In the last part , we created custom properties for search parameters, started working on the UI, created a flow to ask-save-load the API key and made some requests to the API. Today, our goal is to find a way to display the search results in the UI. We will be looking at: Creating a simple caching mechanism from scratch to cache responses Downloading preview images from the responses we get from…
In the last part , we took care of the boring stuff. We setup a basic scaffolding for the addon, a build-update-reload process, and acquired and tested our Pixabay API key. In this part we will start working on the actual features of the addon. The goal today is to: Start creating the UI for the addon Create a config/working directory for the addon Create a flow to ask, save and load API key from…
Whenever I do blog posts – especially multi-part ones – on how to do something using the Blender API, I usually have everything figured out. I would have done it at least twice from start to finish, so that I know exactly what is going on.
The Blender Scripting Cookbook is out – a collection of clear, concise and annotated recipes for the Blender Python API. Been working on this on and off for the past couple years now. I am glad to finally press that Publish button Gumroad.
It’s less than three decades since I was born. I started fumbling around computers at the age of five, wondering how the hell my computer manages to beat me in chess every time. The fact that it can even play games made me go nuts.
When working on a scene with a lot of assets, it’s a good idea to use proportionately lower levels of subdivision as assets get further away from the camera. But how do you do this efficiently when you are dealing with a large number of assets, say 50-100 or more?
We have all been there. We would add a primitive, say a UV Sphere, we would adjust the radius, we would think we are done tweaking and we would click somewhere else, only to realize that we forgot to adjust the segments of the sphere. Or maybe you accidentally clicked somewhere else, or your mouse has been annoying you recently or whatever. And we wish if Blender would allow us to tweak this one…
In the previous part we discussed the geometry of a spiral staircase and how we can generate a single stair element using the BMesh API. In this part we will discuss how to take that stair element and replicate it into a spiral. We will also be looking at how to generate the other parts of the staircase like the center pole, railing and balusters.
The BMesh API is a standalone module that houses all of Blender’s internal mesh editing tools. Every mesh tool that we access through the UI, uses some BMesh API function (or some combination of BMesh API functions) under the hood.