I'm currently writing a small script to help ease exporting objects made in Blender to the Unreal Engine, and one of the things I need to do is scale all mesh objects by 100 about the origin (0,0,0).
Although I have working code, the way I'm doing it seems a bit obtuse and I was wondering if there is a more direct way to do it. This is the code I have:
for ob in context.scene.objects: if ob.type == 'MESH': ob.scale *= 100 ob.location *= 100 ob.select = True scn.objects.active = ob bpy.ops.object.transform_apply(location=False, rotation=False, scale=True) ob.select = False
Because of the selection stuff, in order not to lose the user's selection, I also have a bunch of code to save and restore the selected and active objects, which I'd rather not have. I am also not 100% sure if the scaling code is working flawlessly or not. It seems OK, but there is also bpy.ops.transform.resize, which might be more reliable, but then I need a bunch more code in order to set the 3d cursor position to 0,0,0. Is there a simple function along the lines of
ob.set_scale(value=(100,100,100), pivot=(0,0,0), apply_transform=True)?