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	<title>テンプレート:Release Notes/2.42/Python/Scripts - 版の履歴</title>
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	<updated>2026-04-22T02:58:41Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.42/Python/Scripts&amp;diff=47448&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T17:47:47Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:47時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.42/Python/Scripts&amp;diff=47447&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: Dev:Ref/Release Notes/.DPL share/2.42/Python/Scripts moved to Template:Release Notes/2.42/Python/Scripts: move to Template:</title>
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		<updated>2009-02-17T23:20:16Z</updated>

		<summary type="html">&lt;p&gt;&lt;a href=&quot;/Dev:Ref/Release_Notes/.DPL_share/2.42/Python/Scripts&quot; class=&quot;mw-redirect&quot; title=&quot;Dev:Ref/Release Notes/.DPL share/2.42/Python/Scripts&quot;&gt;Dev:Ref/Release Notes/.DPL share/2.42/Python/Scripts&lt;/a&gt; moved to &lt;a href=&quot;/%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.42/Python/Scripts&quot; title=&quot;テンプレート:Release Notes/2.42/Python/Scripts&quot;&gt;Template:Release Notes/2.42/Python/Scripts&lt;/a&gt;: move to Template:&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=New Scripts=&lt;br /&gt;
==Gradient (Weight Paint &amp;amp; Color Paint)==&lt;br /&gt;
This script is used to fill the selected faces with a gradient&lt;br /&gt;
&lt;br /&gt;
To use the script, switch to &amp;quot;Face Select&amp;quot; mode then &amp;quot;Vertex Paint&amp;quot; mode&lt;br /&gt;
&lt;br /&gt;
Select the faces you wish to apply the gradient to.&lt;br /&gt;
&lt;br /&gt;
Click twice on the mesh to set the start and end points of the gradient.&lt;br /&gt;
&lt;br /&gt;
The color under the mouse will be used for the start and end blend colors.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
Holding Shift or clicking outside the mesh on the second click will blend the first colour to nothing.&lt;br /&gt;
&lt;br /&gt;
[[Image:PartXIII_Modelling_Scripts_vcol_gradient.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Find Target Paths (UV/Image)==&lt;br /&gt;
A utility script that refinds all image paths for images that have a path whos file dosent exist.&lt;br /&gt;
Running this script is usefull for moving projects to new computers and fixing broken image paths.&lt;br /&gt;
It works by taking a searchdir and finding all the images in that dir, then using the largest images (if doubles are found) to avoid using thumbnails (small images).&lt;br /&gt;
&lt;br /&gt;
== Clean Weights (Weight Paint)==&lt;br /&gt;
Remove groups from verts with low weights&lt;br /&gt;
&lt;br /&gt;
== Normalize (Weight Paint)==&lt;br /&gt;
maximizes weights to a user set peak, optionaly scales other groups too to keep the proportion of the weights even.&lt;br /&gt;
(Doubles as a weight scaler)&lt;br /&gt;
&lt;br /&gt;
==Grow/Shrink (Weight Paint)==&lt;br /&gt;
Uses the mesh topology to expand/contract the vert weights. a few options for iterationsm, max length and strength.&lt;br /&gt;
&lt;br /&gt;
==Mesh Mirror tool (Mesh)==&lt;br /&gt;
This script is used to mirror vertex locations and weights&lt;br /&gt;
It is usefull if you have a model that was made symetrical&lt;br /&gt;
but has verts that have moved from their mirrored locations slightly,&lt;br /&gt;
casuing blenders X-Mirror options not to work.&lt;br /&gt;
&lt;br /&gt;
Weights can be mirrored too, this is usefull if you want to model 1 side of a mesh, copy the mesh and flip it.&lt;br /&gt;
You can then use this script to mirror to the copy, even creating new flipped vertex groups, renaming group name left to right or .L to .R&lt;br /&gt;
&lt;br /&gt;
Vertex positions are mirrored by doing a locational lookup,&lt;br /&gt;
finding matching verts on both sides of a mesh and moving to the left/right or mid location.&lt;br /&gt;
&lt;br /&gt;
The vertex weights work differently, they are mirrored my location also,&lt;br /&gt;
but they mirror in pairs, rather it works by finding the closest vertex on the flip side and using its weight.&lt;br /&gt;
&lt;br /&gt;
When a location mirror is finished, verts that have not been mirrored will remain selected.&lt;br /&gt;
a good way to check both sides are mirrord is to select the mirrored parts,&lt;br /&gt;
run this script with default options and then see of there are any selected verts.&lt;br /&gt;
&lt;br /&gt;
For details on each option read the tooltips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Edges to Polyline (mesh)==&lt;br /&gt;
This script converts open and closed edge loops into polylines.  Only polylines where each vert has no more then 2 edges attached to it are supported&lt;br /&gt;
&lt;br /&gt;
==Poly Reduce (Mesh)==&lt;br /&gt;
This script simplifies the mesh by removing faces, keeping the overall shape of the mesh.&lt;br /&gt;
&lt;br /&gt;
[[Image:Poly_reduce_human.png|frame|center|Human with UV textures and bone weights from  http://www.x-trusion.com]]&lt;br /&gt;
[[Image:Poly_reduce_workman.png|frame|center|Heavily reduced workman http://www.x-trusion.com]]&lt;br /&gt;
[[Image:Poly_reduce_weight_map.png|frame|center|Example of an 80% Reduction using a weight map for influencing the result- Original, Weight Map, Result of or an ]]&lt;br /&gt;
&lt;br /&gt;
==BoneWeight Copy (Object)==&lt;br /&gt;
This script is used to copy bone weights from 1 mesh with weights (the source mesh) to many (the target meshes).&lt;br /&gt;
Weights are copied from 1 mesh to another based on how close they are together.&lt;br /&gt;
&lt;br /&gt;
For normal operation, select 1 source mesh with vertex weights and any number of unweighted meshes that overlap the source mesh.&lt;br /&gt;
Then run this script using default options and check the new weigh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A differnt way to use this script is to update the weights an an alredy weighted mesh.&lt;br /&gt;
this is done using the &amp;quot;Copy to Selected&amp;quot; option enabled and works a bit differently,&lt;br /&gt;
With the target mesh, select the verts you want to update.&lt;br /&gt;
since all meshes have weights we cant just use the weighted mesh as the source,&lt;br /&gt;
so the Active Object is used for the source mesh.&lt;br /&gt;
Run the script and the selected verts on all non active meshes will be updated.&lt;br /&gt;
&lt;br /&gt;
==Self Shadow (Vertex Paint)==&lt;br /&gt;
Shade the mesh using vertex colors from the angles between faces.&lt;br /&gt;
and optionaly blur the shading to remove artifacts from spesific edges.&lt;br /&gt;
&lt;br /&gt;
[[Image:PartXIII_Modelling_Scripts_mesh_selfshadow.png]]&lt;br /&gt;
&lt;br /&gt;
==Lightwave Motion (Export)==&lt;br /&gt;
Export the path of selected objects into a MOT file for lightwave to read.&lt;br /&gt;
&lt;br /&gt;
==Animation Trajectory (Animation)==&lt;br /&gt;
Allow to see in real time trajectory of selected object.&lt;br /&gt;
&lt;br /&gt;
You can drag the keyframes around from anywhere in the animation.&lt;br /&gt;
Keyframe dragging would be less of a hack if we could do an event handeler and a redraw space handeler in 1.&lt;br /&gt;
&lt;br /&gt;
==Edit Image (UV/Image)==&lt;br /&gt;
A little utility script I have been using for a long time but was recently able to improve with 2.41's &lt;br /&gt;
features.&lt;br /&gt;
&lt;br /&gt;
Edits the current image in an external application, esp usefull when dealing with projects that have lots of images.  Basicly-- a quick way to have the image in the gimp (using gimp-remote) without rooting around in your project tree.&lt;br /&gt;
&lt;br /&gt;
Added registry variable to save the external application... and some OS context for what app to run.&lt;br /&gt;
&lt;br /&gt;
==Google Earth KML (Import)==&lt;br /&gt;
Use this to read 3d geometry from .kml and .kmz (zipped .kml) files.&lt;br /&gt;
&lt;br /&gt;
=New Modules=&lt;br /&gt;
The following python modules have been added to this Blender release.&lt;br /&gt;
* BPyMesh&lt;br /&gt;
* BPyMesh_redux - Polygon reducer for automated use&lt;br /&gt;
* BPyMathutils&lt;br /&gt;
* BPyWindow&lt;br /&gt;
&lt;br /&gt;
=Updated Scripts=&lt;br /&gt;
If you are the author of any of these scripts and can provide a release log, please do.&lt;br /&gt;
* Paths import from Jean-Michel Soler (JMS): updated ai, eps, Gimp and SVG support&lt;br /&gt;
* Cal3d exporter by Jean-Baptiste LAMY&lt;br /&gt;
* DirectX8 exporter by Ben Omari&lt;br /&gt;
* DirectX8 importer by Ben Omari&lt;br /&gt;
* HotKey script from JMS&lt;br /&gt;
* MD2 exporter by Bob Holcomb&lt;br /&gt;
* Knife Tool by Stefano Selleri, Win Van Hoydonck and JMS: now handles meshes with multiple materials&lt;br /&gt;
* Blender Lip Synchro by Benoit Foucque (Dienben)&lt;br /&gt;
&lt;br /&gt;
==FGon Support (Obj and Lightwave Import)==&lt;br /&gt;
The OBJ and Lightwave importers both make use of a new NGon function ( BPyMesh.ngon() ) that can help create complex fgons for importers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Release_Notes_Fgon.png]]&lt;br /&gt;
&lt;br /&gt;
==Obj Import==&lt;br /&gt;
* Support for many OBJ variations (faces spanning multiple lines, comma delimeted floats, mac line endings)&lt;br /&gt;
* Improved smooth group support&lt;br /&gt;
* FGon importing (see above)&lt;br /&gt;
* Option to import 2 vert faces as edges&lt;br /&gt;
* Optional MTL import&lt;br /&gt;
* Optional smooth group import&lt;br /&gt;
* Option to Rotate X90 (most obj files use X up)&lt;br /&gt;
* Option to Reuse Existing Materials (so material names arnt created when names match)&lt;br /&gt;
* Option to import as a group instance where all the objects are added to their own scene and 1 instance of the object is created in the current scene.&lt;br /&gt;
* Option to import into own scene&lt;br /&gt;
* Option to import all obj's in the directory.&lt;br /&gt;
* Bugfix in importing OBJ files with negative indicies (Effects uvs and verts)&lt;br /&gt;
* Bugfix where an extra vert was duplicated.&lt;br /&gt;
* Bugfix for loading images&lt;br /&gt;
* Bugfix negative vert indicies relative to the current index now work as expected.&lt;br /&gt;
&lt;br /&gt;
==Obj Export==&lt;br /&gt;
* Option to apply modifiers&lt;br /&gt;
* Option to export selection only&lt;br /&gt;
* Option to export edges&lt;br /&gt;
* Option to export normals&lt;br /&gt;
* Optional high quality normals&lt;br /&gt;
* Optional MTL File&lt;br /&gt;
* Option to export batch export all scenes.&lt;br /&gt;
* Option to export your animation as numbered OBJ files.&lt;br /&gt;
* Option Copy Images - Copys images to the destination on export.&lt;br /&gt;
* Option to Triangulate&lt;br /&gt;
* Option to Group by Materials&lt;br /&gt;
* Better remove doubles when exporting unique UVs and Normals&lt;br /&gt;
* Fluidsim animation export shoudl now work.&lt;br /&gt;
* Bugfix when meshes have empty material slots&lt;br /&gt;
&lt;br /&gt;
==3ds Import==&lt;br /&gt;
* Removed workarounds for Blender 2.41&lt;br /&gt;
* Mesh objects are split by material (many 3ds models have &amp;gt;16 materials per mesh)&lt;br /&gt;
* Added a size limiter so objects are constrained to to be too large&lt;br /&gt;
* Added an option to import as a group instance, where all the objects are created in their own scene and an 1 instance is made in the current scene.&lt;br /&gt;
&lt;br /&gt;
==3ds Export==&lt;br /&gt;
* Export UV Faces&lt;br /&gt;
* Creates an object node block, exporting object nodes, needed by some 3D importers.&lt;br /&gt;
* Now exports Empties as 3ds Dummies.  &lt;br /&gt;
* Use Mesh instead of NMesh&lt;br /&gt;
* Export all objects that can be converted to a mesh as a mesh object.&lt;br /&gt;
&lt;br /&gt;
==VRML Export==&lt;br /&gt;
* Significant speedup&lt;br /&gt;
* Image Export fix (use filename rather then blender name)&lt;br /&gt;
* Support for meshes with multiple materials/face images&lt;br /&gt;
* Mode modular design that more closely reflects Blender's internal workings&lt;br /&gt;
* Position, scale, and orientations are now exclusively dealt with in Transform nodes, making the math more unified and way easier to understand.&lt;br /&gt;
* vertex colors either written when mesh has SHARED_COL face property, or when mesh has vertex colors and first material with VCOL_PAINT (a little crufty, but maybe will try a better way later)&lt;br /&gt;
* Support for debugging output to the console by setting the 'rt' button to 42 (for mild verbosity) or 43 (for more verbosity)&lt;br /&gt;
* Potentially long lists like vertex coordinates, face indices, etc. are now unindented (why potentially waste thousands of tab characters?)&lt;br /&gt;
&lt;br /&gt;
==UV Export==&lt;br /&gt;
* Replaced the GUI with a popup for entering inputs.&lt;br /&gt;
* Fixed a when no objects were selected and the Ob option was activated.&lt;br /&gt;
* Added option to edit the resulting image in an external program (this needs a full python distro for the os module. it detects the presence of the module and shows the option only if possible).&lt;br /&gt;
* Saves the selected settings (except the save path) with Registry, so they get loaded back next time you use the script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=For More Information=&lt;br /&gt;
&lt;br /&gt;
* blenderartists.org Python &amp;amp; Plugins forum: http://blenderartists.org/forum/forumdisplay.php?f=11&lt;br /&gt;
* blendernation blog scripts cathegory: http://www.blendernation.com/category/python-scripts/&lt;br /&gt;
* the Scripts Help Browser script in Blender's Help menu gives access to more info about each script, like basic usage, authors, changes and websites.&lt;br /&gt;
&lt;br /&gt;
[[Category:Release notes]]&lt;br /&gt;
[[Category:Scripts]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
	</entry>
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