- Transforming objects indirectly
- Using Object Constraints
- Using object hierarchies
- Understanding the transform matrix
- Accessing matrices
- Storing object matrices
- Copying matrices
- Restoring transformations using the world matrix
- Creating rest offsets with the parent inverse matrix
- Writing the Elevator add-on
- Setting the environment
- Writing the first draft
- Using input properties
- Setting the height in the world matrix
- Avoiding duplicate transformations
- Adding the constraints switch
- Avoiding duplicate constraints
- Summary
- Questions
- Chapter 5: Designing Graphical Interfaces
- Technical requirements
- Areas, regions, and panels
- Creating a simple panel
- Setting the environment
- Drafting our panel add-on
- Setting display attributes
- Adding a panel to the Object Properties area
- Using layouts in our panels
- Arranging in columns and rows
- Adding frames with box layouts
- Using composite layouts
- Providing color feedback
- Checking whether an object has been selected
- Checking whether an object is active
- Drawing layouts in red or gray
- Displaying buttons
- Using the operator method
- Setting the operator's text and visibility
- Overriding an operator's settings
- Setting operator properties