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- #define selected object
- obj = bpy.context.active_object
- #store current object to select again?
- object1 = obj
- # code so that I can move the origin of each empty
- # store the location of current 3d cursor
- #saved_location = bpy.context.scene.cursor_location.copy()
- # give 3dcursor new coordinates
- #bpy.context.scene.cursor_location = (1.0,0.0,0.0)
- # set the origin on the current object to the 3dcursor location
- #bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
- #CREATE EMPTIES TO MANIPULATE ARRAYS
- #for i in range(int(context.scene.arry_amnt)):
- # i_amnt = i
- # e_mount = ("E" + str(i_amnt))
- # bpy.ops.object.text_add()
- # obt = bpy.context.object
- # obt.name = e_mount
- # obt.data.body = e_mount
- # obt.data.offset_y = i_amnt
- # obt.show_x_ray = True
- # obt.show_texture_space = True
- # obt.hide_render = True
- # if context.scene.rnd_rotation == 1:
- # obt.rotation_euler[2] = random.randint(0,2)
- # if context.scene.rnd_location == 1:
- # obt.location[2] = random.randint(0,2)
- #ADD ARRAYS
- # p = obj.modifiers.new(name= "BLIX01", type='ARRAY')
- # p.use_relative_offset=False
- # p.use_object_offset=True
- # p.offset_object = bpy.data.objects[e_mount]
- # p.count = context.scene.arry_cnt
- #how can i select the original object and unwarp / scale uv
- bpy.ops.mesh.select_all(action='DESELECT')
- bpy.ops.object.select_all(action='TOGGLE')
- object1.select = True
- bpy.ops.object.editmode_toggle()
- bpy.ops.mesh.select_all(action='DESELECT')
- bpy.ops.mesh.select_mode(type='EDGE')
- bpy.ops.mesh.mark_seam(clear=False)
- bpy.ops.mesh.select_all(action='SELECT')
- bpy.ops.object.editmode_toggle()
- bpy.ops.uv.smart_project(angle_limit=30, island_margin=0.02, user_area_weight=0.03)
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