Unfortunately the glTF exporter does not recognize the setup that "Import Images as Planes" uses for a "Shadeless" material, which looks like
However if you delete the group node, it can recognize that graph as "Shadeless" and should be able to export it.
Each loop (= corner of a poly) has its own vertex color. You can print the vertex color for each corner with
# Get the first Vertex Color layer; can also use its name (eg. "Col")
layer = bm.loops.layers.color
for face in bm.faces:
for loop in face.loops:
color = loop[layer] # gives a Vector((R, G, B, A))
Doh, @scurest Answered while I was putting the bins out, may as well post
context = bpy.context
ob = context.object
dg = context.evaluated_depsgraph_get()
bm = bmesh.new()
print("Evaluated bmesh object", ob.name, "mesh:", ob.data.name)
tris = bm.calc_loop_triangles()
You don't necessarily need to write a custom operator to re-use the existing one. You can call the operator in your layout and change its properties, see How to pass multiple operator properties via UI layout?
"""Creates a Panel in the Object properties window"""
You can't write directly to a "C:", "D:", "E:" drive base root directory in Blender. You need to create a folder. Blender is assuming 3.png is going to be your "root base" folder. This is something implicit Blender does. You can "D:\myFolder\3.png" and it will work. Also, consider changing the number from: &...
Mesh 'n Freestyle
Here is a very quick'n'dirty proof of concept.
Make a mesh from our mesh of interest's UV's as demonstrated here How to get data and edit it on UV map edges? . For this one have used numpy to quickly make the mesh. Moved the origin to (0.5, 0.5).
Removed doubles and marked boundary edges selected with bmesh, then as freestyle edges. How ...
Maybe the given answer is not specific enough for you. If you want an MP4 with best quality I would suggest (since you don't care about file size) to choose the following settings:
File Format: FFmpeg video
Video Codec: H.264
Output Quality: Perceptually lossless (with 'Lossless' I once had playback issues, might be because MP4 cannot be ...
The only known supported format for particles is alembic cache (.abc) which can be loaded as package.
As stated on the unity page, it does support particles and possibly animation:
Whenever possible though try using the native system instead of a loaded cache as this may be far ...
This script will set all vertex color alphas to 1 on the active object (I couldn't find a way to do it through the UI). Select your object, make sure you're in Object Mode, paste it in the text editor and hit run.
assert bpy.context.mode == 'OBJECT'
for vc in bpy.context.active_object.data.vertex_colors:
for c in vc.data:
c.color = ...
Would investigate doing this in a post pro way, Using something like sed or python, to run thru stl files and automate the bothersome edit, rather than updating the addon code.
That said, a quick edit to change the header when writing to ASCII
def _ascii_write(filepath, faces):
from mathutils.geometry import normal
That texture and UV map look like they were designed for a "mirror border" texture lookup: when the texture lookup uses UV outside of 0,1, it mirrors the image over the nearest border. This is a good way to save texture space that is often used in game engines, but Blender doesn't have built-in functionality for it. It's similar to "extend&...
For this, I dissolved the diagonal line going through the middle of my face. I then created a vertical loop cut down the centre of it, like so.
I then Went in the UV editor, selected all the edges of the left side of the face, and moved to be on the skull side of the texture.
All that's needed now is to download the UV: Magic UV Plugin, available in edit/...
after trying everything for days I asked that question and to my chance I reached a solution from somewhere else.
so the solution was to create triangle's instead of quads for the faces and that's it. nothing else is needed.
Firstly, for the simplest approach, assigning default via UI is the goto option IIRC have seen others suggesting similar elsewhere_
Since the advent of 2.8 and the introduction of annotated properties, these can be easilly "pinched" from the defining class.
Can very simply make a propertygroup or an operator or a preset (...
Bmesh from object.
See How do I get a mesh data-block with modifiers and shape keys applied in Blender 2.8? Can use the evaluated mesh and look at loop_triangles or with a bmesh and call the bmesh triangulate operator. In both cases no new data need be added to file.
The two answers show how to get the evaluated mesh as either a bmesh or an evauated mesh. ...
Add-on based on the answer of Export multiple objects to .obj, adapted to export all selected objects to individual .glb/.gltf files.
# ##### BEGIN GPL LICENSE BLOCK #####
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software ...
Had the same problem with blender 2.91.2. Answer from another forum that worked for me:
Scott Ramsay (smramsay).Dec 9 2020, 9:02 PM
Exporters rely on selection, not visibility, to determine what to export.
So select only your final model with all of it's modifiers still on.
Then in the export window, you need to enable 'Include > Selection Only' and '...