taking any pre_ and post_ matrix into account to transform from fbx into blender space. """ from bpy.types import Object, PoseBone, ShapeKey, Material, Camera from bpy.types import ShapeKey, Material, Camera fbx_curves: dict[bytes, dict[int, FBXElem]] = {} for curves, fbxprop in c...
DEF_ICON_COLOR(BRUSH_CLAY_STRIPS) DEF_ICON_COLOR(BRUSH_CLONE) DEF_ICON_COLOR(BRUSH_CREASE) DEF_ICON_COLOR(BRUSH_FILL) DEF_ICON_COLOR(BRUSH_FLATTEN) DEF_ICON_COLOR(BRUSH_GRAB) DEF_ICON_COLOR(BRUSH_INFLATE) DEF_ICON_COLOR(BRUSH_LAYER) DEF_ICON_COLOR(BRUSH_MASK) DEF_ICON_COLOR(BRUSH_MIX)...
Not associated with building Blender. * icons: Updates PNG icons from SVG files. Optionally pass in variables: 'BLENDER_BIN', 'INKSCAPE_BIN' otherwise default paths are used. Example make icons INKSCAPE_BIN=/path/to/inkscape * icons_geom: Updates Geometry icons from BLEND file. @@ -565,11...
# UNUSED. """ def listbase_iter(data, struct, listbase): element = data.get_pointer((struct, listbase, b'first')) while element is not None: yield element element = element.get_pointer(b'next') """ def linkdata_iter(collection, data):0...
# This means that in access to vertices or faces after modifier stack happens via fields of # object_eval.object. # # For other types of objects the object_eval.data does not have modifiers applied on it, 1 change: 0 additions & 1 deletion 1 doc/python_api/examples/bpy.types.UIList....