Rendering in blender dont take rotation updates of camera and light directions - python

I'm trying to render a cube (default blender scene) with a camera facing it. I have added a spotlight at the same location as the camera. Spotlight direction also faces towards the cube.
When I render, location changes take effect for both camera and spotlight but, rotations don't. scene context update is deprecated now. I have seen other update answers, but they don't seem to help.
I have done some workarounds and they seem to work, but this is not the correct way.
If I render the same set of commands twice (in a loop), I get the correct render.
If I run the script from the blender's python console (only once), I get the correct render. But If the same code is run as a script inside the blender, render is again wrong.
import pdb
import numpy as np
import bpy
def look_at(obj_camera, point):
loc_camera = obj_camera.matrix_world.to_translation()
direction = point - loc_camera
rot_quat = direction.to_track_quat('-Z', 'Y')
obj_camera.rotation_euler = rot_quat.to_euler()
data_path='some folder'
locs=np.array([ 0.00000000e+00, -1.00000000e+01, 3.00000011e-06]) #Assume, (I have big array where camera and spotlight needs to be placed, and then made to look towards cube)
obj_camera = bpy.data.objects["Camera"]
obj_other = bpy.data.objects["Cube"]
bpy.data.lights['Light'].type='SPOT'
obj_light=bpy.data.objects['Light']
loc=locs
i=0
##### if I run following lines two times, correct render is obtained.
obj_camera.location = loc
obj_light.location= obj_camera.location
look_at(obj_light, obj_other.matrix_world.to_translation())
look_at(obj_camera, obj_other.matrix_world.to_translation())
bpy.context.scene.render.filepath = data_path+'image_{}.png'.format(i)
bpy.ops.render.render(write_still = True)

You might need to call bpy.context.view_layer.update() (bpy.context.scene.update() with older versions than blender 2.8) after changing the camera orientation by obj_camera.rotation_euler = rot_quat.to_euler() and make sure that the layers that are going to be rendered are active when calling update() (see here https://blender.stackexchange.com/questions/104958/object-locations-not-updating-before-render-python).
(A bit late ;-) but this was one of the rare questions I found for a related issue.)

Related

Vpython userspin does not work

I have a function call on button click which is used to display a number of cuboids. However i want the ability to rotate my frame on user mouse drag so as to get the desired viewing angle (as preferred by user)
However, i cant seem to rotate as well as zoom on my display window.
Edit: What i found was upon a right click drag it changes the viewing angle. However it does not get reflected. Weirdly enoughn it is reflected only after i maximize and then restore the screen. Is there some setting i can do to make it work seamlessly.
Also, the first display happens after i move the window from its initial position. Else its just blank upon launch!! Please advise
def testDraw():
global containers
myscene = display(title='Diagram')
#myscene.material = materials.wood
myscene.select()
myscene.exit=False
#myscene.userspin = True
myscene.userspin = 1
myscene.forward = (.1, -.3, -1)
mybox = [['','','','','','','',''] for x in range(len(containers))]
for x in range(len(containers)):
for y in range(len(containers[x])):
mybox[x]=box(pos=(float(containers[x][1])+float(containers[x][2])/2,float(containers[x][3])+float(containers[x][4])/2,float(containers[x][5])+float(containers[x][6])/2),width=float(containers[x][6]),height=float(containers[x][4]),length=float(containers[x][2]))
#,color='color.'+containers[x][7]
#mybox = box(pos=(2.5,1,5), length=10, height=2, width=5,color=color.blue)
#mybox2 = box(pos=(12.5,1,5), length=10, height=2, width=5,color=color.green)
#Name,length0,length1,height0,height1,width0,width1,color
containers=[['Container_1','`enter code here`0','2','0','7','0','2','blue'],
['Container_2','2','5','0','10','0','2','green'],
['Container_3','7','10','0','5','0','2','red']]
I don't understand what is meant by "it does not get reflected". What is "it"? Also, you haven't provided a runnable program, so it' difficult to know what the context is.
I'll advertise that a better place to pose VPython questions is in the VPython forum at
https://groups.google.com/forum/?fromgroups&hl=en#!forum/vpython-users

Why is turtle lightening pixels?

My program for creating a Mandelbrot set has a bug: whenever the pen changes colors, and every 42nd pixel after that, is lighter. This is, rather coincidentally, a mandelbug (yes, I just learned that term), as it is inconsistent for many pixels near an "edge" (it might actually be blurred between the color it's supposed to be and the color the last, or next, pixel is supposed to be), but it's always the 42nd pixel after that one until the next color change. I am using OSX 10.6.8, PYTHON 2.7. When I wrote this program at school, it worked perfectly (Windows), and then I sent it to myself, and worked on it a little more (mostly just making the sample size and therefore image larger), and ran it, I got this bug. EDIT: My bad, I forgot to mention that this only happens with my Mandelbrot program, the few other turtle programs I have at home are fine.
Parts of screenshots (so that you don't have to wait forever while the program runs to see what I'm talking about):
From my first version from home:
From the current version (sideways):
Heres the code:
import turtle
import math
turtle.speed(0)
def benoit(onelen):
turtle.left(90)
for x in range(-2*onelen, onelen):
turtle.up()
turtle.goto(x, int(-1.5*onelen)-1)
turtle.down()
for y in range(int(-1.5*onelen)-1, int(1.5*onelen)-1):
z = complex(0,0)
c = complex(x*1.0/onelen,y*1.0/onelen)
for k in range(20):
z = z*z+c
if abs(z) > 2:
g = .2 + .8*(20-k)/20
break
if k == 19:
g = 0
turtle.pencolor(0,g,0)
turtle.forward(1)
benoit(250)
x = raw_input("Press Enter to Exityadayadayada")
EDIT: A fix has been suggested by DSM, who likes this bug. However, I have no experience editing Python source code, and all the underscores are making me nervous. Can someone tell me specifically what to edit and/or how?
Wow. I think this is one of my favourite bugs ever, and believe it or not, the fact that the number happens to be 42 is actually relevant! Well, peripherally, anyhow..
In turtle.py:
def _goto(self, end):
"""Move the pen to the point end, thereby drawing a line
if pen is down. All other methodes for turtle movement depend
on this one.
[...]
###### vererbung!!!!!!!!!!!!!!!!!!!!!!
self._position = end
if self._creatingPoly:
self._poly.append(end)
if len(self.currentLine) > 42: # 42! answer to the ultimate question
# of life, the universe and everything
self._newLine()
self._update() #count=True)
So the problem comes about when it decides to break a line, apparently for performance reasons:
def _newLine(self, usePos=True):
"""Closes current line item and starts a new one.
Remark: if current line became too long, animation
performance (via _drawline) slowed down considerably.
"""
I was able to "fix" the bug by bumping up the linenumber limit and/or scattering self._pencolor references in places that didn't have any. But you're not crazy, anyway, and it's not really anything that you're doing. :-)
Can i offer a suggestion?
i tried your code and it was taking forever to run which you are aware of but what you may not be aware of is the tracer function... i simply put at the beginning of your code:
wn=turtle.Screen()
wn.tracer(10000)
that also eliminates the need for the speed(0) function :)
Try that and run it again, i did and it rendered the whole image in 62 seconds, i timed it by importing the time module by putting this code at the beginning:
import time
st=time.time()
and this code at the end:
print time.time()-st
Well done by the way, Ive just made my own thats a lot slower and lower quality then yours but was using an array of the square shape and stamping to each location i wanted in the array lol, but will be trying to improve it in the future as i only found out turtle existed less then a week ago.
One last thing, if you type:
from turtle import *
instead of "import turtle" you dont need to put turtle at the beginning of every function call :) same thing goes for every other module.
Ive included the pic of your fractal that took 62 seconds to render on my machine thats not even that powerfulYour code run on my weak machine.
I hope all this helps you greatly. also youll notice i dont have that light line problem, not sure if you fixed that issue in the original code up top?

change bones position in a armature in blender game engine using python

I am working on real time mapping of model with the user data obtained from Kinect.
I am able to get access to the individual bone using bge.types.BL_ArmatureObject().channels
which give the list of bones. I am not able to change the position bone. I tried to use rotation_euler to give it some rotation but it had no effect. Please tell me how to do it.
Maybe a little late, but for blender >= 2.5 this should do the trick:
# Get the whole bge scene
scene = bge.logic.getCurrentScene()
# Helper vars for convenience
source = scene.objects
# Get the whole Armature
main_arm = source.get('NAME OF YOUR ARMATURE')
main_arm.channels['NAME OF THE BONE YOU WANT TO ROTATE'].joint_rotation[ x, y ,z] # x,y,z = FLOAT VALUE
main_arm.update()
I also wrote this down in an extensive tutorial, starting here: http://www.warp1337.com/content/blender-robotics-part-1-introduction-and-modelling

How to make python window run as "Always On Top"?

I am running a little program in python that launches a small window that needs to stay on top of all the other windows. I believe this is OS specific, how is it done in GNU-Linux with GNOME?
[Update - Solution for Windows]
Lovely, I think I got it working. I am using Python 2.5.4 with Pygame 1.9.1 in Eclipse on Vista 64-bit. Thus, this is for windows systems. The SetWindowPos function is documented Here. I will refer to this in my explanation.
Imports:
from ctypes import windll
Then I set up a variable that calls the "SetWindowPos" in user32:
SetWindowPos = windll.user32.SetWindowPos
Now, let's say I just made a window:
screen = pygame.display.set_mode((100,100), pygame.NOFRAME)
The next line is the key. This sets the window to be on top of other windows.
SetWindowPos(pygame.display.get_wm_info()['window'], -1, x, y, 0, 0, 0x0001)
Basically, You supply the hWnd(Window Handle) with the window ID returned from a call to display.get_wm_info(). Now the function can edit the window you just initialized.
The -1 is our hWndInsertAfter.
The MSDN site says:
A window can be made a topmost window either by setting the hWndInsertAfter parameter to HWND_TOPMOST and ensuring that the SWP_NOZORDER flag is not set, or by setting a window's position in the Z order so that it is above any existing topmost windows. When a non-topmost window is made topmost, its owned windows are also made topmost. Its owners, however, are not changed.
So, the -1 makes sure the window is above any other existing topmost windows, but this may not work in all cases. Maybe a -2 beats a -1? It currently works for me. :)
The x and y specify the new coordinates for the window being set. I wanted the window to stay at its current position when the SetWindowPos function was called on it. Alas, I couldn't find a way to easily pass the current window (x,y) position into the function. I was able to find a work around, but assume I shouldn't introduce a new topic into this question.
The 0, 0, are supposed to specify the new width and height of the window, in pixels. Well, that functionality is already in your pygame.display.set_mode() function, so I left them at 0. The 0x0001 ignores these parameters.
0x0001 corresponds to SWP_NOSIZE and is my only uFlag. A list of all the available uFlags are on the provided documentation page. Some of their Hex representations are as follows:
SWP_NOSIZE = 0x0001
SWP_NOMOVE = 0x0002
SWP_NOZORDER = 0x0004
SWP_NOREDRAW = 0x0008
SWP_NOACTIVATE = 0x0010
SWP_FRAMECHANGED = 0x0020
SWP_SHOWWINDOW = 0x0040
SWP_HIDEWINDOW = 0x0080
SWP_NOCOPYBITS = 0x0100
SWP_NOOWNERZORDER = 0x0200
SWP_NOSENDCHANGING = 0x0400
That should be it! Hope it works for you!
Credit to John Popplewell at john#johnnypops.demon.co.uk for his help.
The question is more like which windowing toolkit are you using ? PyGTK and similar educated googling gave me this:
gtk.Window.set_keep_above
As mentioned previously it is upto the window manager to respect this setting or not.
Edited to include SDL specific stuff
Pygame uses SDL to do display work and apprently does not play nice with Windowing toolkits. SDL Window can be put on top is discussed here.
I really don't know much Python at all, but Googling "pygtk always on top" gave me this:
http://www.mail-archive.com/pygtk#daa.com.au/msg01370.html
The solution posted there was:
transient.set_transient_for(main_window)
You might also want to search things like "x11 always on top". The underlying concept seems to be that you're giving the window manager a "hint" that it should keep the window above the others. The window manager, however, has free reign and can do whatever it wants.
I've also seen the concept of layers when using window managers like Fluxbox, so maybe there's a way to change the layer on which the window appears.
I was trying to figure out a similar issue and found this solution using the Pmw module
http://www.java2s.com/Code/Python/GUI-Pmw/Showglobalmodaldialog.htm

Digital Image cropping in Python

Got this question from a professor, a physicist.
I am a beginner in Python programming. I am not a computer professional I am a physicist. I was trying to write a code in python for my own research which involves a little image processing.
All I need to do is to display an image and then select a region of interest using my mouse and finally crop out the selected region. I can do this in Matlab using the ginput() function.
I tried using PIL. But I find that after I issue the command Image.show(), the image is displayed but then the program halts there unless I exit from the image window. Is there any way to implement what I was planning. Do I need to download any other module? Please advise.
While I agree with David that you should probably just use GIMP or some other image manipulation program, here is a script (as I took it to be an exercise to the reader) using pygame that does what you want. You will need to install pygame as well as the PIL, usage would be:
scriptname.py <input_path> <output_path>
Actual script:
import pygame, sys
from PIL import Image
pygame.init()
def displayImage( screen, px, topleft):
screen.blit(px, px.get_rect())
if topleft:
pygame.draw.rect( screen, (128,128,128), pygame.Rect(topleft[0], topleft[1], pygame.mouse.get_pos()[0] - topleft[0], pygame.mouse.get_pos()[1] - topleft[1]))
pygame.display.flip()
def setup(path):
px = pygame.image.load(path)
screen = pygame.display.set_mode( px.get_rect()[2:] )
screen.blit(px, px.get_rect())
pygame.display.flip()
return screen, px
def mainLoop(screen, px):
topleft = None
bottomright = None
runProgram = True
while runProgram:
for event in pygame.event.get():
if event.type == pygame.QUIT:
runProgram = False
elif event.type == pygame.MOUSEBUTTONUP:
if not topleft:
topleft = event.pos
else:
bottomright = event.pos
runProgram = False
displayImage(screen, px, topleft)
return ( topleft + bottomright )
if __name__ == "__main__":
screen, px = setup(sys.argv[1])
left, upper, right, lower = mainLoop(screen, px)
im = Image.open(sys.argv[1])
im = im.crop(( left, upper, right, lower))
im.save(sys.argv[2])
Hope this helps :)
For what it's worth (coming from another physicist), I would just do this in an image processing program like the GIMP. The main benefit of doing this task in Python (or any language) would be to save time by automating the process, but unless you - well, the professor - can somehow develop an algorithm to automatically figure out what part of the image to crop, there doesn't seem to be much time to be saved by automation.
If I remember correctly, GIMP is actually scriptable, possibly with Python, so it might be possible to write a time-saving GIMP script to do what your professor friend wants.
Image.show() just calls whatever simple picture viewer it can find on the current platform, one that may or may not have a crop-and-save facility.
If you are on a Windows box and you just need to make it work on your machine, set the ‘Open with...’ association to make it so running an image loads it into an editor of your choice. On OS X and *nix you'd want to hack the _showxv() method at the bottom of Image.py to change the command used to open the image.
If you do actually need to provide a portable solution, you'll need to use a UI framework to power your cropping application. The choices boil down to Tkinter (ImageTk.py gives you a wrapper for displaying PIL images in Tk), PyQT4 (ImageQt in PIL 1.1.6 gives you a wrapper for displaying images in QT4) or wxPython (a higher-level application authoring toolkit using wxWidgets). It'll be quite a bit of work to get the hang of a full UI kit, but you'll be able to completely customise how your application's interface will work.
Is there a script in python like a library to auto crop images :
Automatically crop image
What you are looking for is the module: matplotlib, it emulates Matlab. See the ginput() function. That allow you to find the bounding box, then you can use crop from PIL.
http://matplotlib.sourceforge.net/api/figure_api.html

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