bpy.ops.object.text_add(view_align=False, enter_editmode=False, location=(«Loc_x», «Loc_y», «Loc_z»), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False));
ob=bpy.context.object;ob.data.body = "«Name»";
bpy.ops.object.constraint_add(type='TRACK_TO');
bpy.context.object.constraints["Track To"].target = bpy.data.objects["00-fisheyeRig"];
bpy.context.object.constraints["Track To"].up_axis = 'UP_Y';bpy.context.object.constraints["Track To"].track_axis = 'TRACK_Z'
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Yes but the hard part is to parent them to an empty for pitch, yaw, and turn individually because sometimes it will want to flip the z axis.
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It would be more code, but if you can place vertices instead of geometry, you can use something like dupliverts to reference a small set of geometry and possibly save on file size. You might even be able to control the individual sizes programmatically.
Come to think of it: under this approach, the appearance of the stars could be dynamically changed.
Very cool! Are you using UVSpheres? A couple of times that my students were very vertex heavy on items that you couldn't see the detail were able to switch over to icosphere subdivision 1 only has 12 vertexes.
bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, size=1, view_align=False, enter_editmode=False, location=(-5.49504, -5.43604, 5.68324), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
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Worked like a charm! I hit the "run script" button and the starfield almost immediately appeared. Now the trouble is that I can't get dupliverts to render anything. I'm using the "classic" fisheye camera. I think in the orientation I left it in Cygnus / Northern Cross is right behind the camera in the viewport? Not sure though. Blend file attached for your reviewScott
On Tue, Jun 9, 2015 at 6:28 AM, Ron Proctor <ronpr...@gmail.com> wrote:
It would be more code, but if you can place vertices instead of geometry, you can use something like dupliverts to reference a small set of geometry and possibly save on file size. You might even be able to control the individual sizes programmatically.
Come to think of it: under this approach, the appearance of the stars could be dynamically changed.
On Jun 8, 2015 8:18 PM, "Jack L. Northrup" <jack.l....@gmail.com> wrote:
Very cool! Are you using UVSpheres? A couple of times that my students were very vertex heavy on items that you couldn't see the detail were able to switch over to icosphere subdivision 1 only has 12 vertexes.--
bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, size=1, view_align=False, enter_editmode=False, location=(-5.49504, -5.43604, 5.68324), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
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I went into the fisheye camera settings and changed the clip from 1000 to 50,000,000. I am wondering if the icospheres are too small at those distances and are getting lost between the pixels. When I rendered the image the first time my computer indicated it was a peak 50MB file, after the change the file bumped up to 65MB. So it is seeing the stars it just is not able to render them at that distance.
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I tried individual objects but the script took forever to run (an hour for 1000 stars) and crashed when I rendered with a 254 meg file size.
I was playing around and tried using cubes instead of icospheres and they still didn't show up. I almost wonder if they camera has become corrupted. Have you thought about reloading the data and making it create individual stars instead of parts of the same icosphere.
PS have you tried to keyframe rotation?
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