Get Objects Data

https://github.com/nortikin/sverchok/assets/14288520/d2b29188-e471-4821-80fa-ea0da9e8403e

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 Get objects from the Scene that have modifiers on them, you can import the final mesh by enabling the Post button.

  • 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.

limitations:

  • When you use the Post mode 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:

    https://github.com/nortikin/sverchok/assets/14288520/30158800-3cd8-483d-a162-2d13ddfdc289
  • We have Bezier-in and NURBS-in nodes if you want to get Curve data from Scene objects, instead of Mesh.

Inputs

Objects Socket

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.

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)

Examples

https://user-images.githubusercontent.com/619340/126961901-4c300e39-6cbe-456f-a132-104f7b3827ca.png

Importing an object with two array modifiers applied and showing indices.

Mask sites of Voronoi node with selection of faces:

Mask edges of Grid with selection of edges: