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Feature: Add Operator to Arrange Processed Meshes in a Grid #4
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Description
Summary
After generating dozens or hundreds of character meshes, they all exist at the same world origin, making them difficult to view at once. A utility operator is needed to arrange all objects from the "Processed" collection into a clean, evenly-spaced grid.
This operation must only move the objects themselves, preserving each mesh's origin point at the world center (0,0,0).
Implementation Plan
- Create a new operator class, e.g.,
BF2M_OT_ArrangeGrid(bpy.types.Operator). - Add a button to the UI to call this operator, perhaps appearing only after a generation is complete.
- The operator's
executemethod should:- Find the "Processed" collection.
- Get the list of objects within it.
- Define a
spacingvariable (e.g., 2.0 Blender units). - Calculate a grid width (e.g., the square root of the number of objects).
- Loop through the objects, assigning a new
object.locationto each one based on its index in the loop ((index % width) * spacing,(index // width) * -spacing,0).
This ensures only the object's location is changed, not the mesh data's relation to its origin.
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