axis=1 if vg.startswith("wing") or vg.startswith("leg"): axis = 0 in Software Creation pdf417 in Software axis=1 if vg.startswith("wing") or vg.startswith("leg"): axis = 0

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3 axis=1 if vg.startswith("wing") or vg.startswith("leg"): axis = 0 use software pdf417 integrating toadd pdf-417 2d barcode on software What is GS1 DataBar Bones within the armature Software PDF417 are indexed by name and the positions of the bone ends are stored in its head and tail attributes respectively. So, if we have a parent bone and we want to determine its average y-coordinate we can calculate that in the following manner:. if parent != None : paren ty = (ar.bones[parent].head[1] + ar.


We calculate this positio Software barcode pdf417 n because parts such as legs and wings have parent bones (that is, they move along with the parent bone) but are not connected from head to tail. We will position these bones starting at the center of the parent bone and for that we need the y-position of the parent. The bones of segments lying along the y-axis are positioned along the y-axis themselves and so have zero x and z-coordinates.

The x and z-coordinates of leg and wing segments are taken from their bounding boxes. If the bone is connected, we simply set its head position to a copy of the position of the tail of the parent (highlighted below)..

The Blender Vector class provides the copy() function but oddly enough not the __copy__() function, so it won"t play nice with the functions from Python"s copy module.. if connected: bone.head = pdf417 for None ar.bones[parent].

tail.copy() else: if axis==1: bone.head=Blender.

Mathutils.Vector(0,bb[1][0],0) else: bone.head=Blender.

Mathutils.Vector(bb[0][1], parenty,bb[2][1]) The tail position of the bone is calculated in a similar manner: if axis==1: bone.tail=Blender.

Mathutils.Vector(0,bb[1][1],0) else: bone.tail=Blender.

Mathutils.Vector(bb[0][0],parenty, bb[2][0]). [ 99 ]. Vertex Groups and Materials The final steps in creati ng a bone are adding it to the armature and setting bone-specific options and any parent relationship.. ar.bones[vg] = bone if pa Software barcode pdf417 rent != None : bone.parent=ar.

bones[parent] else: bone.clearParent() if connected: bone.options=Blender.

Armature.CONNECTED. Note that in the precedin g code, the order of the operations is significant: the parent attribute may only be cleared on bones that are added to an armature and the CONNECTED option may only be set on a bone with a parent. Again, we should beware of some Blender peculiarity here. A parent may be set on a bone by assigning to its parent attribute.

If it has no parent, this attribute will return None. We cannot assign None to this attribute however, we must use the clearParent() function to remove a parent relationship..

Materials Materials are what give a n object its outward appearance. In Blender, materials are extremely versatile and because of that rather complex. Almost any aspect of the way light behaves when reflecting from an object may be controlled and that not only by simple parameters, but by image maps and node networks as well.

Up to 16 materials can be associated with an object and, within an object, individual parts can refer to one of these 16 materials. In Text3d objects, each individual character may refer to a different material and in curves this is true for each control point..

[ 100 ]. 3 . From a developer"s point Software pdf417 of view, assigning materials to objects is a two-step process. First, we have to define a new material, and then we have to assign a material or materials to an object. The first step may be omitted if we can refer to already existing materials.

If an object like a mesh already has faces defined we then still have to assign a material to each face. Newly created faces will have the active material assigned if the active material is defined. A small code snippet illustrates how we can assign materials to a Mesh object.

Here we assign a material with a white diffuse color to all even numbered faces and one with a black diffuse color to all odd numbered faces in a Mesh object referred to as ob.. me=ob.getData(mesh=1) mat s=[ Blender.Material.

New(), Blender.Material.New()] mats[0].


0] mats[1].rgbCol=[0.0,0.

0,0.0] ob.setMaterials(mats) ob.

colbits=3 for f in me.faces: if f.index%2 == 0 : f.

mat=0 else: f.mat=1. The highlighted line make Software PDF417 s sure that the material indices used in each face refer to the materials assigned to the object. (It is also possible to associate materials with the mesh data as we will see in the next section.).

In Blender, both a Mesh o bject and the top-level Blender object containing the Mesh object may have their own list of 16 materials. This is convenient if we would want to instance many copies of the same mesh but with different materials applied. However, in some situations we might want to apply some or all of the materials to the Mesh instead of to the object.

This is controlled by the colbits attribute of the object. This attribute consists of 16 bits, each bit indicating whether to use the material from the Object or that from the Mesh. We saw an example of that already in the previous section.

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