Created
August 9, 2011 06:41
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adding polyline in blender 2.5
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import bpy | |
from mathutils import Vector | |
listOfVectors = [((0,0,0,1)),((1,0,0,1)),((2,0,0,1)),((2,3,0,1)),((0,2,0,1))] | |
# create a spline curve from a number of points | |
def MakePolyLine(objname, curvename, cList): | |
curvedata = bpy.data.curves.new(name=curvename, type='CURVE') | |
curvedata.dimensions = '2D' | |
objectdata = bpy.data.objects.new(objname, curvedata) | |
objectdata.location = (0,0,0) #object origin | |
bpy.context.scene.objects.link(objectdata) | |
polyline = curvedata.splines.new('POLY') | |
polyline.points.add(len(cList)-1) | |
for num in range(len(cList)): | |
polyline.points[num].co = (cList[num]) | |
polyline.order_u = len(polyline.points)-1 | |
polyline.use_endpoint_u = True | |
polyline.use_cyclic_u = True | |
MakePolyLine("NameOfMyCurveObject", "NameOfMyCurve", listOfVectors) |
the api doesn't take others. probably because it works on this theory... You can shift and rotate a 3D vector via a 4x4 matrix; then you must transform your 3D vector into a 4D one (with a default last argument = 1, you will notice).
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Why do the vectors need to have 4 dimensions?