库存里其实有一篇讲编辑模式操作的文章还没有发,一来是觉得简单,应该没人看,二来觉得内容不够充实。
本次介绍的是python脚本的入门级介绍。在之前的文章中,代码都是直接操作对象。正式写成脚本后,就会类似于UI的设计一样,可以直接添加在blender的界面中进行使用,而将该代码进行一定的加工,就能像网上下载的脚本一样进行添加和使用了。
话不多说,如果你最近苦于这一开发,直接给你上一段在2.80中可以使用的代码,更高版本通常只需要更改头部版本号即可。
值得一提的是,这段代码是个非常好的样例,今后的代码甚至可以以此为模板。
bl_info = {
"name": "Add-on Template",
"description": "",
"author": "p2or",
"version": (0, 0, 3),
"blender": (2, 80, 0),
"location": "3D View > Tools",
"warning": "", # used for warning icon and text in addons panel
"wiki_url": "",
"tracker_url": "",
"category": "Development"
}
import bpy
from bpy.props import (StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
FloatVectorProperty,
EnumProperty,
PointerProperty,
)
from bpy.types import (Panel,
Menu,
Operator,
PropertyGroup,
)
# ------------------------------------------------------------------------
# Scene Properties
# ------------------------------------------------------------------------
class MyProperties(PropertyGroup):
my_bool: BoolProperty(
name="Enable or Disable",
description="A bool property",
default = False
)
my_int: IntProperty(
name = "Int Value",
description="A integer property",
default = 23,
min = 10,
max = 100
)
my_float: FloatProperty(
name = "Float Value",
description = "A float property",
default = 23.7,
min = 0.01,
max = 30.0
)
my_float_vector: FloatVectorProperty(
name = "Float Vector Value",
description="Something",
default=(0.0, 0.0, 0.0),
min= 0.0, # float
max = 0.1
)
my_string: StringProperty(
name="User Input",
description=":",
default="",
maxlen=1024,
)
my_path: StringProperty(
name = "Directory",
description="Choose a directory:",
default="",
maxlen=1024,
subtype='DIR_PATH'
)
my_enum: EnumProperty(
name="Dropdown:",
description="Apply Data to attribute.",
items=[ ('OP1', "Option 1", ""),
('OP2', "Option 2", ""),
('OP3', "Option 3", ""),
]
)
# ------------------------------------------------------------------------
# Operators
# ------------------------------------------------------------------------
class WM_OT_HelloWorld(Operator):
bl_label = "Print Values Operator"
bl_idname = "wm.hello_world"
def execute(self, context):
scene = context.scene
mytool = scene.my_tool
# print the values to the console
print("Hello World")
print("bool state:", mytool.my_bool)
print("int value:", mytool.my_int)
print("float value:", mytool.my_float)
print("string value:", mytool.my_string)
print("enum state:", mytool.my_enum)
return {
'FINISHED'}
# ------------------------------------------------------------------------
# Menus
# ------------------------------------------------------------------------
class OBJECT_MT_CustomMenu(bpy.types.Menu):
bl_label = "Select"
bl_idname = "OBJECT_MT_custom_menu"
def draw(self, context):
layout = self.layout
# Built-in operators
layout.operator("object.select_all", text="Select/Deselect All").action = 'TOGGLE'
layout.operator("object.select_all", text="Inverse").action = 'INVERT'
layout.operator("object.select_random", text="Random")
# ------------------------------------------------------------------------
# Panel in Object Mode
# ------------------------------------------------------------------------
class OBJECT_PT_CustomPanel(Panel):
bl_label = "My Panel"
bl_idname = "OBJECT_PT_custom_panel"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "Tools"
bl_context = "objectmode"
@classmethod
def poll(self,context):
return context.object is not None
def draw(self, context):
layout = self.layout
scene = context.scene
mytool = scene.my_tool
layout.prop(mytool, "my_bool")
layout.prop(mytool, "my_enum", text="")
layout.prop(mytool, "my_int")
layout.prop(mytool, "my_float")
layout.prop(mytool, "my_float_vector", text="")
layout.prop(mytool, "my_string")
layout.prop(mytool, "my_path")
layout.operator("wm.hello_world")
layout.menu(OBJECT_MT_CustomMenu.bl_idname, text="Presets", icon="SCENE")
layout.separator()
# ------------------------------------------------------------------------
# Registration
# ------------------------------------------------------------------------
classes = (
MyProperties,
WM_OT_HelloWorld,
OBJECT_MT_CustomMenu,
OBJECT_PT_CustomPanel
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
bpy.types.Scene.my_tool = PointerProperty(type=MyProperties)
def unregister():
from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
del bpy.types.Scene.my_tool
if __name__ == "__main__":
register()
这是一个很好的实例,在文本编辑器中运行后,可以在界面右侧的工具栏中进行使用,效果如图。
此外,在任何版本的blender中都内嵌有许多脚本样例,位置在文本编辑器的左下方模板中可以打开,任何脚本都是可以直接运行的,读者看到此处不妨打开软件试一试。
老样子,我还是先讲讲2.7x和2.8x版本的一些差异。首先是关于注册这一板块,bpy.utils.unregister_module()这一方法被移除了,官方解释是这个方法太低效。具体可以查看这个解释,但不挂可能看不了。https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Addons#Registration
在注册时通常可以就使用上一节代码的末尾注册格式即可。
其次还有一个困扰很多人的改动,是在2.8x版本中的region不再使用TOOLS而是改成了UI,也就是 bl_region_type = “UI”
最后,在2.80中许多原先使用“=”的地方,现在都换成了“:”。
,