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## armory/blender/arm/props_ui.py | |
def draw_space_topbar(self, context): | |
box = self.layout.row(align=True) | |
if state.proc_play is None and state.proc_build is None: | |
box.operator("arm.play", icon="PLAY", text="") | |
else: | |
box.operator("arm.stop", icon="MESH_PLANE", text="") | |
box.operator("arm.open_editor", icon="DESKTOP", text="") | |
box.operator("arm.open_project_folder", icon="FILE_FOLDER", text="") |
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## EDIT space_userpref.py | |
# e.g. on windows, C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\startup\bl_ui\space_userpref.py | |
# on windows, edit as admin | |
# CLOSE BLENDER AND BACKUP THAT FILE BEFORE STARTING!! | |
## before "class USERPREF_PT_addons(...)" | |
class USER_OT_AddonBrowse(bpy.types.Operator): | |
bl_idname = "user.browse_addon" | |
bl_label = "Browse Files" |
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import bpy | |
## For materials that have an image and a principled bsdf (like .obj imports fo instance) | |
## it will re-connect and set up everything to pixely emission with binary alpha | |
## IMPORTANT | |
## it will fuck up everything else that has an image texture and bsdf | |
## add some if's that make sence in your case | |
for mat in bpy.data.materials: | |
try: |
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import bpy | |
import bmesh | |
# THIS SCRIPT WILL RENDER THE ANIMATION USING THE SCENE'S OUTPUT SETTINGS | |
# DURING THE RENDER BLENDER WILL APPEAR TO FREEZE | |
# TO SEE THE EFFECT, SET UP MATERIAL TEXTURES LIKE THIS: | |
#+-------------+ +------------------+ +-----------------+ | |
#|UV MAP | |SEPARATE XYZ | |DIVIDE | | |
#| UV *|-----| X *|----------|* Value Value *|\ |
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import bpy | |
import bmesh | |
# PROOF OF CONCEPT VERSION | |
# | |
# THIS SCRIPT "PROJECTS" THE EDGES OF CAMERA PIXELS INTO 3D SPACE, SO THAT YOU CAN IMITATE | |
# "PLAYSTATION WOBBLE" BY SHRINKWRAPPING YOUR MESHES TO BOTH OF THEM THE SAME TIME | |
# | |
# TO CREATE A BIGGER MESH, CHANGE THE DEPTH VARIABLE BELOW | |
# |