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string |
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list of integers |
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Scene |
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RenderData |
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Blender Radiosity |
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list of Blender Objects |
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Blender Object or None |
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Blender Object |
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boolean |
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list |
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bool |
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integer (bitmask) |
Layers The Scene layers (check also the easier to use layers). |
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Camera or None |
camera The active camera for this scene (can be set) |
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Vector (wrapped) |
cursor the 3d cursor location for this scene. |
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bool |
fakeUser When set to True, this datablock wont be removed, even if nothing is using it. |
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OpenEXR's half float option |
halfFloat boolean |
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list of integers |
layers The Scene layers (check also Layers). |
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string or None |
lib path to the blend file this datablock is stored in (readonly). |
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string |
name unique name within each blend file. |
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Skip rendering existing image files |
noOverwrite boolean |
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sequence of objects |
objects The scene's objects. |
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OpenEXR's save preview option |
preview boolean |
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IDGroup |
properties Returns an IDGroup reference to this datablocks's ID Properties. |
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RenderData |
radiosity The scenes radiosity settings. |
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RenderData |
render The scenes render settings. |
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bool |
tag A temporary tag that to flag data as being used within a loop. |
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Timeline |
timeline The timeline for this scene, named markers are stored here. |
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enable creating empty image files while they are rendered. |
touch boolean |
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int |
users The number of users this datablock has. |
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World or None |
world The world that this scene uses (if any) |
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OpenEXR's save zbuf option |
zbuf boolean |
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Note: if this Scene is the current one, the 3D View layers are also updated, but the screen needs to be redrawn (at least 3D Views and Buttons windows) for the changes to be seen. |
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Warning: When in doubt, try with full = 0 first, since it is faster. The "full" update is a recent addition to this method. |
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Note: only the current scene can return a radiosity context. |
Note: Object.Get will return all objects currently in Blender, which means all objects from all available scenes. In most cases (exporter scripts, for example), it's probably better to use this scene.GetChildren instead, since it will only access objects from this particular scene. Warning: Depricated! use scene.objects instead. |
Note:
the active object, if selected, can also be retrieved with Object.GetSelected -- it is the first item in the
returned list. But even when no object is selected in Blender,
there can be an active one (if the user enters editmode, for
example, this is the object that should become available for
edition). So what makes this scene method different from
Warning: Depricated! use scene.objects.active instead. |
Note: The active camera can be any object type, not just a camera object. |
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Add a new script link to this Scene. Using OpenGL functions within a scene ScriptLink will draw graphics over the 3D view. There is an issue with the zoom of the floating panels also scaling graphics drawn by your scriptlink. This makes matching OpenGL graphics to mouse location impossible. Make sure that you use floating point for operations that you would usually use int functions for: glRasterPos2f rather then glRasterPos2i. The following example shows how you can use the OpenGL model view matrix to obtain the scale value. Example:from Blender import BGL view_matrix = BGL.Buffer(BGL.GL_FLOAT, 16) BGL.glGetFloatv(BGL.GL_MODELVIEW_MATRIX, view_matrix) gl_scale = 1/viewMatrix[0] # Now that we have the scale we can draw to the correct scale. BGL.glRect2f(10*gl_scale, 10*gl_scale, 110*gl_scale, 110*gl_scale)
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LayersThe Scene layers (check also the easier to use layers). This value is a bitmask with at least one position set for the 20 possible layers starting from the low order bit. The easiest way to deal with these values in in hexadecimal notation. Example:scene.Layers = 0x04 # sets layer 3 ( bit pattern 0100 ) scene.Layers |= 0x01 print scene.Layers # will print: 5 ( meaning bit pattern 0101)After setting the Layers value, the interface (at least the 3d View and the Buttons window) needs to be redrawn to show the changes.
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fakeUserWhen set to True, this datablock wont be removed, even if nothing is using it. All data has this disabled by default except for Actions.
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layersThe Scene layers (check also Layers). This attribute accepts and returns a list of integer values in the range [1, 20]. Example:scene.layers = [3] # set layer 3 scene.layers = scene.layers.append(1) print scene.layers # will print: [1, 3]
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libpath to the blend file this datablock is stored in (readonly). lib will be None unless you are using external blend files with (File, Append/Link) Note: the path may be relative, to get the full path use Blender.sys.expandpath
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nameunique name within each blend file. The name is case sensitive and 21 characters maximum length. Note: a blend file may have naming collisions when external library data is used, be sure to check the value of lib. Note: Setting a value longer then 21 characters will be shortened
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objectsThe scene's objects. The sequence supports the methods .link(ob), .unlink(ob), and .new(obdata), and can be iterated over.
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radiosityThe scenes radiosity settings. (read only)
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renderThe scenes render settings. (read only)
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tagA temporary tag that to flag data as being used within a loop. always set all tags to True or False before using since blender uses this flag for its own internal operations.
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timelineThe timeline for this scene, named markers are stored here. (read only)
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usersThe number of users this datablock has. (readonly) Zero user datablocks are de-allocated after reloading and saving.
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