TRANSLATED BY NAHUEL BELICH <<<<< THANKS
OBJECT
TOOLS
RELINK:
Copies
from the selected object the scenes where this is.
Its similar
to "Objects to Scene".
COPY
GROUPS AND LAYERS:
Copies
the groups and layers from the selected object in the scene to the
other scenes .
COPY
ACTUAL LAYERS TO THE OTHER SCENES:
Copies
to scenes the layers setup in the active scene of the selected
object.
OBJECTS
TO GROUPS:
Creates
a group("_MESH") containing all the mesh type objects in
the scene
Creates a group(“object_name”) per mesh type
object.
SEARCH
AND SELECT:
Search
and select objects, by name.
RENAME
OBJECTS:
Batch
rename objects, supports selection order.
DISTRIBUTE:
It
distribute evenly the selected objects in x y z
DUPLICATE
SYM:
Creates
a symmetrical copy on the X axys, also Links by drivers position,
rotation and scale,
REMOVE
MODIFIERS:
Removes
all modifiers in the selected objects.
APPLY
MODIFIERS:
Applys
all the modifiers in the selected objects.(This does not work in
objects with shapekeys)
MAKE
GROUPS IN OUT CAMERA:
Create
two different groups, one group contains the objetcs that are in the
camera frame, those that camera can see, and then a second group that
contains the object that the camera can`t see.
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MESH
TOOLS
OBJECT
TO MESH:
It
creates a copy of the final state of the object as it being see in
the viewport.
SELECT
SIDE:
Selects
the vetex with an N position value on the X axis.
SELECT
DOUBLES:
Selects
duplicated vertex without merge them.
RESYM
SAVE XML MAP:
Creates a file on disk that saves the info of
every vertex but in simmetry, this info its going to be later used by
“Resym Mesh” and “Resym Vertex Weights”
RESYM
MESH:
Copies
the symetrical position of the vertices on the X axys. It needs the
XML map.
RESYM
VERTEX WEIGHTS:
Copies
the symetrical weight value of the vertices on the X axys. It needs
the XML map.
RECONST
MESH:
Erase
vertices bellow cero X position value and rebuilds the symmetry.
It
also creates two uv channels, one simmetrical and one asymmetrical.
OVERLAP UVS:
Overlaps the uvs on one side of the
model symmetry plane.
Usefull
to get more detail on fixed resolution bitmaps.
PRINT
VERTICES:
Allow to visualize the index number for vertices in
the viewport.
—------------------------------------------------------------------------—
SHAPES
TOOLS
SHAPES
TO OBJECTS:
It creates a new object for every shapekey in the
selected object, ideal to export to other 3D software Apps.
CREATE
MIX GROUPS:
It creates a vertex group in symmetrical objects,
ideal for smoothly mixing shapekeys.
SPLIT LR
SHAPES:
Divide
on left and right the diffenrent Shapekeys. “Create Mix Groups”
its required
SYMMETRICAL
LAYOUT:
Creates
an interface to control the Shapekeys of symmetrical Objects. “Create
Mix Groups” its required.
ASYMMETRICAL LAYOUT:
Creates
an interface to control the Shapekeys of asymmetrical Objects.
—------------------------------------------------------------------------------
ANIMATION
TOOLS
QUICK
PARENT:
Creates a parent from one object to other in a selected
frame range.
—----------------------------------------------------------------------------------
RENDER
TOOLS:
MAKE
RENDER BATCH:
It creates .bat(win) or .sh(unix) file, to execute
and render from Console/Terminal.
MAKE
PYTHON BATCH:
It
creates a file as “Make Render Batch” but it requires Phyton
installed and the respective environment variables set up.
If
the render crashes, the batch automatically erase the broken frame
and writes it again.
Its not recommended if there is more than
one machine rendering.
ALL
SCENES:
Renders all scenes executing the Oscurart overrides if
those are set up.
Saves the renders in their respective folders
using the scenes and render layers names.
ACTIVE
SCENES:
Renders
the active scene executing the Oscurart overrides if it was set
up.
Saves the renders in their respective folders using the
scenes and render layers names.
RENDER
CROP:
It renders croping the image in to a X number of
pieces.
Usefull for rendering really big images.
SELECTED
SCENES:
Renders
the seleccted scenes on the checkboxes, executing the Oscurart
overrides if it was set up.
Saves the renders in their
respective folders using the scenes and render layers names.
—---------------------------------------------------------------------------------—
FILES
TOOLS
SAVE
INCREMENTAL FILE:
Saves incremental version of the blend file
Ex: “_v01” "_v02"
RELOAD
IMAGES:
Reloads
all bitmaps in the scene.
SYNC
MISSING GROUPS:
Search on the libraries
of the linked source and relink groups and link newones if there
are.
Usefull to use with the mesh cache tools.
REPLACE
FILE PATH:
Replace
the paths set on the “search test” field by the ones in “replace”
field.
"_v01"
»» "_v02"
/folder1/render_v01.png
»» /folder1/render_v02.png
—---------------------------------------------------------------------------------—
OVERRIDES
TOOLS
[] BOX:
It shows
the override setup like a list, useful only to save as preset
CHECK
LIST:
Check
all overrides to verify if there is all set up properly, info its
display in the console.
ON/OFF:
>>>Danger
Option<<< its recommended to save before try it,
it
replace all materials by the override materials, its possible once
active to see the objects rendering as override render by pressing
F12
There is a small chance that the file lost track of original
materials, thats why its recommended to use this option with caution
and save before activate it.
APPLY
RESTORE OVERRIDES:
>>>Danger
Option<<< Apply and restore override materials, similar as
ON/OFF its basically the same, save before try it.
PROPERTIES
RENDER TOOLS
OSCURART
BROKEN RENDER FILES
ADD
BROKEN FILES:
Look for
broken rendered files and shows it.
CLEAR
BROKEN FILES:
Erase the list of broken frames
DELETE
BROKEN FRAMES:
Erase
the broken frames files from Disk
OSCURART
MATERIAL OVERRIDES:
ADD/REMOVE
OVERRIDE SLOT:
Adds an
slot to stablish wich material its going to be assign to wich group
on the override process.
If everything its set up preperly,
(Groups < Material) its required to click “TRANSFER OVERRIDES”
button for the addon to be ready to properly override materials.
TRANSFER
OVERRIDES:
Applies the previously configured slots (Groups <
Material) to the Scene.
This should be transfer once the
override groups are set.