Presumably you are still looking at the original object. keep_original means that a new one is created. It'll be made the active object by the operator.
> Thanks Tom > On Wed, 2012-03-21 at 22:05 +0000, Tom Edwards wrote: >> You're missing this: >> > >> bpy.ops.object.convert(keep_original=True) > I tried it and I got the default i.e. original mesh, i.e. it didn't > apply the modifier stack, but removed it. Is there something I'm > missing? > >> >> Which is exactly what you want. It is quite obscure though! >> >> On 21/03/2012 9:04, Bassam Kurdali wrote: >> > Hello list, >> > This has come up before, albeit in a python context: the desire to get >> > the result of the modifier stack as a mesh. There was some discussion >> > over the desirability of hard-coded py api, and a question of why not >> > just use the apply modifier approach one by one. >> > >> > I've encountered both the use-case and the problem today. >> > >> > use-case: collapsing the stack/applying shapekeys for prepping a >> rigged >> > model for 3d printing. >> > >> > problem: this is the first 'cannot be done' problem I've encountered: >> > >> > Multimodifiers (correct me if I'm wrong) cannot be simply applied one >> by >> > one: they need to be applied together. And afaik there is no mechanism >> > to do this. >> > >> > Is there anything I'm missing? this seems totally undoable, I wonder >> how >> > render-engines deal with it? >> > >> > cheers, >> > Bassam >> > >> > _______________________________________________ >> > Bf-committers mailing list >> > Bf-committers@blender.org >> > http://lists.blender.org/mailman/listinfo/bf-committers >> > > > > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers