Copy: saves the selection to a temporary file and stores metadata in the system’s text clipboard. Optionally can pack & store everything in text clipboard (e.g. to send over Internet / ensure no references to external files).
Paste: in Object mode, appends or links the copied objects into the active scene. In Edit mode, inserts the copied elements into the active object (will try to perform object type conversion where possible). The pasting options can be adjusted in the operator redo panel.
Cut: copies the selected objects or elements to the clipboard and immediately deletes them.
When registered, it will add the copy-pasting shortcuts to the keymaps. It will also add a “Copy/Paste” sub-menu to the 3D view’s “Object” menu (and its equivalents in edit modes), as well as to the object-mode context menu.
The earlier versions of the addon (in source code form) are still available for historical purposes, but won’t be maintained/supported:
Now the addon is able to cut/copy/paste mesh data. Due to implementation specifics, currently vertex groups and polygon textures would be ignored, and mesh data layers (bevel weight, uv, color, int/float/string, etc.) not present in the destination mesh won’t be created.
The mesh data can be pasted in Edit Mesh mode, Object mode (creates a new object), and Curve Edit mode (converts polygons and edges to cyclic/non-cyclic curves).
Pasting mesh to Curve can be used to make some interesting effects and structures Here’s Suzanne made of NURBS, Aligned Beziers and Auto Beziers:
No, it’s not. Since the addon isn’t finished yet, I haven’t asked Blender developers to consider it for inclusion as a conrtib/extern one. And, apparently, it’s not as much useful as to gain a large user base
Is there a way to copy an object and to paste it in another blend file in “original position”? I don´t get to work it that way. A button like CTRL + ALT + V would be nice for this function
Thank you for your quick answer and your spent time for the plugin It´s really helpful and now i got it to work the way I wanted it to work. I didn´t active the options in the second blendfile where i wanted to paste is, so the object was just inserted somewhere But activating these options in both files works fine
Thanks for the bug report To fix this, I would need to update the script to the current API, but I’m afraid I would have to finish some other stuff before going to overhaul my outdated addons
key=seq_type+“.”+k
if(key in serializers):
serializer = serializers[key]
with ChunkWriter(stream, k):
for layer_name in layers.keys():
layer = layers[layer_name]
with ChunkWriter(stream, layer_name):
for elem in seq:
serializer(elem[layer])
if seq_type == "faces":
# bm.loops (BMLoopsSeq) are not iterable %)
serialize_loops()
else:
print(key+" does not exist")
This error is caused by the integration of Freestyle data into the BMesh API. In general, checking whether a property of the BMesh object has a serializer is probably a good idea for changes in the future as well.
Support for Freetype data copying/serialization would be nice as well. Personally I only have a few Freestyle edges so it’s not that big a deal for me but this plugin is very useful.
Well, I eventually got to fix the API inconsistencies and some other obscure bug. Sorry for taking so long
The python access to freestyle data still seems to be not implemented in Blender, so right now the addon will just ignore freestyle layers during serialization/deserialization.