Get Objects Data#
Functionality#
Get objects from the Blender Scene and output them into Sverchok’s node tree. This node supports most object types. All are converted to a Sverchok representation of Mesh where possible.
Sockets for the selected mesh elements or creases on weights can be used for quck masking.
A few points worth stating explicitly.
Empties, Cameras, and Lamps produce only matrix data.
The order of the selected Objects can be sorted by name.
It supports Object collections.
It understands also
vertex groups, when activated, showing additional socket representing indices, that you can use for further processing. All groups are cached in one list _without_weights_.When you
Getobjects from the Scene that have modifiers on them, you can import the final mesh by enabling thePostbutton.Importing Objects with a lot of geometry will decrease Sverchok tree update speed, be careful with any modifiers that produce a lot of extra geometry (like subdivision modifier)
The Matrix socket lets you ignore or acquire the Object’s
World Matrix, by default the Object data is untransformed. Use a matrix-apply node if you want to explicitly transform the vertex data.add selected objects from scene into the list individually:
move objects in list up and down:
enable/disable objects in list to exclude some objects from process:
This work for collections too:
select objects or collections in scene by operator in list. Use Shift key to append object into selection set
Find active object in list. If object is in collection then active position will be switched on duplicates or collections that has this object
duplicates objects can be marked with a sign (for active object in list):
add collections into the list (1-add empty pointer, 2-open list of collections in this scene, 3-select collection):
limitations:
When you use the
Postmode Sverchok/Blender expect Objects to be visible. If you want to “hide” the original Objects in the scene to avoid visual clutter, you can place them into a Collection and hide the collection. This is a current Blender API limitation.Another method to work with objects - select wireframe mode and hide objects in Render by buttons:
We have Bezier-in and NURBS-in nodes if you want to get Curve data from Scene objects, instead of Mesh.
Simplify node view#
This node can be very large. If you have no plans to use all sockets then you can hide unused socket:
Also you can simplify table view ob objects:
Additionally#
Inputs#
Objects Socket. You can select object or link to Collection picker node to select a collection:
Parameters#
Param |
Type |
Description |
|---|---|---|
G E T |
Button |
Button to get selected objects from scene. |
Apply_Matrix |
Bool,toggle |
Apply object Matrix to output sockets (Vertices, Vertex Normals, Poligon Centers, Polygon Normals). Has no infuence for Matrix and Object |
Merge |
Bool,toggle |
Merge Meshes into one mesh |
sorting |
Bool,toggle |
Sorting inserted objects by name |
post |
Bool,toggle |
Postprocessing, if activated, modifiers applied to mesh before importing |
vert groups |
Bool,toggle |
Import all vertex groups that in object’s data. just import indexes |
3D panel#
The node can show its properties on 3D panel. For this parameter to 3d should be enabled, output should be linked. After that you can press scan for props button on 3D panel for showing the node properties on 3D panel.
Outputs#
Output |
Description |
|---|---|
Vertices |
Vertices of objects |
Edges |
Edges of objects |
Polygons |
Polygons of objects |
Vertices Select |
Mask of vertices selected in the edit mode |
Vertices Crease |
Vertices crease values |
Vertices Bevel Weight |
Vertices Bevel Weight values |
Edges Select |
Mask of Edges selected in the edit mode |
Edges Crease |
Edges crease values |
Edges Seam |
Edges seam values |
Edges Sharp |
Edges sharp values |
Edges Bevel Weight |
Edges Bevel Weight values |
Polygon Selected |
Mask of Polygons selected in the edit mode |
Polygon Smooth |
Smooth of Polygons |
Vertex Normals |
Vertex Normals |
Material Idx |
Material indexes per object face. |
Material Names |
Material names per object face. |
Polygons Areas |
Area of Polygons of objects. |
Polygons Centers |
Polygons Center of objects. |
Polygons Normal |
Polygons Normal of objects. |
Matrix |
Matrices of objects |
Vers grouped |
Vertex groups’ indices from all vertex groups |
It can output Numpy arrays of vertices and edges if enabled on N-panel properties (makes node faster)
About Material Idx and Material Names#
Initially, these parameters produce results according to the materials in the corresponding material sockets of the object. When the node parameters “Mesh Join” and “Post” are enabled, the material indices are combined, duplicate materials are removed, the Material Names are sorted alphabetically, and the Material Idx values are renumbered according to each material name’s position after sorting. If a material is not assigned but is used by some Faces, this material is treated as None, and during the sorting of Material Names, the value None is placed at the end of the sorted list.
Before Mesh Join:
After Mesh Join:
Material Idx can be used to calculate the area of materials.
Examples#
Importing an object with two array modifiers applied and showing indices.
Mask sites of Voronoi node with selection of faces:
Spatial-> Voronoi on Mesh
Viz-> Viewer Draw
Mask edges of Grid with selection of edges:
Modifiers->Modifier Change-> Extrude Edges
Viz-> Viewer Draw
Matrix-> Matrix In