Yes, it’s this bit:
#----------------------------------------------------------
# File uvs.py
#----------------------------------------------------------
import bpy
import os
def createMesh(origin):
# Create mesh and object
me = bpy.data.meshes.new('TetraMesh')
ob = bpy.data.objects.new('Tetra', me)
ob.location = origin
# Link object to scene
scn = bpy.context.scene
scn.objects.link(ob)
scn.objects.active = ob
scn.update()
# List of verts and faces
verts = [
(1.41936, 1.41936, -1),
(0.589378, -1.67818, -1),
(-1.67818, 0.58938, -1),
(0, 0, 1)
]
faces = [(1,0,3), (3,2,1), (3,0,2), (0,1,2)]
# Create mesh from given verts, edges, faces. Either edges or
# faces should be [], or you ask for problems
me.from_pydata(verts, [], faces)
# Update mesh with new data
me.update(calc_edges=True)
# First texture layer: Main UV texture
texFaces = [
[(0.6,0.6), (1,1), (0,1)],
[(0,1), (0.6,0), (0.6,0.6)],
[(0,1), (0,0), (0.6,0)],
[(1,1), (0.6,0.6), (0.6,0)]
]
uvMain = createTextureLayer("UVMain", me, texFaces)
# Second texture layer: Front projection
texFaces = [
[(0.732051,0), (1,0), (0.541778,1)],
[(0.541778,1), (0,0), (0.732051,0)],
[(0.541778,1), (1,0), (0,0)],
[(1,0), (0.732051,0), (0,0)]
]
uvFront = createTextureLayer("UVFront", me, texFaces)
# Third texture layer: Smart projection
bpy.ops.mesh.uv_texture_add()
uvCyl = me.uv_textures.active
uvCyl.name = 'UVCyl'
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.uv.cylinder_project()
bpy.ops.object.mode_set(mode='OBJECT')
# Set Main Layer active
me.uv_textures["UVMain"].active = True
me.uv_textures["UVMain"].active_render = True
me.uv_textures["UVFront"].active_render = False
me.uv_textures["UVCyl"].active_render = False
return ob
def createTextureLayer(name, me, texFaces):
uvtex = me.uv_textures.new()
uvtex.name = name
for n,tf in enumerate(texFaces):
datum = uvtex.data[n]
datum.uv1 = tf[0]
datum.uv2 = tf[1]
datum.uv3 = tf[2]
return uvtex
def createMaterial():
# Create image texture from image. Change here if the snippet
# folder is not located in you home directory.
realpath = os.path.expanduser('~/snippets/textures/color.png')
tex = bpy.data.textures.new('ColorTex', type = 'IMAGE')
tex.image = bpy.data.images.load(realpath)
tex.use_alpha = True
# Create shadeless material and MTex
mat = bpy.data.materials.new('TexMat')
mat.use_shadeless = True
mtex = mat.texture_slots.add()
mtex.texture = tex
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = True
return mat
def run(origin):
ob = createMesh(origin)
mat = createMaterial()
ob.data.materials.append(mat)
return
if __name__ == "__main__":
run((0,0,0))
The specific part that causes the error is:
def createTextureLayer(name, me, texFaces):
uvtex = me.uv_textures.new()
uvtex.name = name
for n,tf in enumerate(texFaces):
datum = uvtex.data[n]
datum.uv1 = tf[0]
datum.uv2 = tf[1]
datum.uv3 = tf[2]
return uvtex
I’ve also been trying a very simple one with the default startup scene:
import bpy
CubeMesh = bpy.data.meshes.get("Cube")
CubeMesh.uv_textures.new()
CubeMesh.uv_textures["UVMap"].name = "Dom2_map"
CubeMaterial = CubeMesh.materials["Material"]
CubeMaterial.texture_slots[0].texture_coords = "UV"
CubeMaterial.texture_slots[0].uv_layer = "Dom2_map"
bpy.data.objects['Cube'].select = True
bpy.ops.object.editmode_toggle()
print(CubeMesh.uv_layers['Dom2_map'].data[0])
I think the uv_layers[“map_name”].data should be an array of coordinate positions, but I can’t work out how to populate it.
There are a lot of options in bpy.ops.uv… but none of them seem to allow me to set individual coordinates.