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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. 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. TODO already deleted?
assign a name to a robot. You have to select at least one object parented to the robots root link.
define a kinematic chain containing all selected objects. The active object will be the end of the chain.
toggle the selected objects namespaces. If complete is checked the whole selected robot will be toggled. TODO what does it mean to toggle the namespace?
measure the distance between TODO between what and what?
enable or disable the X-Ray view for a specified set of objects. With X-Ray view you can investigate the inner structure of the robot without hiding objects.
check a robot against a set of rules and saves all suspicious objects into a list. TODO is this validating?
select objects with errors (detected by the TODOLCheck robot dictionary operator)
select the root link of the corresponding robot for each selected object.
select all objects of a specified phobostype.
select all objects (including links, visuals, collisions, inertials, sensors and controllers) which are part of the robot the currently selected object is part of.
set a specific phobostype for all selected objects.
perform a find and replace operation on object names. Be careful using it, because it doesn't respect namespaces and other naming conventions.
sorts the selected TODO selected true? objects to their corresponding layer (determined by phobostype). See Editing a model for more information about layers in phobos.
edit the specified custom property for all selected objects. If the new value is empty the property is deleted. Otherwise the new value is set accordingly (and the property added if not existent).
shares the mesh of the active object with the selected objects. Be careful with this operator, as the overwritten meshes will be lost forever. You can specify a name for the shared mesh.
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 TODO is this true and needed?
takes the active objects properties 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 their old meshes back, but the meshes can 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.
takes all selected objects and renames a given custom property. You can choose whether you want to override existing properties or not.
takes all selected objects and applies smooth shading to them.
edit the active objects custom properties in the blender text editor. You can change the values 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.
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. TODO better detail
takes all selected links and applies the defined joint constraints to them. All URDF joint types are supported.
takes all selected links and creates their inertial objects. You can choose to calculate them automatically or manually.
attaches the specified motor to all selected links.
creates collision objects for all selected visuals. You can choose from a set of different primitives or use visuals mesh. If you use the mesh option you can either copy the mesh for further editing or use the shared mesh.
takes all selected objects and sets their geometry types. All objects that are no visual or collision objects are omitted.
sets all selected objects origins to their centre of mass. Does this result in errors with the parenting?
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.
TODO what is this? remove it?
shows the mass of your selected objects.
TODO missing?
sets the specified mass for all selected objects.
takes all selected objects and sets their inertia data. Non inertial objects are omitted.
TODO Empty?
TODO Empty?
The directory in which the model will be saved. By checking the respective box in the selection dialog it is possible to use a relative path.
This value sets the number of decimal digits used for representing floating point values inside the export files.
Check this to export the texture data of the meshes.
Check this to limit exporting to selected objects.
Checking one or multiple of the model boxes will result in an export in the respective file format.
Selecting one or multiple of the mesh boxes will export the visual meshes in the respective file format.
The model or scene export will use this mesh type to link to mesh data.
Select the appropriate scene format that will be exported.
Exports the selected robot to the specified path using the export settings.
allows browsing of either a MARS scene or a URDF file and importing the model specified inside it. TODO which imports are available right now?
For a description of individual operators please refer to our source documentation.
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