here is a spacehandler script i made it allows you to “spray” an object onto a mesh

```
# SPACEHANDLER.VIEW3D.EVENT
import Blender, bpy, BPyWindow, BPyMesh
from Blender import *
from Blender.Window import *
from Blender.Mathutils import *
from math import sin, cos, sqrt
import math
"""
Name: 'Mesh Spray'
Blender: 248
Group: 'Spacehandeler'
Tip: 'add an object called "Sphere" select another object paint with RMB'
"""
# HOW TO USE:
# 1 - load the script in Blender's text editor
# 2 - enable it as spacehandelr in the 3dview menu
# 3 - add an object caled "Sphere" this can be any object just rename if necesary (hardcoded when i make the gui you will be abel to use any Linked object in the scene)
# 4 - use RMB to spray the "Sphere" over the selected object
"""
#for now this script only draws objects caled "Sphere" and
#links them to the layer of the object we are drawing on
"""
#if you want to change the num of copys change Max to the num of copys
#to change the "brush" size change radius
#to make the object to use the orientation of the face change normal to "TRUE"
#personaly i use the select with "Left Mouse" option if you use "Right Mouse" you may want to change "mouse_buttons == 4:" to "mouse_buttons == 1:"
#i still nead to coment the code and add a GUI
#any feedback welcomed at [email protected] or LinkCanabico at the #blendercoders forum
radius=100
CenterX=0
CenterY=0
Max=50
RAND_MAX=1
randX=[]
randY=[]
copy=[]
normal=True
sel=2
evt = Blender.event
def meshIntersects(me, Origin, Direction):
def faceIntersects(f):
isect = Intersect(f.v[0].co, f.v[1].co, f.v[2].co, Direction, Origin, 1) # Clipped.
if isect:
return isect
elif len(f.v) == 4:
isect = Intersect(f.v[0].co, f.v[2].co, f.v[3].co, Direction, Origin, 1) # Clipped.
return isect
''' Ray is a tuple of vectors (Origin, Direction) '''
isect= best_isect= None
dist_from_orig= 1<<30
for f in me.faces:
isect= faceIntersects(f)
if isect:
return TRUE
def randInCircle (num, radi):
X=[]
Y=[]
for x in xrange(0, num):
X.append(0)
Y.append(0)
for x in xrange(0, num):
Angle = Rand(0,1)*6.283185307
Mag = Rand(0,1)*radi
Mag = radi-(Mag * Mag)/radi
X[x]=int((cos(Angle) * Mag))
Y[x]=int((sin(Angle) * Mag))
return X, Y
def Circle (num, radi):
X=[]
Y=[]
Angle=0
for x in xrange(0, num):
X.append(0)
Y.append(0)
for x in range(0, num):
Angle = x * math.pi * 2.0 / num
X[x]= int(radi * cos(Angle))
Y[x]= int(radi * sin(Angle))
return X, Y
def Spiral (num, radi, inv=FALSE):
X=[]
Y=[]
step=radi/num
radi=0
for x in xrange(0, num):
X.append(0)
Y.append(0)
for x in xrange( 0,num):
if not inv:
X[x]=int(radi*cos(x))
Y[x]=int(radi*sin(x))
else:
X[x]=int(radi*sin(x))
Y[x]=int(radi*cos(x))
radi=radi-step
return X, Y
def closedShel (num, radi, inv=FALSE):
X=[]
Y=[]
step=radi/num
radi=0
for x in xrange(0, num):
X.append(0)
Y.append(0)
for x in xrange( 0,num):
Angle = x * math.pi * 2.0 / num
X[x]= int(radi * cos(Angle))
Y[x]= int(radi * sin(Angle))
if not inv:
radi=radi+step
else:
radi=radi+step
return X, Y
def openShel (num, radi, inv=FALSE):
X=[]
Y=[]
step=radi/num
radi=0
for x in xrange(0, num):
X.append(0)
Y.append(0)
for x in xrange( 0,num):
Angle = radi * math.pi * 2.0 / num
X[x]= int(radi * cos(Angle))
Y[x]= int(radi * sin(Angle))
if not inv:
radi=radi+step
else:
radi=radi+step
return X, Y
mouse_buttons = Window.GetMouseButtons()
if mouse_buttons == 4:
scn = Scene.GetCurrent()
terrain = scn.objects.active
m=terrain.getData()
me=terrain.getData(mesh=1)
for x in xrange(0, Max):
copy.append(Object.New('Mesh'))
for i in range(0, Max):
copy[i].link(bpy.data.objects["Sphere"].getData(mesh=1))
scn.objects.link(copy[i])
if sel==0:
randX, randY = randInCircle(Max,radius)
elif sel==1:
randX, randY = Circle(Max,radius)
elif sel==2:
randX, randY = Spiral(Max,radius)
elif sel==3:
randX, randY = closedShel(Max,radius)
elif sel==4:
randX, randY = openShel(Max,radius)
while mouse_buttons==4:
mouse_buttons=Window.GetMouseButtons()
mc=GetMouseCoords()
for i in range(0, Max):
X = randX[i]+mc[0]
Y = randY[i]+mc[1]
ray = BPyWindow.mouseViewRay(X,Y,terrain.matrix)
ori,dir= ray[1],ray[2]
if meshIntersects(m,ori,dir):
f=BPyMesh.pickMeshRayFace(m,ori,dir)
if f[0]:
M0=terrain.matrix
vs=f[0].v
v0=Vector(vs[0])*M0
v1=Vector(vs[1])*M0
v2=Vector(vs[2])*M0
eX, e=(v1-v0).normalize(), v2-v0
eZ=CrossVecs(eX,e).normalize()
eY=CrossVecs(eX,eZ)
M=Matrix(-eX,eY,eZ)
if normal:
copy[i].setMatrix(M)
copy[i].setLocation(f[1]*M0)
copy[i].sel=0
terrain.sel=1
else:
print "not on mesh"
#Blender.event=None
Redraw()
Blender.event=None
```