Help_text = Label(root,text = "Ready", font = ("Helvetica",14), wraplength = 200, compound = CENTER) Help_nfigure(text="Direction : anticlockwise") Totalframes = r * f # calculate number of screenshotsĪngleframe = (float(360)/totalframes)*d # calculates angle/screenshot ![]() R = rec_time.get() # calls current values Help_nfigure(text="This action needs a Selection") If sv = 1: # prepares selectVisible sampling: ensures basic selectionĬur_groups = mm.list_selected_groups(remote) ![]() Path = os.path.expanduser("~/documents/meshmixer/turntable") If sa = 1: # prepares record mode: cleaning output directory Help_nfigure(text="Pivots visible")ĭef ortho(): #switches perspective and orthogonal Help_nfigure(text="Pivots hidden")Ĭmd2.AppendSceneCommand_SetVisible(cur_objects) Mtype = cmd2.GetSceneCommandResult_GetObjectType(t_key,obj_type)Ĭmd2.AppendSceneCommand_SetHidden(cur_objects) T_key = cmd2.AppendSceneCommand_GetObjectType(cur_objects) If nfig('text') = 'HidePiv': #hide pivots Help_nfigure(text="See: Meshmixer/screenshots")ĭef hideP(): #sorts out and hides/shows pivots Scs.AppendSceneCommand_SaveScreenShot(os.path.expanduser("~/documents/meshmixer/screenshots/shot" + time.strftime("%d:%m:%y_%H:%M:%S") + ".jpg" )) Rec_time = DoubleVar()#target length of videoĭef scrs(): #single screeshot saved to file with time stamp Root.attributes("-topmost", True) # keeps root window in frontĬmd2.CameraControl_SetSpecificView(e,t,u) Root.geometry('%dx%d+%d+%d' % (w, h, x, y)) # set root window's size and position # calculate startup x and y coordinates for Tk root: documents/meshmixer/turntable (you need to create that directory turntable manually before). Hitting Turntable ( save checked) it saves screenshots (number is a result of Time x Fps) to. This code constructs a MMView application: ![]() Using mmApi you can grab several screenshots automatically. obj if you choose the ObjFormatWithPerVertexColor option in the export dialog's format dropdown) If you run EDIT/MakeSolid on a textured object: This tool transfers texture to per vertex color (which is stored in the. Note that there are third party applications which do not support several texture images for a single object. If you edit the object in some way which creates new faces in MM: MM saves the object with several texture images (the original texture as objectName_material_0 and objectName_GeneratedMat1 for added surfaces). If there's a textured object loaded to MM the application exports the texture (image +mtl) along with the object.
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