I was working on a small script to automatize the creation of a serie of object in the viewport.
When I launch my script, it creates a lot of object, when I am not satisfied I delete them right?
But I end up with a pile of ghost meshes that doesn’t show in blender and the outliner, but are still present when using Mesh.Get()…
I had the surprise to see that even though I pressed “x” to delete all the previous objects I generated, their still was some “phantom” mesh in the scene…
Typing
Me=Mesh.Get()
print Me
returns me
[[Mesh "Mesh.009"], [Mesh "Mesh.045"], [Mesh "Mesh.046"], [Mesh "Mesh.047"]]
Intrigued, I added some more objects. Simple cubes. And deleted them.
Typing
Me=Mesh.Get()
print Me
returns me
[[Mesh "Cube.001"], [Mesh "Cube.002"], [Mesh "Cube.003"], [Mesh "Cube.004"], [Mesh "Mesh.009"], [Mesh "Mesh.045"], [Mesh "Mesh.046"], [Mesh "Mesh.047"], [Mesh "Cube"]]
:mad: how do I ask Blender to start with a totally new scene, with nothing inside… It’s messing with my iterative code…
I tried Scene.unlink but it works only for the objects (I have an empty list of objects)…
But there is no way to do that from the script? Like Scene.New or something?