kopia lustrzana https://github.com/vilemduha/blendercam
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rodzic
cd90e836eb
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4ae5e4b118
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@ -76,7 +76,7 @@ def prepareBulletCollision(o):
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collisionob=bpy.context.active_object
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collisionob=bpy.context.active_object
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bpy.ops.rigidbody.object_add(type='ACTIVE')#using active instead of passive because of performance.TODO: check if this works also with 4axis...
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bpy.ops.rigidbody.object_add(type='ACTIVE')#using active instead of passive because of performance.TODO: check if this works also with 4axis...
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collisionob.rigid_body.collision_shape = 'MESH'
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collisionob.rigid_body.collision_shape = 'MESH'
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collisionob.rigid_body.kinematic=True#268 and 70
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collisionob.rigid_body.kinematic=True#this fixed a serious bug and gave big speedup, rbs could move since they are now active...
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collisionob.rigid_body.collision_margin = o.skin*BULLET_SCALE
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collisionob.rigid_body.collision_margin = o.skin*BULLET_SCALE
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bpy.ops.transform.resize(value=(BULLET_SCALE, BULLET_SCALE, BULLET_SCALE), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)
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bpy.ops.transform.resize(value=(BULLET_SCALE, BULLET_SCALE, BULLET_SCALE), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)
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collisionob.location=collisionob.location*BULLET_SCALE
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collisionob.location=collisionob.location*BULLET_SCALE
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