Game Editing > 3D Modeling & Content Creation
Block Primitives instead of Planes
kat:
Both re-Quading and RemDoubs have to be done in Edit mode because of the way Blender works so the only way to do it on everything in one go would be to join all your meshes together (which you want to avoid really), or at least join objects belonging to the same item - the table top and legs joined together for example. So in a word, no, or at least not that I'm aware.
ellisgl:
So the next question is could it be scripted with the Python?
Loop through each selected object, select it, switch to edit mode, select all vertex, run tri 2 quads and then remove doubles?
kat:
The principle is basically a batch command parsing a couple of functions so in theory it's possible. However, as you'd be dealing with datablocks at different levels - 'Object' datablock select, mode switch, function execute - it may be more complex to script up than one would expect.
Keep in mind that converting Tris to Quads doesn't always product optimal results when done automatically, the formation of Quads is based on the way tris are orientated to each other which can result in defunct Quads, so you always need to check meshes for that any way.
ellisgl:
Here's what I came up with:
--- Code: ---import bpy
#Make sure we are in Object Mode
bpy.ops.object.mode_set(mode='OBJECT')
#Loop through selected objects
for obj in bpy.context.selected_objects:
#If the object is a mesh
if obj.type == 'MESH':
bpy.context.scene.objects.active = obj
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action = 'SELECT')
bpy.ops.mesh.tris_convert_to_quads()
bpy.ops.mesh.remove_doubles()
bpy.ops.object.editmode_toggle()
bpy.ops.object.select_all(action = 'SELECT')
--- End code ---
kat:
Simple bit of genius that ;)
Saved as a *.py file, loaded into the Text Editor and run with Alt+P.
From a practical point of view you might want to include a simple yes/no/all confirmation just in case you have situations where you don't want to convert everything in the scene. Other than that, Smoothing is kept where the Edge Split modifier is in place and edges marked so that's good.
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