from bge import logiccont = logic.getCurrentController()object = cont.ownerfor mesh in object.meshes: for m_index in range(len(mesh.materials)): for v_index in range(mesh.getVertexArrayLength(m_index)): vertex = mesh.getVertex(m_index, v_index) vertex.color = [1.0, 0.0, 0.0, 1.0] object["x"] = vertex.x object["y"] = vertex.y object["z"] = vertex.zobject.applyRotation([0.7, 0.6, 0.2], True)
object["x"] = vertex.xobject["y"] = vertex.yobject["z"] = vertex.z
from bge import logicimport bpycont = logic.getCurrentController()object = cont.ownerobject.applyRotation([0.7, 0.6, 0.2], True)for obj in bpy.context.selected_editable_objects: bpy.ops.object.make_single_user(type='SELECTED_OBJECTS', object=True, obdata=True, material=True, texture=True, animation=True) bpy.ops.transform.rotate(axis=(0.7, 0.6, 0.2)) bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)for mesh in object.meshes: for m_index in range(len(mesh.materials)): for v_index in range(mesh.getVertexArrayLength(m_index)): vertex = mesh.getVertex(m_index, v_index) vertex.color = [1.0, 0.0, 0.0, 1.0] object["x"] = vertex.x object["y"] = vertex.y object["z"] = vertex.z
from bge import logicimport bpyimport mathutilsfrom mathutils import*cont = logic.getCurrentController()object = cont.ownerobj=bpy.data.objects[object.name]print(obj.name)#for mesh in object.meshes:# for m_index in range(len(mesh.materials)):# for v_index in range(mesh.getVertexArrayLength(m_index)):# vertex = mesh.getVertex(m_index, v_index)# vertex.color = [1.0, 0.0, 0.0, 1.0]# object["x"] = vertex.x# object["y"] = vertex.y# object["z"] = vertex.z object.applyRotation([0, 0, 45], True)obj.rotation_euler = Vector([0, 0, 45])bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)#for obj in bpy.context.selected_editable_objects:# bpy.ops.object.make_single_user(type='SELECTED_OBJECTS', object=True, obdata=True, material=True, texture=True, animation=True)# bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
... насколько понял в bge своя модель
bpy.ops.transform.rotate(axis=(0.7, 0.6, 0.2))
obj.rotation_euler = Vector([0, 0, 45])
from bge import logicimport bpyimport mathutilsfrom mathutils import*cont = logic.getCurrentController()object = cont.ownerobj=bpy.data.objects[object.name]mesh=bpy.data.meshes[object.name]print(mesh.name)#for mesh in object.meshes:# for m_index in range(len(mesh.materials)):# for v_index in range(mesh.getVertexArrayLength(m_index)):# vertex = mesh.getVertex(m_index, v_index)# vertex.color = [1.0, 0.0, 0.0, 1.0]# object["x"] = vertex.x# object["y"] = vertex.y# object["z"] = vertex.z object.applyRotation([0, 0, 45], True)obj.rotation_euler = Vector([0, 0, 45])bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)for vert in mesh.vertices: print(vert.co)#for obj in bpy.context.selected_editable_objects:# bpy.ops.object.make_single_user(type='SELECTED_OBJECTS', object=True, obdata=True, material=True, texture=True, animation=True)# bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)