Sometimes we need to place a marker (Empty) at a given point on our mesh. I use this often to define a pivot point. But manually hopping in and out of edit mode to add an Empty soon becomes lame. This is my solution. Run this in edit mode, select as many verts as you wish.
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Showing posts with label active_object. Show all posts
Showing posts with label active_object. Show all posts
July 23, 2011
July 18, 2011
printing verts, face indices, and their normals
import bpy
current_obj = bpy.context.active_object
print("="*40) # printing marker
for polygon in current_obj.data.polygons:
verts_in_face = polygon.vertices[:]
print("face index", polygon.index)
print("normal", polygon.normal)
for vert in verts_in_face:
print("vert", vert, " vert co", current_obj.data.vertices[vert].co)
July 07, 2011
How to set active_object via python
a simple one liner!
"""using an object reference""" >>> bpy.context.scene.objects.active = bpy.data.objects["Cube"] # if checked to see which is now active >>> bpy.context.scene.objects.active # this may not update visibly as you might expect in the viewport, # but you will see the origin of active_object, and the name bottom left. bpy.data.objects['Cube']
active != selected, you could have 10 objects selected, of which only 1 can ever be active at a time. Or none selected, but 1 active. To get a better understanding of this not so intuitive situation: unselect everything, if you have two objects in the scene, the last one interacted with will be 'active' (as in, shows the origin, and name displayed bottom left)
Setting the state of an object to 'select = True' , is not the same thing
Setting the state of an object to 'select = True' , is not the same thing
Example usage of active object
as an example, below is code that adds Empties while an object is in Edit Mode, the script must set the active object back to the former object, after an empty is added. Try it with suzanne in Edit Mode, then select one vertex and run the script.
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