<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>
<channel>
	<title>Comments on: Custom objects in Blender with Python</title>
	<atom:link href="http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/</link>
	<description>Fresh Blender News, Every Day</description>
	<pubDate>Mon, 01 Dec 2008 16:16:32 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6.3</generator>
		<item>
		<title>By: kram1032</title>
		<link>http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-134571</link>
		<dc:creator>kram1032</dc:creator>
		<pubDate>Thu, 09 Aug 2007 10:13:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-134571</guid>
		<description>Can you also add a function?
Like the Sphere function(s) (I don't think, the whole geometry is saved, for every single possible sphere)
That would make noidtluom's suggestion possible :D ( for fractals " + guiswitch for iterations )</description>
		<content:encoded><![CDATA[<p>Can you also add a function?<br />
Like the Sphere function(s) (I don&#039;t think, the whole geometry is saved, for every single possible sphere)<br />
That would make noidtluom&#039;s suggestion possible :D ( for fractals &#034; + guiswitch for iterations )</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ideasman42 (Campbell Barton)</title>
		<link>http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133885</link>
		<dc:creator>Ideasman42 (Campbell Barton)</dc:creator>
		<pubDate>Tue, 24 Jul 2007 14:16:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133885</guid>
		<description>Open BPyAddMesh.py and look at the bottom.

There is a commented py script that can be used to write your own custom objects,
This wasnt included because we didnt want people to use this as a way to store a library of their own objects (library manager)

But if you want. you can copy it into a py file and write your meshes to scripts from the Mesh-&#62;Scripts menu.</description>
		<content:encoded><![CDATA[<p>Open BPyAddMesh.py and look at the bottom.</p>
<p>There is a commented py script that can be used to write your own custom objects,<br />
This wasnt included because we didnt want people to use this as a way to store a library of their own objects (library manager)</p>
<p>But if you want. you can copy it into a py file and write your meshes to scripts from the Mesh-&gt;Scripts menu.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: daredemo</title>
		<link>http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133869</link>
		<dc:creator>daredemo</dc:creator>
		<pubDate>Tue, 24 Jul 2007 13:10:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133869</guid>
		<description>to malefico

just make the script read in the object data. Say, if you have a RenderMan .RIB file with SubsurfMesh made of tri/quad faces: loop through the faces and create them. it's as simple as that. There are three arrays you'd need to read in.

I'm sure you can do the same with .obj files, etc. Just insert the .obj data into the script and run the script... though... why not just use importer... anyway...</description>
		<content:encoded><![CDATA[<p>to malefico</p>
<p>just make the script read in the object data. Say, if you have a RenderMan .RIB file with SubsurfMesh made of tri/quad faces: loop through the faces and create them. it&#039;s as simple as that. There are three arrays you&#039;d need to read in.</p>
<p>I&#039;m sure you can do the same with .obj files, etc. Just insert the .obj data into the script and run the script&#8230; though&#8230; why not just use importer&#8230; anyway&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: noidtluom</title>
		<link>http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133868</link>
		<dc:creator>noidtluom</dc:creator>
		<pubDate>Tue, 24 Jul 2007 13:04:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133868</guid>
		<description>ahh, a plane, but what about ultra-high-poly-15-subdiv-fractal-etc?</description>
		<content:encoded><![CDATA[<p>ahh, a plane, but what about ultra-high-poly-15-subdiv-fractal-etc?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: malefico</title>
		<link>http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133861</link>
		<dc:creator>malefico</dc:creator>
		<pubDate>Tue, 24 Jul 2007 12:28:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133861</guid>
		<description>It would help if we had a script to generate the Mesh generation part of the script out of a real mesh. So if you model a teapot, you could have the vertex coordinates in a text file. Otherwise, it will be a hard hard job :-)

Thanks for sharing the tutorial !</description>
		<content:encoded><![CDATA[<p>It would help if we had a script to generate the Mesh generation part of the script out of a real mesh. So if you model a teapot, you could have the vertex coordinates in a text file. Otherwise, it will be a hard hard job :-)</p>
<p>Thanks for sharing the tutorial !</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Felix_Kütt</title>
		<link>http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133819</link>
		<dc:creator>Felix_Kütt</dc:creator>
		<pubDate>Tue, 24 Jul 2007 09:57:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133819</guid>
		<description>yay! someone add cornelius ;)</description>
		<content:encoded><![CDATA[<p>yay! someone add cornelius ;)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: bimbo</title>
		<link>http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133817</link>
		<dc:creator>bimbo</dc:creator>
		<pubDate>Tue, 24 Jul 2007 09:56:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133817</guid>
		<description>yeeeha!!!

I've been wondering about this a while ago.  

Thanks!!!!</description>
		<content:encoded><![CDATA[<p>yeeeha!!!</p>
<p>I&#039;ve been wondering about this a while ago.  </p>
<p>Thanks!!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Antiwhine</title>
		<link>http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133782</link>
		<dc:creator>Antiwhine</dc:creator>
		<pubDate>Tue, 24 Jul 2007 07:40:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133782</guid>
		<description>Yay! Now we can finally add teapots!</description>
		<content:encoded><![CDATA[<p>Yay! Now we can finally add teapots!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Cuby</title>
		<link>http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133763</link>
		<dc:creator>Cuby</dc:creator>
		<pubDate>Tue, 24 Jul 2007 05:53:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133763</guid>
		<description>This looks absolutely awesome!  Hmmmm, what to add to the menu....</description>
		<content:encoded><![CDATA[<p>This looks absolutely awesome!  Hmmmm, what to add to the menu&#8230;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: bob</title>
		<link>http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133762</link>
		<dc:creator>bob</dc:creator>
		<pubDate>Tue, 24 Jul 2007 05:52:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/24/custom-objects-in-blender-with-python/#comment-133762</guid>
		<description>That's so cool!
Blenders gui api looks so simple to use.</description>
		<content:encoded><![CDATA[<p>That&#039;s so cool!<br />
Blenders gui api looks so simple to use.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

<!-- Dynamic Page Served (once) in 0.108 seconds -->
