Python code doesn't appear, Edit mode, Mesh--&gt; Separate --&gt; By loose parts It physically separate objects but no Python code appeared in INFO.
120868
I know how I can find out the python command by clicking a button in the Blender interface, and then look in the info window:   For example, as can be seen, I added a cube, UV sphere, plane, camera, lamp, pressed A twice.  But how can I find out an object variable name, for example the y-rotation of an object. Because I can't find the y-rotation, when I point my mouse over it, I can only find the rotation:
72798
How feasible would it be to compile Python (possibly via an intermediate C representation) into machine code?  Presumably it would need to link to a Python runtime library, and any parts of the Python standard library which were Python themselves would need to be compiled (and linked in) too.  Also, you would need to bundle the Python interpreter if you wanted to do dynamic evaluation of expressions, but perhaps a subset of Python that didn't allow this would still be useful.  Would it provide any speed and/or memory usage advantages?  Presumably the startup time of the Python interpreter would be eliminated (although shared libraries would still need loading at startup).
73051
Is syntax highlighting only applied to code after the post is posted?  // test code  for (int i = 1; i &lt; 4; i++) {    s = s + "abc" + 'd' }   Also, will the formatted blocks that were shown as being separate after each time I hit Enter be merged?
11454
I tried following a few tutorials, but I get this:   How can I fix this? I added in a info.plist (I just copied and pasted another app's file, and changed around a few things.)  Also, I used chmod +x myApp to make the script executable.  P.S. I am using El Capitan
100334
Is it possible to generate mesh at runtime in blender game engine? That is, is it possible for blender to generate meshes using python code when the game runs?  I really would like to know if this is possible, as my final year project requires use of this.
2281
I have created two bezier circles, then converted them to meshes. When I press tab to enter edit mode, the objects appear completely black.   You can see the exact tutorial I am    Why do they appear black, and not have any subdivisions? Is this a problem with blender, or is there a setting I need to change?   Edit Mode   Edit Mode + Wireframe view
116258
In addition to tables and figures, I have a bunch of code pieces. Just like follows:      \begin{figure}     \lstinputlisting[     language=C++, breaklines=true,     keywordstyle=\color{blue},     commentstyle=\color{mygreen},     stringstyle=\color{red},     frame=single,     backgroundcolor=\color{gray},     basicstyle=\footnotesize\ttfamily,     caption={Data acquisition code},     label={code:data}]     {codes/data.cpp} \end{figure}   Those codes do not appear in table of figures or table of contents which is exactly what I want.  Now I want to create a new table of codes \listofcodes similar to \listoffigures. It should create a third table. How do I do that?
94789
I sometimes like to view my models in wireframe mode, but it doesn't show individual faces, only lines representing the general formation of the object. With subdivisions (especially) this does not achieve what I'd really like to see, which is more of a &quot;blueprint&quot; look. Solid view:  Wireframe:  What I want (except this is solid):  What I want (except, this is edit mode, not an actual drawmode):  Is there a draw mode that can achieve this? P.S.: I don't mind if the answer uses Python. I'm not a Python programmer but I'd be able to understand the code (I've got programming experience and have used Python on and off before).
66383
I'm trying to import a .PLY mesh in Blender. I've troubles with colors: the mesh appear in a grayscale palette. Other softwares open it correctly (eg. MeshLab).  This is the header of the PLY file:  ply format binary_big_endian 1.0 comment created by Geomagic Sculpt Exporter. element vertex 182488 property float x property float y property float z property uchar red property uchar green property uchar blue element face 364980 property list uchar int vertex_indices end_header   Any tips? Thanks!
31828
I am using a mirror modifier for modelling. When viewing the mesh in edit mode, the vertices in the center are firmly stuck together and cannot be separated.     When in pose mode, I manipulate a wrist bone on my model and the mesh splits in two along the mirror axis center.    I have tried removing the subsurface modifier to see if this was the problem leaving only the armature at the top of the modifier list,i.e. as first modifier (which I am told is the bottom of the stack) and the mirror as the second.  It doesn't separate in edit mode and I've also tried increasing the merge limit to 0.1 and there's no change. Manipulating bones separates the mesh.
16396
I am trying to write a little script that checks if mesh has more than one material, and if it does, remove materials until there is only one left on the item. Here is what I have so far: import bpy for ob in bpy.data.objects:     number_of_mats = len(ob.material_slots.items())     if number_of_mats &gt; 1:         for i in range(number_of_mats-1):             # remove material here?  I cannot seem to figure out the method to remove a mat at this point. Any suggestions?
52314
So, I've been unwrapping semi-circular objects and this happens:     I wanted to know if it is a configuration setting that I'm screwing up or something like that. I can edit it but it is a huge pain, in some tutorials they just work. This is killing me slowly and surely.
86980
I've only just started studying the Blender Python API. I'm writing a script (see below) to automate something I've done by hand : joining two adjacent cubes and cleaning up the resulting mesh.   After joining and removing doubles, I expect to have 12 vertices instead of 16 in the resulting object. In the Info header, this seems to be the case, but when I print to the windows terminal I still see 16. Also I do see the output from remove_double(), here's a screenshot :    So what's wrong here ? What is the right way to access an object's mesh, and count its vertices ?  Joao  import bpy  # Create two adjacent cubes and join them bpy.ops.mesh.primitive_cube_add(location=(1,0,0)) ob = bpy.context.object bpy.ops.mesh.primitive_cube_add(location=(3,0,0)) ob.select = True bpy.ops.object.join()  # Expect 16 vertices, 24 edges, 12 faces result = bpy.context.object print(str(len(result.data.vertices)))  # Go to edit mode, remove double vertices bpy.ops.object.mode_set(mode = 'EDIT') bpy.ops.mesh.remove_doubles()  # Expect 12 vertices, 20 edges, 11 faces result = bpy.context.object print(str(len(result.data.vertices)))
20124
I have append a mesh (rex) from this .blend .  In edit Mode I see different vertices from objcet mode (see pictures). The vertices of belt are missing!  OBJECT MODE:   EDIT MODE:   How can I edit vertices of belt? Is It a bug?  This is my .blend  maybe can help.
116187
I am writing pseudo code in the algorithmic environment. It is quite long and doesn't fit on one single page. Instead of it continuing on the next page, it is cut off. I tried inserting it into a figure environment, but the problem persists. Is there a solution to have the code continue on the next page?
42703
I'm very new to Blender and am having a bit of trouble. After I Shift + A > Mesh > Cylinder, I want to pull up this menu:    How would I do this, please? It doesn't just pop up after I add in the cylinder. Thanks.
27373
I was watching a tutorial video  and at the 18:00 mark he creates a loop cut, then appears to press 'S' (scale) and mashes a few other keys that aren't displayed and the loop cut suddenly becomes completely horizontal and no longer follows the contours of the mesh.  What is happening here and how can I accomplish this, or something similar?