Just added !!! This is a export script that export Blender object to Virtual Light (www.3dvirtualight.com) a ray tracing application, it has been updated so it will work with Blender 2.22 and 2.23

vlightexport210.zip

 

This script takes an object and places it exactly in the middle between 2 other objects.

2track.zip

 

These files represent the steps needed to create your initial models, and to export descriptive information about those models outside the Blender environment so we can split them up with the splitter application (a separate package), and convert the results to Auran Jet Indexed Mesh resource files.

BlenderExport.zip

 

Hair2.blend

 

Hair2.zip

 

LFexport.zip

 

OFF_OBJ_export.zip

 

Python1.tgz

 

Python1Eng.zip

 

Python4.tgz

 

SetIpo.tar.gz

 

It uses the Catmull-Clark subdivision surfaces formula to make modeling a easer. GUI interface included.

SubSurf.zip

 

Import scenes from Terragen.

Ter2Blend.zip

 

This script alows you to move a box suspended by a wench and chain. After animating the box itself, the tracks above are automatically moved by the script.

Wagon.zip

 

backface.zip

 

This script takes objects and blasts them apart to simulate an explosion.

blast.zip

 

blend_shapes.zip

 

blmh_beta2.blend

 

blmh_beta2.zip

 

camJitter01.blend.gz

 

This script uses the math module to put the arc in a ball fired from a cannon.

cannonBall.zip

 

This script simulates soft body motion of a cloth draped over an object.

clothWin.zip

 

This script redirects and displays Python stdout text to a Blender Draw window.

console.zip

 

coquillages62.py

 

This script takes an image file and creates a mesh with by displacement similar to the noise function in Blender except this one works on more meshes than just the basic plane.

displace.zip

 

This script uses a GUI to let you browse through all the doc strings buried within the Blender Python modules.

doc_browser.zip

 

This script will print out the Blender Python module's doc strings to an HTML file.

docstrings.zip

 

These are the original example files explaining the Draw and BGL modules as created by the great Zr.

draw.zip

 

draw_pic.blend

 

duplimat.blend

 

explode.zip

 

fadeToBW.tgz

 

fakedShadowColor.blend.gz

 

force.py

 

furball.blend

 

getcords.py

 

grass.blend

 

This is a GUI enabled script that creates meshes of involute profile spur gears with a lot of customization to the parameters of the gear's teeth.

grinder.py

 

This is a GUI enabled script that creates meshes of involute profile spur gears with a lot of customization to the parameters of the gear's teeth.

grinder.zip

 

hair.zip

 

Mouse drag script for rotate and translate object.

hanabi.zip

 

hcv03en.blend

 

hcv03en.py

 

headc01b.py

 

headcreator0.1a.py

 

heads.tar.gz

 

ipo_editv2_6.py

 

A complete 'Cut & Paste' IPO Editor.

ipoedit.zip

 

To export to OpenInventor use the script ivexport.py. Opening and running the script is described in chapter Usage. After the export you should find a file called test.iv which can be viewed e.g. with SceneViewer:

ivexport.py

 

lampTemp.tar.gz

 

lipsync.zip

 

lparser.blend

 

lparser.py

 

To import data from Lightwave use the script lwoimport.py. Opening and running the script is described in chapter Usage. At the moment the script can import only meshes and handles only LWOB files (I guess Lightwave versions before 6.x). They changed the file format (LWO2) for the newer versions (see LWO2 docs). I'm working on an update of the script which can handle both versions but it's not finished yet. Nevertheless all models from the LWO Download section should work with my script and are tested.

lwoimport.py

 

makeRenderFile.tar.gz

 

The problem with 3DS is that there is no official documentation about it. You can find some at Wotsit's Format web page but no official from Autodesk, Kinetix, or Discreet (correct me if I'm wrong). That's why I decided to use the 3D Studio File Format Library. I have downloaded the library and compiled it for Linux. As an example of how to use the library there comes a program called 3ds2m with it which can convert 3DS to a simple ASCII mesh description (extension .m). My script mimport.py can import files which were converted with this tool. In the future we try to incorporate the library into Blender to read the files directly (like DXF files). For Unix you can use the script writeMfiles.py to convert all 3DS files in the same directory with 3ds2m (assuming it is installed). All models from the 3DS Download section should work with my script and are tested.

mimport.py

 

mousesmpl.blend

 

nendo.zip

 

noeud.py

 

noisemod.zip

 

To import data from Wavefront Object files (OBJ) use the script objimport.py. Opening and running the script is described in chapter Usage. At the moment the script can import only meshes. All models from the OBJ Download section should work with my script and are tested.

objimport.py

 

patatoide.py

 

plug_matte.tgz

 

To export to Povray use the script povexport.py. Opening and running the script script is described in chapter Usage. After the export you should find a file called test0001.pov which can be rendered with povray povsize +V -GA +I test0001.pov or povray povsize +V +A +AM2 -GA +I test0001.pov (with oversampling). Please note that this is not the only file written by the export script. There is also a file called povsize.ini (which is used by both rendering calls). This file has the information about the height and width which is used by Blender to create an image. The camera in the POV file already uses the correct aspect ratio for this image size but the renderer has to be informed explicitely about the image

povexport.py

 

python.tar.gz

 

A script that makes Blender more powerful ?

pytool085stable.blend

 

reScale.blend

 

It takes an object like a ball and flattens it when it reaches a specified location to add to the realism if a bouncing ball.

reScale.zip

 

It takes an object like a ball and flattens it when it reaches a specified location to add to the realism if a bouncing ball.

realtime.zip

 

To export to RenderMan or the free renderer BMRT (Blue Moon Rendering Tools from Larry Gritz) use the script ribexport.py. Opening and running the script script is described in chapter Usage. After the export you should find a file called test.rib which can be rendered with rendrib test.rib or rendrib -samples 4 4 test.rib (with oversampling).

ribexport.py

 

rvk-pozer.py

 

s-update.py

 

This script is the beginnings of a Paint Scuplting tool as seen in Maya. Included are detailed instructions.

samples.zip

 

This script is the beginnings of a Paint Scuplting tool as seen in Maya. Included are detailed instructions.

sc_paint02_1.blend

 

scpaint.zip

 

shaders.tar.gz

 

This script created wonderfull meshes of sea shells and had many adjustable parameters.

shell_factory02.zip

 

This script takes a polyline and smooths it out with interpolation.

smoothPoly01.blend.gz

 

squid-01.blend

 

This script makes a mesh of Staircase Steps. There is a GUI that is used to adjust the partameters. Included is a version that will work with the new Python API.

staircase.zip

 

tesselate6.py

 

textport-0.0.0.tar.gz

 

thething_00.py

 

thething_01.py

 

thething_02.py

 

thething_03.py

 

thething_04.py

 

thething_05.py

 

thething_06.py

 

timmy_shell01.py

 

timmy_shell02.py

 

tree.blend

 

You draw an outline of the shape of your tree and a single branch and Blender creates the rest of the tree for you.

tree.zip

 

trimap.zip

 

This script makes a few different Torus like those created with Lightflow.

uvtorus.zip

 

vector.py

 

vlightexport210.py

 

walker.zip

 

wavefrontOBJ.py

 

wings_import.blend

 

worm.zip

 

To export to VRML 2.0 use the script wrlexport.py. Opening and running the script is described in chapter Usage. One thing is different at the moment in comparison to the other scripts. The wrlexport.py script can not handle matrices and you should combine all meshes into one by selecting all (AKEY) and pressing CONTROL+JKEY before exporting. After the export you should find a file called test.wrl which can be viewed e.g. with VRMLView Pro 3.0 or Cosmo Player:

wrlexport.py

 

Everything that you see all this page in one zip file.

BlenderScript All.zip