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	<title>Comments on: Custom objects in Blender with Python</title>
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	<link>http://www.blendernation.com/custom-objects-in-blender-with-python/</link>
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		<title>By: kram1032</title>
		<link>http://www.blendernation.com/custom-objects-in-blender-with-python/comment-page-1/#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&#039;t think, the whole geometry is saved, for every single possible sphere)
That would make noidtluom&#039;s suggestion possible :D ( for fractals &quot; + 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>
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		<title>By: Ideasman42 (Campbell Barton)</title>
		<link>http://www.blendernation.com/custom-objects-in-blender-with-python/comment-page-1/#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-&gt;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>
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	<item>
		<title>By: daredemo</title>
		<link>http://www.blendernation.com/custom-objects-in-blender-with-python/comment-page-1/#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&#039;s as simple as that. There are three arrays you&#039;d need to read in.

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... 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>
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	<item>
		<title>By: noidtluom</title>
		<link>http://www.blendernation.com/custom-objects-in-blender-with-python/comment-page-1/#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>
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	<item>
		<title>By: malefico</title>
		<link>http://www.blendernation.com/custom-objects-in-blender-with-python/comment-page-1/#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>
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	</item>
	<item>
		<title>By: Felix_Kütt</title>
		<link>http://www.blendernation.com/custom-objects-in-blender-with-python/comment-page-1/#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>
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	<item>
		<title>By: bimbo</title>
		<link>http://www.blendernation.com/custom-objects-in-blender-with-python/comment-page-1/#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&#039;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>
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	</item>
	<item>
		<title>By: Antiwhine</title>
		<link>http://www.blendernation.com/custom-objects-in-blender-with-python/comment-page-1/#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>
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	<item>
		<title>By: Cuby</title>
		<link>http://www.blendernation.com/custom-objects-in-blender-with-python/comment-page-1/#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>
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	<item>
		<title>By: bob</title>
		<link>http://www.blendernation.com/custom-objects-in-blender-with-python/comment-page-1/#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&#039;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>
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