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- #mesh = bpy.data.meshes.new(name="Foo")
- #obj = bpy.data.objects.new(name="Foo",object_data=mesh)
- #bpy.context.scene.objects.link(obj)
- import bpy, random, sys
- print( sys.argv[-1] )
- #bpy.ops.mesh.primitive_ico_sphere_add()
- for o in bpy.data.objects: o.selected=False
- #bpy.ops.object.select_all()
- #bpy.ops.object.select_all()
- bpy.context.scene.update()
- scn = bpy.context.scene
- if 0:
- arm_data = bpy.data.armatures.new("MyBVH")
- arm_ob = bpy.data.objects.new("MyBVH", arm_data)
- scn.objects.link(arm_ob)
- arm_ob.selected = True
- scn.objects.active = arm_ob
- bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
- bpy.ops.object.mode_set(mode='EDIT', toggle=False)
- ## sloppy
- bpy.ops.armature.delete()
- bpy.ops.armature.select_all()
- bpy.ops.armature.delete()
- data = bpy.data.curves.new(name='brain', type='CURVE')
- for i in range(2):
- spline = data.splines.new('BEZIER')
- bez = spline.bezier_points[-1]
- bez.co.x = i * 0.4
- prevbone = None
- for j in range(3):
- x = i * 0.4; y = j * 0.1
- spline.bezier_points.add()
- bez = spline.bezier_points[-1]
- bez.co.x = x
- bez.co.y = y
- bez.handle1.x = i * 0.4 + random.uniform(-.1,.1)
- bez.handle1.y = j * 0.1 + random.uniform(-.1,.1)
- bez.handle2.x = i * 0.4 + random.uniform(-.1,.1)
- bez.handle2.y = j * 0.1 + random.uniform(-.1,.1)
- bez.selected_control_point = bez.selected_handle1 = bez.selected_handle2 = True
- if 0:
- bpy.ops.armature.bone_primitive_add(name="Bone")
- bone = arm_data.edit_bones[-1]
- bone.head = [x,y,.0]
- bone.tail = [(j+1)*0.4, (j+1)*0.1, .0]
- if prevbone: bone.parent = prevbone; bone.connected = True
- prevbone = bone
- # and 2 = Vector, what is bez.radius?
- bpy.context.scene.update()
- obj = bpy.data.objects.new(name='brain', object_data=data)
- bpy.context.scene.objects.link(obj)
- bpy.context.scene.objects.active = obj
- def deselect( data ):
- for s in data.splines:
- for bez in s.bezier_points:
- bez.selected_control_point = bez.selected_handle1 = bez.selected_handle2 = False
- for spline in data.splines:
- for bez in spline.bezier_points:
- bpy.context.scene.objects.active = obj
- bpy.context.scene.update()
- deselect( data )
- bez.selected_control_point = bez.selected_handle1 = bez.selected_handle2 = True
- bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
- bpy.ops.object.mode_set(mode='EDIT', toggle=True)
- bpy.ops.object.hook_add_newob()
- #m = obj.modifiers.new(name='armature', type="ARMATURE")
- #m.object = arm_ob
- #obj.selected = True
- #grp = obj.add_vertex_group()
- #print( dir(grp) )
- #obj.add_vertex_to_group( group=grp, vertex_index=0, weight=1.0, type='ADD' )
- #readonly#obj.active_vertex_group = grp
- #bpy.ops.object.editmode_toggle()
- bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
- bpy.ops.object.mode_set(mode='EDIT', toggle=True)
- #bez.selected_control_point = bez.selected_handle1 = bez.selected_handle2 = True
- #obj.update(bpy.context.scene)
- #bpy.context.scene.update()
- #bpy.ops.object.modifier_add('EXEC_DEFAULT',type="HOOK")
- bpy.ops.object.hook_add_newob()
- #print( dir(obj) )
- #print( dir(obj.data) )
- hook = obj.modifiers[-1]
- #hook = obj.modifiers.new(name='hook', type="HOOK")
- #print( dir(hook) )
- #hook.vertex_group = grp.name
- #hook.object = bpy.data.objects['Cube']
- print( hook.object )
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