Hi,
I would like to get the name and the path of the currently loaded file
inside the Game Engine. I tried to import bpy and get bpy.data.filepath,
but I can't even import bpy : "No module named bpy".
Regards
Damien Touraine
PS : I user Blender SVN revision 42510
__
# this gives you the dir that the current blend file is in (but not
the filename of the blend file)
path = bge.logic.expandPath("//")
On Fri, Feb 24, 2012 at 8:36 PM, Damien Touraine
wrote:
> Hi,
>
> I would like to get the name and the path of the currently loaded file
> inside the Game Engine.
Hi Kajiyama-san,
1. I confirmed the same error on Ubuntu 11.10 + VirtualBox 4.1.8, but
I also got this error without applying my patch when quitting Blender
by Control+Q + ENTER. Maybe this error happens if XIM server attempts
to send the reply to already deleted window. I think it's no problem
Hi Nathan,
I tried manually typing in non-normalized values in the N key
transform panel in the 3d view, and rotating objects/bones after that
with transform, but could not see it auto-normalize the values in any
version I tested (2.49, 2.57, 2.60, 2.62).
Probably I'm misunderstanding something,
Hi all,
Sorry for slow reply, the past days I'm way behind mails - people here want
attention too! Andrew Hunter's observations are all correct and in the line of
our actions already :)
This is the plan sofar;
- Camalot is testing the new Sony F65 now, we might get that - or at least we
get t
Hi Brecht,
You are right that it appears there are a lot of releases with this
regression! I'm not sure how I didn't notice before. Guess I wasn't
animating anything with large rotations.
It appears the regression was introduced in version 2.56. Versions
2.55 and earlier behave as desired.
2.4
Here's a file I put together a while ago to help explain the issue and
why it matters:
http://storage.cessen.com/perm/2012/blender/quat_interpolation.blend
If you open up the file, you'll see two monkey heads, each with an
illustration above it. If you play the animation, you'll see that the
monk
So are you saying the quaternions are normalized on keyframes and they
drift during interpolation? I wonder if blender is interpolating the
quaternions used to animate, or interpolating something else like bone
matrices and just displaying an interpolated quaternion but not using it
for animation?