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Operators
Operators are constructs in Blender that can be called from the GUI, thus whenever you click a button or menu item, you execute an operator. Thus while you can use lots of Phobos' functions when scripting in Blender, most of the time you will work with the set of operators it provides.
This operator is deprecated and will be deleted soon. Please do not use it anymore.
This operator names a robot. You have to select at least one object parented to the robots root link.
This operator defines a kinematic chain containing all selected object. The active object will be the chains end.
This operator toggles the selected objects namespaces. If complete is checked the whole selected robot will be toggled.
This operator calculates the distance between the
This operator enables or disables the X-Ray view for a specified set of objects.
This operator checks a robot against a set of rules and saves all suspicious objects into a list.
With this operator you can select objects detected by the Check robot dictionary operator and inspect it.
For each currently selected object, this operator selects the root link of the corresponding robot.
Selects all objects of a specified phobostype.
For each currently selected object, this operator selects all objects (including links, visuals, collisions, inertials, sensors and controllers) belonging to the robot the object is part of.
This operator sets the chosen phobostype for all selected objects.
This operator is a simple way to do find&replace operations on your objects names. Be careful using it, because it doesn't respect namespaces and other naming conventions.
This operator sorts the selected objects to their corresponding layers. See Editing a model for more information about layers in phobos.
This operator edits the specified custom property for all selected objects. If the new value is '' it deletes the property. Otherwise it sets it to the new value and even creates it if necessary.
Purpose
The selected objects will share the active objects mesh among each other. The overwritten meshes will be lost forever!
Parameters
shared Meshes Name
This is the new name for the shared mesh to use when exporting it.
Context Requirements
- The active object must not have an already shared mesh
- The active object has to be a visual or collision object
- The number of selected visual/collision objects has to be >= 2
This operator takes the active objects poperties and copies it to all other selected objects. You can choose to purge all other custom properties.
Breaks the bond between the shared meshes. The objects will not get there old meshes back, but the meshes can now be edited and exported individually again. If you undo a sharing on a source object without undoing it on its adherents you may have problems with the mesh export later on!
This operators takes all selected objects and renames a given custom property. You can choose whether you want to override existing properties or not.
This operator takes all selected objects and applies the shade_smooth blender operator to them.
This operator allows you to edit the active objects custom properties in the blender text editor. You can change the values as you want and even add or delete key-value pairs. If you hit the run script button the custom properties of the currently active object will be overwritten. So make sure you have selected the right one!
This operator creates links at the 3D cursors location or at the selected objects positions. You can choose to parent the newly created links with the selected objects and parent links.
This operator takes all selected links and applied the defined joint constraints to them. All URDF joint types are supported.
This operator takes all selected links and creates their inertial objects. You can choose to calculate them automatically or manually.
This operator attaches the specified motor to all selected links. PID and DC motors are supported.
This operator creates collision objects for all selected visuals. You can choose from a set of different primitives or to use visuals mesh. If you use the mesh option you can either copy the mesh for further editing or use the shared mesh option.
This operator takes all selected objects and sets their geometry types. It omits all objects that are no visual or collision objects.
This operator sets all selected objects origins to their centre of mass.
This operator sets the collision groups for all selected collision objects. You can change the groups by just changing the bitmask visible in the operators properties menu.
This operator shows you the mass of your selected objects
This operator iterates over all selected objects and sets the mass specified in the parameters.
This operator takes all selected objects and sets their inertia data to the specified one. It omits non inertial objects
This is where the model's destined export path is specified.
Selecting this check box will cause the specified export path to be interpreted as a relative path; otherwise the path will be interpreted as an absolute one.
This value sets the number of decimal places used for representing floating point values inside the export files.
Selecting this option will sort the files generated during export into according subdirectories of the export directory. This may provide a better overview.
If this check box is selected, the selected model's mesh objects will be exported into a separate meshes subdirectory. The files' format is set accordingly to which option was selected (see below). The selected format is displayed below the option check boxes.
Selecting this check box causes the model's mesh objects to be exported in .bobj format, if the Export Meshes option was selected as well.
Selecting this check box causes the model's mesh objects to be exported in .obj format, if the Export Meshes option was selected as well.
Selecting this check box causes the model's mesh objects to be exported in .stl format, if the Export Meshes option was selected as well.
Selecting this check box causes the model's mesh objects to be exported in .dae format, if the Export Meshes option was selected as well.
Exports the selected robot to the specified path using the export setting selections. Only those parts of the robot that are currently selected will be exported.
This operator allows for browsing for either a MARS scene or a URDF file and importing the model specified inside it.
This operator bakes the currently selected robot. It takes all visuals, simplifies their meshes and exports a single stl file to the export folder. It also creates a info.bake containing some information for the Import Robot Bake operator.
This operator creates an instance of a previous imported robot bake at the 3D-Cursors location.
This operator imports a robot bake into blender. You have to choose the bake.info in the file selector window. From now on you can create an instance of this robot in every blender project unless you delete or move the original robot files. You can find a RobotLib.txt in your phobos installation path if you want to change the filepath manually.
For a description of individual operators please refer to our source documentation.
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