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	<title>テンプレート:Release Notes/2.46/Python/Scripts - 版の履歴</title>
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	<updated>2026-04-24T13:49:07Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<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/2.46/Python/Scripts&amp;diff=59198&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="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/2.46/Python/Scripts&amp;diff=59198&amp;oldid=prev"/>
		<updated>2018-06-28T17:54:26Z</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) 17:54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/2.46/Python/Scripts&amp;diff=59197&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: pasting the &quot;Scripts Updates and Changes&quot; section from Template:Release_Notes/2.46/Python/API, since it's better formatted and newer (it's almost identical)</title>
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		<updated>2009-05-31T23:00:46Z</updated>

		<summary type="html">&lt;p&gt;pasting the &amp;quot;Scripts Updates and Changes&amp;quot; section from Template:Release_Notes/2.46/Python/API, since it&amp;#039;s better formatted and newer (it&amp;#039;s almost identical)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==tree wizard==&lt;br /&gt;
&lt;br /&gt;
tree wizard, makes a subsurfed skin from curves. also adds UV's (and soon bones)&lt;br /&gt;
needs a user interface.&lt;br /&gt;
&lt;br /&gt;
user interface added for 'Tree from curves' tool.&lt;br /&gt;
renamed Filter to Blur to Filter for #define as well&lt;br /&gt;
&lt;br /&gt;
automatic armature generation follows branch's&lt;br /&gt;
&lt;br /&gt;
Branch's now have weights assigned to the mesh and an armature modifier applied so the bones effect the tree.&lt;br /&gt;
&lt;br /&gt;
tree branch bones can now animate using drivers that reference textures, so animation can be controlled from clouds, noise settings after being created. still need to add user preferences for animation speed and magnitude.&lt;br /&gt;
&lt;br /&gt;
curve2tree - animation settings - speed and magnitude&lt;br /&gt;
Python api - texture.evaluate can now accept tuples of numbers as well as vectors&lt;br /&gt;
&lt;br /&gt;
saving and loading of settings per tree, also added a way to get unique animation using object locations in drivers&lt;br /&gt;
&lt;br /&gt;
branch cap ends, UV scale options, Automatic update option added. as well as some bugs fixed.&lt;br /&gt;
&lt;br /&gt;
better segment collapsing (check for radius/angle difference) &lt;br /&gt;
remove vert groups from existing mesh when its being reused&lt;br /&gt;
&lt;br /&gt;
Rewrote the part that converted blenders curves into branches, &lt;br /&gt;
Was converting into a mesh and then doing location checks, to figure out what the radius should be and then interpolating. this was the slowest part of the script and it made a mesh every time.&lt;br /&gt;
&lt;br /&gt;
Now use blenders bezier interpolation function and calculate points like blender does.&lt;br /&gt;
&lt;br /&gt;
fixed a driver syntax error for the Z axis (typo)&lt;br /&gt;
&lt;br /&gt;
Loop in parents cant happen anymore, better dealing with segments with more then 4 children. print timing stats.&lt;br /&gt;
 &lt;br /&gt;
'Twigs' - branch's added to the existing, made from blending existing branches into new ones.&lt;br /&gt;
&lt;br /&gt;
Some user settings for scale, orientation randomness, number of twigs and recursive twigs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
new UV scaling option works better for big/small branches.&lt;br /&gt;
Can constrain twigs to only grow in a bounding mesh. And an option to prune twigs that grow out.&lt;br /&gt;
&lt;br /&gt;
An option to lengthen child twigs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Automatic alpha blended, textured image joins using material textures and UV layers.  Also added some detail options and made it easier to get low poly results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
more twig options&lt;br /&gt;
  gravity (like particles)&lt;br /&gt;
  follow parent (like gravity but use the parent normal)&lt;br /&gt;
  limit the number of twigs on each branch&lt;br /&gt;
  limit the radius that a twig may be placed on a branch&lt;br /&gt;
  trim the base of branches in a way that better deals with small branches on large branches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
initial leaf support (need to use in production, at the moment its really simple)&lt;br /&gt;
Option to generate variation's - This modifies the original shape to make a variation on the original.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
made twig taper a float rather then a bool, added type conversion when loading settings.&lt;br /&gt;
&lt;br /&gt;
* Improved Fill Twigs, they now join to make a continues skin like other branches.&lt;br /&gt;
* Improved dupli-leaf placement - (should be good enough to use for final renders)&lt;br /&gt;
&lt;br /&gt;
* option to face leaves up or down&lt;br /&gt;
* random pitch and roll options&lt;br /&gt;
* place 2 leaves on a point for denser leaves&lt;br /&gt;
* random seed entry so you can get reproducible results&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* better weighting for fill twig placement&lt;br /&gt;
* curve direction isnt used anymore - just make the small end the last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
initial support for leaves as duplifaces&lt;br /&gt;
&lt;br /&gt;
new twig type that gives more even results - &amp;quot;Fill Twigs&amp;quot; option&lt;br /&gt;
&lt;br /&gt;
==Weightpaint Normalize==&lt;br /&gt;
New options to weightpaint normalize script&lt;br /&gt;
* &amp;quot;Armature only&amp;quot; - so when using weight groups for other things only armature groups are affected,&lt;br /&gt;
* &amp;quot;Active only&amp;quot; - so you can normalize all weight groups&lt;br /&gt;
&lt;br /&gt;
always use active object (local view was messing up the context)&lt;br /&gt;
&lt;br /&gt;
==Weightpaint Invert==&lt;br /&gt;
&lt;br /&gt;
Simple weight invert script for the weightpaint menu&lt;br /&gt;
&lt;br /&gt;
==DXF Importer==&lt;br /&gt;
&lt;br /&gt;
http://wiki.blender.org/index.php/Scripts/Manual/Import/DXF-3D&lt;br /&gt;
&lt;br /&gt;
== Updated FLT scripts ==&lt;br /&gt;
&lt;br /&gt;
Blender FLT I/O scripts have been updated to have more features.In addition&lt;br /&gt;
several utility scripts/applets have been added to aid in working with FLT &lt;br /&gt;
databases within Blender.&lt;br /&gt;
&lt;br /&gt;
Documentation can be found here:&lt;br /&gt;
&lt;br /&gt;
http://wiki.blender.org/index.php/Scripts/Manual/Import/openflight_flt&lt;br /&gt;
http://wiki.blender.org/index.php/Scripts/Manual/Export/openflight_flt&lt;br /&gt;
http://wiki.blender.org/index.php/Scripts/Manual/FLTools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Object Timeoffset follow active==&lt;br /&gt;
Script to set timeoffset of all selected objects using the animated path of an active object.&lt;br /&gt;
This means you can have 100's of objects animations run by animating an empty over them, Easy to setup and time a Mexican wave for instance ;)&lt;br /&gt;
&lt;br /&gt;
==Save RenderLayers==&lt;br /&gt;
&lt;br /&gt;
script to save renderlayers to a file so you can load them in other blend's - useful when applying settings in a pipeline (andy tells me ;) )&lt;br /&gt;
&lt;br /&gt;
==blend2renderinfo==&lt;br /&gt;
&lt;br /&gt;
Standalone reads a list of scene, start frame, end frame from blend files without having to load them in blender.&lt;br /&gt;
Scenes must be tagged to render, (old render daemon button) but selecting scenes in the data browser (shoft+f4) sets this also.&lt;br /&gt;
&lt;br /&gt;
Using this script to generate jobs for the renderfarm much faster then loading blender.&lt;br /&gt;
&lt;br /&gt;
this script can run from the command line and will print out the star,end,scene&lt;br /&gt;
otherwise if its imported it will just have the function read_blend_rend_chunk(path) which returns a list of [(start,end,scene),...]&lt;br /&gt;
&lt;br /&gt;
==Import Lightwave Motion==&lt;br /&gt;
Import lightwave motion to the active object&lt;br /&gt;
&lt;br /&gt;
==Milkshape 3D binary importer==&lt;br /&gt;
&lt;br /&gt;
milkshape3d model importer, can import a textured model with materials and animation&lt;br /&gt;
&lt;br /&gt;
==Cal3d Exporter==&lt;br /&gt;
&lt;br /&gt;
Removing cal3d importer, since the soya3d maintain their own and I could not fix a bug in weird bone exporting.&lt;br /&gt;
&lt;br /&gt;
==Text Editor Templates==&lt;br /&gt;
&lt;br /&gt;
Script templates&lt;br /&gt;
* Metaball creation&lt;br /&gt;
* Camera script&lt;br /&gt;
* Ipo&lt;br /&gt;
* PyConstraint&lt;br /&gt;
&lt;br /&gt;
==X3D Export==&lt;br /&gt;
* Added support for exporting dupli objects&lt;br /&gt;
* Option to export modifier applied objects&lt;br /&gt;
* Option to export quads as tri's&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
	</entry>
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