Lately I’ve been involved in updating and maintaining some official add-ons in Blender. One of them is Sun Position, by Michael Martin. This add-on is extremely useful for architects, and more generally anyone interested in getting fairly accurate Sun lighting for a specific time and place on Earth. In this article I’ll show how I could use it to simulate a sundial in Blender and check that it gave the correct time.
In our article on the making of Antarctica, we used Open Street Map (OSM) to obtain the coordinates of points with which we can create a closed line, representing the coast boundaries of the Antarctic continent. In this article, we will explain how we send a request to the Overpass turbo server to get filtered data, then we show how we have manipulated the data in Blender to get a Antarctic Polar Stereographic projection (in the WGS84 coordinate system).
As you may have heard, we at Les Fées Spéciales have been using cutout animation techniques extensively on our previous projects. Some aspects are explored in other articles, but the film layout is one of particular interest to us. A problem commonly encountered during layout of a 2D film is that of getting nice and smooth camera movements when your camera is zooming and panning, that is, rotating about its center.
This article demonstrates a camera setup we created to solve this problem.
If you’ve ever found yourself in a situation where you had to correctly place a background reference image in Blender, as we have, you may have felt frustrated by the limited controls offered by the Background Images panel. We couldn’t find an add-on to facilitate the process of correctly placing images, so we wrote one. It uses controls close to Blender’s own transformation tools (Grab, Rotate, Scale, etc.). You can move multiple images at once, rotate and scale around the 3D Cursor, or around each background image’s center.
You can download and test it right now on our GitHub repo.
Art © David Revoy 2009, licensed under the Creative Commons Attribution 3.0 Unported license
One of the stated missions of Les Fées Spéciales is to publish as much of the code we use in production as possible. Publishing these scripts and programs falls under the copyrights laws—or author’s rights laws in our case, since we operate in France, a country under a civil law system.
In order for the community to use these scripts, the scripts need to carry a software license. Writing an overview of the history and inner workings of software license, and free software in particular, is way beyond the scope of this article, however it seems useful to remind scripters what they may do with their scripts, should they choose to publish them, particularly in the context of Blender scripts.
EDIT 2020: This series is now obsolete, since Blender 2.80. See part one.
In this article about installing third-party python libraries, we go deeper when installing with pip is not enough and you need to compile the library.
EDIT 2020: This series is now obsolete since Blender 2.80. Please see this answer on StackExchange. Here is a possible function to install modules inside Blender, provided you can modify the Blender directory:
import subprocess def install_pip_dep(module_name): python_path = bpy.app.binary_path_python subp = subprocess.run([python_path, "-m", "ensurepip"]) if subp.returncode != 0: return False subp = subprocess.run([python_path, "-m", "pip", "install", module_name]) if subp.returncode != 0: return False return True if __name__ == '__main__': install_pip_dep("triangle")
In this article, we share some tips to install third-party python libraries for your scripts and add-ons. This is the easy way, when the library exists on repositories accessible to package managers such as pip.Continue reading “How to install python libs in Blender (part 1)”