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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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Acampora, Paolo
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing Ltd., 2023.
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