I had never really used metaballs, should be neat for motion graphics.
here's a more efficient way to do it (prompted by a blender.stackexchange question):
http://www.blender.org/api/blender_python_api_current/ As of 10/11 november 2015 we can now link to the current api docs and not be worr...
I had never really used metaballs, should be neat for motion graphics.
def selectLayer(layernum):
bools = []
for i in range(20):
if layernum == i:
bools.append(True)
else:
bools.append(False)
return tuple(bools) #does a typecast from list to tuple
# because selectLayer returns a tuple
print(selectLayer(4))
# you can stick that into the ridiculously long line like
bpy.ops.curve.primitive_nurbs_path_add( view_align=False,
enter_editmode=False, location=(0, 0, 0),
rotation=(0, 0, 0),
layers=(True, False, False, False, False, False, False, False, False, False,
False, False, False, False, False, False, False, False, False, False))
# write instead, if you really need to select a layer
bpy.ops.curve.primitive_nurbs_path_add(layers=selectLayer(0))
bpy.ops.curve.primitive_nurbs_path_add(layers=((True,)+(False,)*19)))
def selectLayer(layer_nr):
return tuple(i == layer_nr for i in range(0, 20))
print(selectLayer(2))
# the output would look like
(False, False, True, False, False, False, False, False, False, False, False,
False, False, False, False, False, False, False, False, False)