Open coop101 opened 1 year ago
Hi, in that example the active object is displayed as red, selected objects are displayed as black, non selected objects are greyed out, so the intended meaning of that sentence, that we can infer those three states from our panel should be correct?
Please, let me know if I'm missing anything!
p.
My scripting may be in error but, selected objects are in black, non-selected objects grayed out and nothing for active objects. If the object is active and selected then the symbol is in black otherwise the active only object doesn't show up at all.
On Mon, Jul 3, 2023 at 5:43 PM pKrime @.***> wrote:
Hi, in that example the active object is displayed as red, selected objects are displayed as black, non selected objects are greyed out, so the intended meaning of that sentence, that we can infer those three states from our panel should be correct?
Please, let me know if I'm missing anything!
p.
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Hi, the red color for active objects is achieved by setting the alert
attribute to True, at line 122 of the example
item_layout.alert = ob == context.object
I will be happy to check your script if you wish
regards, p.
I'll get back to my other script later. Just for now, another concern. If you can write " bpy.data.objects['Cube'].select_set(True or False)". Why is it that you can't write "bpy.data.objects['Cube'].active_set(True or False) ". I understand that 'active' and 'select' are completely different aspects in Blender. Would it not make sense to have similar imports and translate the 'active_set' into language that works in Blender. This inconsistency does bother me! I suppose that I can rewrite the import to fit my logic when writing a script.
P 119 : "As we can see, the list now provides information about which objects are active and/or selected:" Should this read selected only?