scene

Basic class used to get or set information about the scene.


xshade
scene

List of Methods

active_shape Returns the selected object
adjust_transformation Resets matrices except for translation of the selected object
append Appends the memorized line object to the selected object
append_metacamera Appends a meta-camera
append_point Appends a control point to the line object being created
append_polygon_mesh_edge Appends an edge to a polygon mesh either being created or selected
append_polygon_mesh_edges Generates the necessary edges for a polygon mesh without edges
append_polygon_mesh_face Appends an face to a polygon mesh either being created or selected
append_polygon_mesh_vertex Appends a vertex to a polygon mesh either being created or selected
append_truetype_point Appends a point to a TrueType (two-dimensional Bezier curve) object being created
apply Applies the memorized line object to the selected object
begin_ball_joint Begins creation of a ball joint
begin_bone_joint Begins creation of a bone joint
begin_creating Begins creation of an object
begin_creating_at Begins creation of an object at the specified insertion point
begin_custom_joint Begins creation of a custom joint
begin_light_effector Begins creation of a light joint
begin_line Begins creation of a line object
begin_morph_effector Begins creation of a morph joint
begin_part Begins the creation of a part
begin_path_joint Begins creation of a path joint
begin_path_replicator Begins creation of a path replicator
begin_polygon_mesh Begins creation of a polygon mesh
begin_rotator_joint Begins creation of a rotator joint
begin_scale_joint Begins creation of a scale joint
begin_slider_joint Begins creation of a slider joint
begin_sound_object Begins creation of a sound object
begin_surface_part Begins the creation of curved surface part
begin_surface_replicator Begins creation of a surface replicator
begin_switch_effector Begins creation of a switch
begin_truetype Begins creation of a TrueType (two-dimensional Bezier curve) object
begin_uniscale_joint Begins creation of a uniscale joint
bevel_edge Apply Bevel Edge
browser_active Displays the currently selected object in the Browser
cancel_line_object Cancels the creation of a line object
cancel_transformation Offsets the transformation
clear Deletes the selected object
clear_memory Clears data memorized with the Memory tool
clear_template Deletes the template image
clear_transformation Resets the transformation
close Closes the scene
close_scene Closes the scene
convert_to_curved_surface Converts the selected object to a curved surface
convert_to_line_object Converts the selected object to a line object
convert_to_polygon_mesh Converts the selected object to a polygon mesh
copy Copies the selected object to the clipboard
copy_object Duplicates the object and applies rotation, scaling, or translation
create_ball_joint Creates a ball joint
create_bone_joint Creates a bone joint
create_camera Creates a camera object
create_custom_joint Creates a custom joint
create_disk Creates a disk
create_light_effector Creates a light joint
create_line Creates a line object
create_local_axis Creates a (temporary) coordinate system from the selected object
create_master_image Creates a master image
create_master_surface Creates a master surface
create_morph_effector Creates a morph joint
create_offset_lines Creates an offset lines
create_part Creates a part
create_path_joint Creates a path joint
create_path_replicator Creates a path replicator
create_point_light Creates a point light
create_primitive_box Creates a cube
create_primitive_capsule Creates a capsule
create_primitive_cone Creates a cone
create_primitive_cylinder Creates a cylinder
create_primitive_plane Creates a rectangle
create_primitive_pyramid Creates a triangular pyramid
create_primitive_sphere Creates a sphere
create_primitive_text Creates a 3D text
create_primitive_torus Creates a torus
create_rotator_joint Creates a rotator joint
create_scale_joint Creates a scale joint
create_slider_joint Creates a slider joint
create_sound_object Creates a sound object
create_sphere Creates a sphere
create_spotlight Creates a spotlight
create_surface_part Creates a curved surface part
create_surface_replicator Creates a surface replicator
create_switch_effector Creates a switch
create_uniscale_joint Creates a uniscale joint
cut Cuts the selected object to the clipboard
degenerate Degenerates to a point
deselect_all_key_points Deselects all motion points
draw_figure_window Draws the Figure Window
end_ball_joint Ends creation of a ball joint
end_bone_joint Ends creation of a bone joint
end_creating Ends creation of an object
end_custom_joint Ends creation of a custom joint
end_light_effector Ends creation of a light joint
end_line Ends creation of an line object
end_morph_effector Ends creation of a morph joint
end_part Ends creation of a part
end_path_joint Ends creation of a path joint
end_path_replicator Ends creation of a path replicator
end_polygon_mesh Ends creation of a polygon mesh
end_rotator_joint Ends creation of a rotator joint
end_scale_joint Ends creation of a scale joint
end_slider_joint Ends creation of a slider joint
end_sound_object Ends creation of a sound object
end_surface_part Ends creation of a curved surface part
end_surface_replicator Ends creation of a surface replicator
end_switch_effector Ends creation of a switch
end_truetype Ends creation of a TrueType (two-dimensional Bezier curve) object
end_uniscale_joint Ends creation of a uniscale joint
enter_create_line_mode Enters Create Line Mode
enter_modify_mode Enters Modify Mode
exit_create_line_mode Exits Create Line Mode
exit_modify_mode Exits Modify Mode
export_scene Exports the scene data
export_with_uuid Exports the file with uuid
fit_to_window Fits object to the Figure Window
flip_hide_faces In Modify Mode, flips between hidden and nonhidden faces
force_update Forces a screen redraw
get_grid_shown Returns the grid on/off value of the specified viewport
get_ik Gets the IK handling class
get_shape_by_name Returns an object with the specified name
get_shape_by_ordinal Returns an object specified by ordinal number
get_shape_by_position Returns an object by position in the Browser
get_shape_by_uuid Returns an object specified by uuid
get_shapes_by_name Returns a tuple of objects with the specified name
get_view_rectangle Returns the rectangular display area of the view specified by argument
hide_active Hides the selected object
hide_inactive Hides unselected objects
hide_select_faces In Modify Mode, hides the selected faces of the selected object
hide_unselect_faces In Modify Mode, hides the unselected faces of the selected object
iron Applies Iron
link Links the selected part to the memorized object
link_object Creates a link object referencing the selected object
load_3DS Imports a 3DS file
load_BVH Imports a BVH file
load_DXF Imports a DXF file
load_OBJ Imports a wavefront OBJ file
load_pose Imports a Shade Pose file
load_shape Imports Shade object data
load_template_image_to_front_view Loads a template in the bottom left viewport
load_template_image_to_pers_view Loads a template in the top right viewport
load_template_image_to_side_view Loads a template in the bottom right viewport
load_template_image_to_top_view Loads a template in the top left viewport
load_text Imports an XML text file
magnify Magnifies the Figure Window
memorized_shape Returns the memorized object
memory Memorizes the selected line object
move_object Applies rotation, scaling, or translation to an object
paste Pastes an object into the scene from the clipboard
place_brother Moves the selected object down
place_child Moves the selected object inside the below part
place_parent Moves the selected object to the top of the above hierarchy level
place_sister Moves the selected object forward
print_ Prints the rendered image
read Loads a scene from file
repeat Applies Repeat
reset_all_transformation Resets the matrices of all parts within the selected part to unit matrices
reset_transformation Resets the matrix of the selected part to a unit matrix
reverse Applies Reverse
revert_to_saved Reverts the open Shade file to the saved state
round_edge Applies Round Edge
save Saves over the current scene
save_3DS Exports as a 3DS file
save_Animation_Master Exports as an Animation:Master segment file
save_as Displays a file dialog and saves the scene to file.
save_DXF Exports as a DXF file
save_EPX Exports as an EPix file
save_FBX Exports as an FBX file
save_image Saves the rendered image to file
save_images Saves the rendered image to file in multi-layer format
save_local_axis Saves the coordinate system (used temporarily)
save_OBJ Exports as a wavefront OBJ file
save_pose Exports a pose file
save_RIB Exports as a RIB file
save_shape Exports as a Shade Shape file
save_text Exports as an XML text file
save_VRML Exports as a VRML file
save_VRML_2 Displays a file dialog and exports as a VRML file
scroll Scrolls the Figure Window
select_all Selects the Root Part
select_brother Selects the object after the selected object
select_child Selects the objects in the part below the selected object
select_parent Selects the part above the selected object in the hierarchy
select_sister Selects the object before the selected object
sequence_world_to_device_matrix Returns a matrix that converts the world coordinate system of the specified sequence to device coordinates
sequence_world_to_perspective_matrix Returns a matrix that converts the world coordinate system of the specified sequence to perspective coordinates
sequence_world_to_view_matrix Returns a matrix that converts the world coordinate system of the specified sequence to view coordinates
set_grid_shown Sets the grid on/off value of the specified viewport
show_active Displays the selected object
show_all Displays all objects
show_all_faces In Modify Mode, displays all the faces of the selected object
shrink Shrinks the Figure Window
smooth Applies Smooth
solid_clear Returns the original state of an extruded or revolved solid
solid_extrude Creates an extruded solid
solid_revolve Creates a revolved solid
sweep Applies Sweep
switch Applies Switch
unsmooth Applies Unsmooth.
update_figure_window Redraws the Figure Window.
use_global Uses global coordinates for the Figure Window display.
use_local Uses the local coordinates of the selected object for the Figure Window display.
use_local_axis Uses the specified coordinate system
write Saves a Shade scene file
write_compatible Saves a Shade scene file after adding compatibility information
write_noncompatible Saves a Shade scene file without adding compatibility information
write_R4compatible Saves a Shade scene file after adding R4 compatibility information
write_xml Saves a Shade scene file as XML

List of Properties

active_shapes The list of currently selected objects
animation_settings Animation of the scene
background Background of the scene
camera The currently selected camera in the scene
can_create Whether or not there is a functional restriction on creating new objects
can_export_foreign Whether or not there is a functional restriction on exporting to formats unrelated to Shade
can_export_native Whether or not there is a functional restriction on exporting to Shade-related formats
can_save Whether or not there is a functional restriction on saving the scene
can_save_rendered_image Whether or not there is a functional restriction on saving the rendered image to file
center The coordinates of the center of each of the viewports, other than the perspective view
color_mode Color mode of the Figure Window display
correction Color correction of the scene
current_camera The index value of the currently selected camera
current_cursor_position Current coordinates value of the 3D cursor in the Figure Window
cursor_plane The cursor plane in the perspective view
cursor_position Coordinates value of the 3D cursor in the Figure Window (the clicked position)
default_bevel_radius Default value of Round Edge and Bevel Edge
default_disk_radius Default radius of a disk
default_light_radius Default light intensity
default_radius Default radius of Round Edge and Bevel Edge for line objects
default_sphere_radius Default radius of a sphere
dirty Whether or not the scene is dirty
display Figure Window of the scene
distant_light Distant Light of the scene
figure_view_mode Figure Window view mode
figure_window Figure Window of the scene
file_path File path of the saved scene
fog Distant Light Fog of the scene
fps Scene fps
grid Grid display on/off
insertion_shape Shape class of the object at the inserted position when creating an object with begin_creating().
is_create_line_mode Whether or not in Create Line Mode
is_locked Whether or not the file is locked
is_modify_mode Whether or not in Modify Mode
is_motion_playing Whether or not the Motion Window is playing
keyframes Keyframes of the scene
large_cursor Large Cursor display on/off
large_point Large Point display on/off
lathe_rotation Lathe rotation
light_scale Light scale
local Reference part of the local coordinates
local_matrix Local coordinates mode transformation matrix
manip_type The manipulator type
mapping_modify_mode Whether or not in Mapping Modify Mode
native_to_user_unit Coefficient which converts native units (mm) to user-defined units
number_of_appended_points The number of control points of the line object being created
number_of_cameras The number of cameras
number_of_memorized_shapes The number of memorized objects
number_of_metacameras The number of meta-cameras
pers_grid Perspective Grid display on/off
pivot_position The pivot coordinates
pixel_size The state of magnification of the Figure Window
radiosity Radiosity of the scene
rendering Rendering of the scene
selection_method The Toolbox Selection Mode
selection_mode The Mesh Selection Mode
sequence_mode Whether the scene is in Sequence Mode or not
sequence_value The sequence value of the Motion Window
shape The root object
show_normals Whether to show normals or not
snap Snap on/off
step_frames The number of step frames of the animation (float)
template Template display on/off
unit The unit value
user_to_native_unit Coefficient which converts user-defined units to native units (mm)
user_to_world_matrix Matrix that converts the user coordinate system to world coordinates
window_frame The Figure Window frame
work_plane Work plane on/off
world_to_device_matrix Matrix that converts the world coordinate system to device coordinates
world_to_perspective_matrix Matrix that converts the world coordinate system to the perspective coordinate system of the active camera
world_to_user_matrix Matrix that converts the world coordinate system to user coordinates
world_to_view_matrix Matrix that converts the world coordinate system to the view coordinate system of the active camera




Method Details

active_shape

Returns the selected object.
Return value :
  shape object
Arguments :
  int : index of the selected object : Optional if there is only one object or when getting the root object.

#Output the name of the selected object
print xshade.scene().active_shape().name

adjust_transformation

Resets matrices except for translation of the selected object.
Transformation elements attached to the object are preserved as-is.

xshade.scene().adjust_transformation()

append

Appends the memorized line object to the selected object.

xshade.scene().append()

append_metacamera

Appends a meta-camera.

xshade.scene().append_metacamera()

append_point

Appends a control point to the line object being created.
Arguments :
  vec3 : point : position of the anchor point
Arguments :
  vec3 : position of the in-handle
Arguments :
  vec3 : position of the out-handle
Arguments :
  vec3 : position of the intersecting in-handle
Arguments :
  vec3 : the intersecting out-handle
The local coordinate system at the hierarchy where the object is created becomes the reference.
See also :
  begin_creating()
  begin_line()
  end_line()
  end_creating()

#Append a control point at two locations of the line object being created
xshade.scene().begin_creating()
xshade.scene().begin_line(None, True)
xshade.scene().append_point([0.0, 0.0, 0.0], None, None, None, None)
xshade.scene().append_point([1000.0, 1000.0, 0.0], None, None, None, None)
xshade.scene().end_line()
xshade.scene().end_creating()

append_polygon_mesh_edge

Appends an edge to a polygon mesh either being created or selected.
Arguments :
  int : index value of one vertex of the edge
Arguments :
  int : index value of the edge's other vertex
See also :
  begin_creating()
  begin_polygon_mesh()
  end_polygon_mesh()
  end_creating()

xshade.scene().append_polygon_mesh_edge(0,1)

append_polygon_mesh_edges

Generates the necessary edges for a polygon mesh without edges.

xshade.scene().append_polygon_mesh_edges()

append_polygon_mesh_face

Appends a face to a polygon mesh either being created or selected.
Arguments :
  int : list/tuple of the vertex indices
See also :
  begin_creating()
  begin_polygon_mesh()
  end_polygon_mesh()
  end_creating()

xshade.scene().append_polygon_mesh_face([0,1,2,3])

append_polygon_mesh_vertex

Appends a vertex to a polygon mesh either being created or selected.
Arguments :
  vec3
The local coordinate system of the hierarchy being created or currently selected becomes the reference.
See also :
  begin_creating()
  begin_polygon_mesh()
  end_polygon_mesh()
  end_creating()

xshade.scene().append_polygon_mesh_vertex((100,200,0))

append_truetype_point

Appends a point to a TrueType (two-dimensional Bezier curve) object being created.
Arguments :
  bool : ONポイントかどうか
Arguments :
  float : the X coordinate value
Arguments :
  float : the Y coordinate value
Arguments :
  float : the Z coordinate value : optional (0 if omitted)
Call between begin_truetype() and end_truetype().
The local coordinate system at the hierarchy where the object is created becomes the reference.

#Create a TrueType object composed of 3 points
xshade.scene().begin_creating()
xshade.scene().begin_truetype(None, False)
xshade.scene().append_truetype_point(True,0.0, 0.0, 0.0)
xshade.scene().append_truetype_point(False,100.0, 100.0, 0.0)
xshade.scene().append_truetype_point(True,200.0, 0.0, 0.0)
xshade.scene().end_truetype()
xshade.scene().end_creating()

apply

Applies the memorized line object to the selected object.

xshade.scene().apply()

begin_ball_joint

Begins creation of a ball joint.
Return value :
  part object
Arguments :
  vec3 : center position
Arguments :
  float : radius
Arguments :
  string : optional If omitted, the default name is used

It is possible to include objects created until calling end_ball_joint() inside a part.
The local coordinate system at the hierarchy where the object is created becomes the reference.

#Create a ball joint at the origin with radius 100
xshade.scene().begin_creating()
xshade.scene().begin_ball_joint((0.0,0.0,0.0),100)
xshade.scene().end_ball_joint()
xshade.scene().end_creating()

begin_bone_joint

Begins creation of a bone joint.
Return value :
  part object
Arguments :
  vec3 : center position
Arguments :
  float : radius
Arguments :
  bool : Auto Align to axis
Arguments :
  vec3 : The axis direction when doing Auto Align Axis : optional : If omitted, the default settings are applied
Arguments :
  string : optional If omitted, the default name is used

It is possible to include objects created until calling end_bone_joint() inside a part.
The local coordinate system at the hierarchy where the object is created becomes the reference.

#Create a bone with radius 100 and length 800 in the X direction starting at the origin, and apply Auto Align in the Y axis direction
xshade.scene().begin_creating()
b1=xshade.scene().begin_bone_joint([0.0,0.0,0.0],100,True,[0.0,1.0,0.0])
b2=xshade.scene().begin_bone_joint([800.0,0.0,0.0],100,True,[0.0,1.0,0.0])
xshade.scene().end_bone_joint()
xshade.scene().end_bone_joint()
xshade.scene().end_creating()

begin_creating

Begins creation of an object.
When calling a function for creating an object, always use with end_creating().
If specifying the position of the created object, use begin_creating_at().
If omitted, Shade will process begin_creating() and end_creating() internally, slowing down the processing speed.

#If begin/end is used each time a part is created, the parts will be nested
xshade.scene().begin_creating()
xshade.scene().begin_part()
xshade.scene().end_part()
xshade.scene().end_creating()
xshade.scene().begin_creating()
xshade.scene().begin_part()
xshade.scene().end_part()

#If begin/end is used only once, the parts will be parallel
xshade.scene().begin_creating()
xshade.scene().begin_part()
xshade.scene().end_part()
xshade.scene().begin_part()
xshade.scene().end_part()
xshade.scene().end_creating()

begin_creating_at

Begins creation of an object at the specified insertion point.
Arguments :
  insertion_point : shape object : the shape class of the object at the insertion point
When calling a function for creating an object, always use with end_creating().

#Create a part positioned above (sister to) the selected object
shape = xshade.scene().active_shape().sis
xshade.scene().begin_creating_at(shape)
xshade.scene().begin_part()
xshade.scene().end_part()
xshade.scene().end_creating()

begin_custom_joint

Begins creation of a custom joint.
Return value :
  part object
Arguments :
  string : optional  : If omitted, the default name is used
It is possible to include objects created until calling end_custom_joint() inside a part.

#Create a custom joint
xshade.scene().begin_creating()
xshade.scene().begin_custom_joint()
xshade.scene().end_custom_joint()
xshade.scene().end_creating()

begin_light_effector

Begins creation of a light joint.
Return value :
  part object
Arguments :
  string : optional  : If omitted, the default name is used
It is possible to include objects created until calling end_light_effector() inside a part.

#Create a light joint
xshade.scene().begin_creating()
xshade.scene().begin_light_effector()
xshade.scene().end_light_effector()
xshade.scene().end_creating()

begin_line

Begins creation of a line object.
Return value :
  line object
Arguments :
  string : optional : If omitted, the default name is used
Arguments :
  bool : True : closed line object : False : open line object
Use together with end_line().
Create control points using append_point().
The local coordinate system at the hierarchy where the object is created becomes the reference.

#Create an open line object composed of 2 points
xshade.scene().begin_creating()
xshade.scene().begin_line(None, False)
xshade.scene().append_point([0.0, 0.0, 0.0], None, None, None, None)
xshade.scene().append_point([0.0, 500.0, 0.0], None, None, None, None)
xshade.scene().end_line()
xshade.scene().end_creating()

begin_morph_effector

Begins creation of a morph joint.
Return value :
  part object
Arguments :
  string : optional : If omitted, the default name is used

It is possible to include objects created until calling end_morph_effector() inside a part.
#Create a morph joint
xshade.scene().begin_creating()
xshade.scene().begin_morph_effector()
xshade.scene().end_morph_effector()
xshade.scene().end_creating()

begin_part

Begins the creation of a part.
Return value :
  part object
Arguments :
  string : optional  : If omitted, the default name is used
It is possible to include objects created until calling end_part() inside a part.

#Create a part
xshade.scene().begin_creating()
xshade.scene().begin_part()
xshade.scene().end_part()
xshade.scene().end_creating()

begin_path_joint

Begins creation of a path joint.
Return value :
  part object
Arguments :
  string : optional : If omitted, the default name is used

It is possible to include objects created until calling end_path_joint() inside a part.
#Create a path joint
xshade.scene().begin_creating()
xshade.scene().begin_path_joint()
xshade.scene().end_path_joint()
xshade.scene().end_creating()

begin_path_replicator

Begins creation of a path replicator.
Return value :
  part object
Arguments :
  string : optional : If omitted, the default name is used

It is possible to include objects created until calling end_path_replicator() inside a part.
#Create a path replicator
xshade.scene().begin_creating()
xshade.scene().begin_path_replicator()
xshade.scene().end_path_replicator()
xshade.scene().end_creating()

begin_polygon_mesh

Begins creation of a polygon mesh.
Return value :
  polygon_mesh object
Arguments :
  string : optional : If "None", the default name is used
Use together with end_polygon_mesh().
Create vertices with append_polygon_mesh_vertex().
Create edges with append_polygon_mesh_edg().
The necessary faces are automatically created.
The local coordinate system at the hierarchy where the object is created becomes the reference.

#Create a polygon mesh composed of 3 vertices and 3 edges
xshade.scene().begin_creating()
xshade.scene().begin_polygon_mesh(None)
xshade.scene().append_polygon_mesh_vertex([0.0,0.0,0.0])
xshade.scene().append_polygon_mesh_vertex([100.0,0.0,0.0])
xshade.scene().append_polygon_mesh_vertex([50.0,100.0,0.0])
xshade.scene().append_polygon_mesh_edge(0,1)
xshade.scene().append_polygon_mesh_edge(1,2)
xshade.scene().append_polygon_mesh_edge(2,0)
xshade.scene().end_polygon_mesh()
xshade.scene().end_creating()

begin_rotator_joint

Begins creation of a rotator joint.
Return value :
  part object
Arguments :
  vec3 : position of one end point of the axis
Arguments :
  vec3 : position of the other end point of the axis
Arguments :
  string : optional  : If omitted, the default name is used
It is possible to include objects created until calling end_rotator_joint() inside a part.
The local coordinate system at the hierarchy where the object is created becomes the reference.

#Create a rotator joint with length 100 along the Y axis starting at the origin
xshade.scene().begin_creating()
xshade.scene().begin_rotator_joint((0.0,0.0,0.0),(0.0,100.0,0.0))
xshade.scene().end_rotator_joint()
xshade.scene().end_creating()

begin_scale_joint

Begins creation of a scale joint.
Return value :
  part object
Arguments :
  vec3 : the center point
Arguments :
  vec3 : the target point
Arguments :
  string : optional  : If omitted, the default name is used
It is possible to include objects created until calling end_scale_joint() inside a part.
The local coordinate system at the hierarchy where the object is created becomes the reference.

#Create a scale joint of length 100 along the Y axis starting at the origin
xshade.scene().begin_creating()
xshade.scene().begin_scale_joint((0.0,0.0,0.0),(0.0,100.0,0.0))
xshade.scene().end_scale_joint()
xshade.scene().end_creating()

begin_slider_joint

Begins creation of a slider joint.
Return value :
  part object
Arguments :
  vec3 : the starting point
Arguments :
  vec3 : the ending point
Arguments :
  string : optional  : If omitted, the default name is used
It is possible to include objects created until calling end_slider_joint() inside a part.
The local coordinate system at the hierarchy where the object is created becomes the reference.

#Create a slider joint of length 100 along the Y axis starting from the origin
xshade.scene().begin_creating()
xshade.scene().begin_slider_joint((0.0,0.0,0.0),(0.0,100.0,0.0))
xshade.scene().end_slider_joint()
xshade.scene().end_creating()

begin_sound_object

Begins creation of a sound object.
Return value :
  part object
Arguments :
  file_path
Arguments :
  vec3 : the center point
Arguments :
  float : radius
Arguments :
  string : optional : If omitted, the default name is used
Use together with end_sound_object().
The local coordinate system at the hierarchy where the object is created becomes the reference.

#Create a sound object at the origin, with radius 100, from an aiff sound file
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(True, '*.aiff|aiff')
xshade.scene().begin_creating()
xshade.scene().begin_sound_object(file_path,(0.0,0.0,0.0),100)
xshade.scene().end_sound_object()
xshade.scene().end_creating()

begin_surface_part

Begins the creation of curved surface part.
Return value :
  part object
Arguments :
  string : optional  : If omitted, the default name is used
It is possible to include line objects created until calling end_surface_part() inside a part.

#Create a curved surface part
xshade.scene().begin_creating()
xshade.scene().begin_surface_part()
xshade.scene().end_surface_part()
xshade.scene().end_creating()

begin_surface_replicator

Begins creation of a surface replicator.
Return value :
  part object
Arguments :
  string : optional  : If omitted, the default name is used
It is possible to include objects created until calling end_surface_replicator() inside a part.

#Create a surface replicator
xshade.scene().begin_creating()
xshade.scene().begin_surface_replicator()
xshade.scene().end_surface_replicator()
xshade.scene().end_creating()

begin_switch_effector

Begins creation of a switch.
Return value :
  part object
Arguments :
  string : optional  : If omitted, the default name is used
It is possible to include objects created until calling end_switch_effector() inside a part.

#Create a switch
xshade.scene().begin_creating()
xshade.scene().begin_switch_effector()
xshade.scene().end_switch_effector()
xshade.scene().end_creating()

begin_truetype

Begins creation of a TrueType (two-dimensional Bezier curve) object.
Return value :
  line object
Arguments :
  string : If "None", the default name is used
Arguments :
  bool : is hole object or not
Use together with end_truetype()
Create points with append_truetype_point()

#Create a TrueType object composed of 3 points
xshade.scene().begin_creating()
xshade.scene().begin_truetype(None, False)
xshade.scene().append_truetype_point(True,0.0, 0.0, 0.0)
xshade.scene().append_truetype_point(False,100.0, 100.0, 0.0)
xshade.scene().append_truetype_point(True,200.0, 0.0, 0.0)
xshade.scene().end_truetype()
xshade.scene().end_creating()

begin_uniscale_joint

Begins creation of a uniscale joint.
Return value :
  part object
Arguments :
  vec3 : the center point
Arguments :
  float : radius
Arguments :
  string : optional  : If omitted, the default name is used It is possible to include objects created until calling end_uniscale_joint() inside a part.
The local coordinate system at the hierarchy where the object is created becomes the reference.

#Create a uniscale joint with radius 100 at the origin
xshade.scene().begin_creating()
xshade.scene().begin_uniscale_joint((0.0,0.0,0.0),100)
xshade.scene().end_uniscale_joint()
xshade.scene().end_creating()

bevel_edge

Apply Bevel Edge.
Arguments :
  float : radius

#Apply Bevel Edge with radius of 20.5
xshade.scene().bevel_edge(20.5)

browser_active

Displays the currently selected object in the Browser.

xshade.scene().browser_active()

cancel_line_object

Cancels the creation of a line object.

#Cancel creation of a line object when flag is True
boolFlag = True
xshade.scene().begin_creating()
xshade.scene().begin_line(None, True)
xshade.scene().append_point([0.0, 0.0, 0.0], None, None, None, None)
xshade.scene().append_point([0.0, 500.0, 0.0], None, None, None, None)
if boolFlag:
	xshade.scene().cancel_line_object()
else:
	xshade.scene().end_line()
xshade.scene().end_creating()

cancel_transformation

Offsets the transformation.
Offsets the transformation on the above part.

xshade.scene().cancel_transformation()

clear

Deletes the selected object.

xshade.scene().clear()

clear_memory

Clears data memorized with the Memory tool.

xshade.scene().clear_memory()

clear_template

Deletes the template image.

xshade.scene().clear_template()

clear_transformation

Resets the transformation.
The transformation on the object is also cleared

xshade.scene().clear_transformation()

close

Closes the scene.

xshade.scene().close()

close_scene

Closes the scene.
Arguments :
  bool : Confirmation of scene changes : False : Close the scene without confirmation : (False) must be defined

xshade.scene().close_scene(False)

convert_to_curved_surface

Converts the selected object to a curved surface.

xshade.scene().convert_to_curved_surface()

convert_to_line_object

Converts the selected object to a line object.

xshade.scene().convert_to_line_object()

convert_to_polygon_mesh

Converts the selected object to a polygon mesh.
Arguments :
  int : number of subdivisions in the direction of intersection
Arguments :
  int : number of subdivisions in the direction of the selection

#Intersection 4, Selection 2 to convert into polygon mesh
xshade.scene().convert_to_polygon_mesh(4,2)

copy

Copies the selected object to the clipboard.

xshade.scene().copy()

copy_object

Duplicates the object and applies rotation, scaling, or translation.
Arguments :
  vec3 : the center point
Arguments :
  float3 : scale
Arguments :
  float3 : rotation
Arguments :
  float3 : translation
See also :
  move_object

#Copy the object, scale it by 1.5 in all directions, and move it 250 along the X axis
xshade.scene().copy_object([0.0, 0.0, 0.0], [1.5, 1.5, 1.5], None, [250.0, 0.0, 0.0])

create_ball_joint

Creates a ball joint.
Return value :
  part object
Arguments :
  vec3 : center position
Arguments :
  float : radius
Arguments :
  string : optional : If omitted, the default name is used

The local coordinate system at the hierarchy where the object is created becomes the reference.
begin_creating() and end_creating() are optional.

#Create a ball joint with radius 100 at the origin
xshade.scene().begin_creating()
xshade.scene().create_ball_joint([0.0, 0.0, 0.0],100)
xshade.scene().end_creating()

create_bone_joint

Creates a bone joint.
Return value :
  part object
Arguments :
  vec3 : center position
Arguments :
  float : radius
Arguments :
  bool : Auto Align to axis
Arguments :
  vec3 : The axis direction when doing Auto Align Axis : optional : If omitted, the default settings are applied
Arguments :
  string : optional : If omitted, the default name is used

The local coordinate system at the hierarchy where the object is created becomes the reference.
begin_creating() and end_creating() are optional.

#Create a bone joint with radius 100 at the origin and apply Auto Align in the direction of the Y axis
xshade.scene().begin_creating()
b1=xshade.scene().create_bone_joint([0.0, 0.0, 0.0],100,true,[0.0, 1.0, 0.0])
xshade.scene().end_creating()

create_camera

Creates a camera object.
Return value :
  part object
Arguments :
  vec3 : the eye point
Arguments :
  vec3 : the target point
Arguments :
  string : optional : If omitted, the default name is used
The local coordinate system at the hierarchy where the object is created becomes the reference.
begin_creating() and end_creating() are optional.

#Create a camera with eye point at origin and target point at [0.0, 100.0, 100.0]
xshade.scene().begin_creating()
xshade.scene().create_camera([0.0, 0.0, 0.0],[0.0, 100.0, 100.0])
xshade.scene().end_creating()

create_custom_joint

Creates a custom joint.
Return value :
  part object
Arguments :
  string : optional : If omitted, the default name is used
begin_creating() and end_creating() are optional.

xshade.scene().begin_creating()
xshade.scene().create_custom_joint()
xshade.scene().end_creating()

create_disk

Creates a disk.
Return value :
  disk object
Arguments :
  string : optional : If "None", the default name is used
Arguments :
  vec3 : position
Arguments :
  float : radius
Arguments :
  int :

0X axis
1Y axis
2Z axis
3eye-target axis

The local coordinate system at the hierarchy where the object is created becomes the reference.
begin_creating() and end_creating() are optional.

#Create a disk at the origin with radius 100 along the X axis
xshade.scene().begin_creating()
xshade.scene().create_disk(None,[0.0, 0.0, 0.0], 100,0)
xshade.scene().end_creating()

create_light_effector

Creates a light joint.
Return value :
  part object
Arguments :
  string : optional : If omitted, the default name is used
begin_creating() and end_creating() are optional.

xshade.scene().begin_creating()
xshade.scene().create_light_effector()
xshade.scene().end_creating()

create_line

Creates a line object.
Return value :
  line object
Arguments :
  string : optional : If "None", the default name is used
Arguments :
  vec3 tuple/list : array of control point coordinates
Arguments :
  bool : True: closed line object, False: open line object
The local coordinate system at the hierarchy where the object is created becomes the reference.
begin_creating() and end_creating() are optional.

#Create a closed line object composed of 3 control points
xshade.scene().begin_creating()
xshade.scene().create_line(None,[[0,0,0],[100,0,0],[100,100,0]],True)
xshade.scene().end_creating()

create_local_axis

Creates a (temporary) coordinate system from the selected object.
Return value :
  part
See also :
  save_local_axis

xshade.scene().create_local_axis()

create_master_image

Creates a master image.
Return value :
  image object
Arguments :
  string : optional : If "None", the default name is used
begin_creating() and end_creating() are optional.
If omitted, the Browser must be updated or the results will not take effect.

#Create a master image to which a copy of the rendered image is assigned
xshade.scene().begin_creating()
img_obj = xshade.scene().create_master_image('sample')
img_obj.image = xshade.scene().rendering.image.duplicate()
xshade.scene().end_creating()

create_master_surface

Creates a master surface.
Return value :
  master_surface object
Arguments :
  string : optional : If "None", the default name is used
begin_creating() and end_creating() are optional.

xshade.scene().begin_creating()
xshade.scene().create_master_surface(None)
xshade.scene().end_creating()

create_morph_effector

Creates a morph joint.
Return value :
  part object
Arguments :
  string : optional : If omitted, the default name is used
begin_creating() and end_creating() are optional.

xshade.scene().begin_creating()
xshade.scene().create_morph_effector()
xshade.scene().end_creating()

create_offset_lines

Creates an offset lines
Return value :
  None
Arguments :
  string : optional : If omitted, the default name is used
Arguments :
  float : Distance
Arguments :
  vec3 : Plane Coordinate : [0,1,0] : XZ-Plane、[0,0,1] : XY-Plane、[1,0,0] : ZY-Planebr /> Arguments :
  int : Offset Direction : -1 :One-sided (Anti-clockwise), 0 : Both sides, 1 : One-sided (Clockwise)
Arguments :
  int : Edge Style : 0 : Miter, 1 : Bevel, 2 : Round 1, 3 : Round 2
Arguments :
  int : Roundness : -1 ~ 3.0
Arguments :
  int : Repetition Count
Arguments :
  int : Slope Distance : -1.0 ~ 1.0
Arguments :
  int : Distance to : 0 : Nearest Line, 1 : Most Distant Line
Arguments :
  float : Vertical Distance in Repetition
Arguments :
  int : Height Distribution : -1.0 ~ 1.0
Arguments :
  int : Height to : 0 : Nearest Line, 1 : Most Distant Line
Arguments :
  bool : Allow to add control points : True :Yes, False :No
Arguments :
  bool : Delete Original Shapes : True :Yes, False :No
begin_creating()end_creating() are optional.

#YZ Plane Coordinate:200, Offset Direction:Both sides, Edge Style:Round 1, Roundness:1.5, Repetition Count:2, Slope Distance:0.3, Distance to:Nearest Line, Vertical Distance in Repetition:40, Height Distribution:50, Height to:Nearest Line, Allow to add control points:True, No Delete Original Shapes:False
xshade.scene().begin_creating()
xshade.scene().create_offset_lines(200.0, [0, 1, 0], 0, 2, 1.2, 2, 0.1, 0, 10, 0.3, 0, True, False)
xshade.scene().end_creating()

create_part

Creates a part.
Return value :
  part object
Arguments :
  string : optional : If omitted, the default name is used
begin_creating() and end_creating() are optional.

xshade.scene().begin_creating()
xshade.scene().create_part()
xshade.scene().end_creating()

create_path_joint

Creates a path joint.
Return value :
  part object
Arguments :
  string : optional : If omitted, the default name is used
begin_creating() and end_creating() are optional.

xshade.scene().begin_creating()
xshade.scene().create_path_joint()
xshade.scene().end_creating()

create_path_replicator

Creates a path replicator.
Return value :
  part object
Arguments :
  string : optional : If omitted, the default name is used
begin_creating() and end_creating() are optional.

xshade.scene().begin_creating()
xshade.scene().create_path_replicator()
xshade.scene().end_creating()

create_point_light

Creates a point light.
Return value :
  light object
Arguments :
  string : optional : If "None", the default name is used
Arguments :
  vec3 : position
Arguments :
  float : radius
The local coordinate system at the hierarchy where the object is created becomes the reference.
begin_creating() and end_creating() are optional.

#Create a point light at the origin with radius 100
xshade.scene().begin_creating()
xshade.scene().create_point_light(None,[0.0, 0.0, 0.0],100)
xshade.scene().end_creating()

create_primitive_box

Creates a cube.
Return value :
  object
Arguments :
  string : If "None", the default name is used
Arguments :
  int : object type : 0 : generic, 1 : curved surface, 2 : unused, 3 : polygon mesh
Arguments :
  bool : UV assigned : Not valid except for polygon meshes
Arguments :
  int : number of X direction subdivisions : Not valid except for polygon meshes
Arguments :
  int : number of Y direction subdivisions : Not valid except for polygon meshes
Arguments :
  int : number of Z direction subdivisions : Not valid except for polygon meshes
Arguments :
  vec3 : coordinates of the first vertex composing the rectangle
Arguments :
  vec3 : coordinates of the second vertex composing the rectangle
Arguments :
  vec3 : coordinates of the third vertex composing the rectangle
Arguments :
  vec3 : coordinates of the fourth vertex composing the rectangle
Arguments :
  vec3 : XYZ components of the height
Arguments :
  bool : top face
Arguments :
  bool : bottom face
The local coordinate system becomes the reference.
begin_creating() and end_creating() are optional.

#Create a polygon mesh from a cube with side of 200 (from the origin) and height of 500
xshade.scene().begin_creating()
xshade.scene().create_primitive_box(None, 3, True, 1, 1, 1, [100, 0, -100], [100, 0, 100], [-100, 0, 100], [-100, 0, -100], [0, 500, 0], True, True)
xshade.scene().end_creating()

create_primitive_capsule

Creates a capsule.
Return value :
  object
Arguments :
  string : If "None", the default name is used
Arguments :
  int : object type : 0 : generic, 1 : curved surface, 2 : unused, 3 : polygon mesh
Arguments :
  bool : UV assigned : Not valid except for polygon meshes
Arguments :
  int : number of U direction (circumference) subdivisions : Not valid except for polygon meshes
Arguments :
  int : number of V direction (axial) subdivisions : Not valid except for polygon meshes
Arguments :
  vec3 : the center coordinates of the lower hemisphere
Arguments :
  float : the capsule radius
Arguments :
  int : the crosswise plane 0 : Y Z, 1 : X Z, 2 : X Y
Arguments :
  vec3 : XYZ components to the center of the upper hemisphere
The local coordinate system becomes the reference.
begin_creating() and end_creating() are optional.

#Create a polygon mesh from a capsule at the origin with 16 UV subdivisions, radius of 400, and center-to-center length along the Y axis of 700
xshade.scene().begin_creating()
xshade.scene().create_primitive_capsule(None, 3, True, 16, 16, [0, 0, 0], 400, 1, [0, 700, 0])
xshade.scene().end_creating()

create_primitive_cone

Creates a cone.
Return value :
  object
Arguments :
  string : If "None", the default name is used
Arguments :
  int : object type : 0 : generic, 1 : curved surface, 2 : unused, 3 : polygon mesh
Arguments :
  bool : UV assigned : Not valid except for polygon meshes
Arguments :
  int : number of U direction (circumference) subdivisions : Not valid except for polygon meshes
Arguments :
  int : number of V direction (height) subdivisions : Not valid except for polygon meshes
Arguments :
  vec3 : the center coordinates of the bottom disk
Arguments :
  float : the radius of the cone
Arguments :
  int : the crosswise plane 0 : Y Z, 1 : X Z, 2 : X Y
Arguments :
  vec3 : XYZ components of the height
Arguments :
  bool : bottom face
The local coordinate system becomes the reference.
begin_creating() and end_creating() are optional.

#Create a polygon mesh from a cone at the origin with 16 and 8 UV subdivisions, radius of 300, height of 500, and bottom face 
xshade.scene().begin_creating()
xshade.scene().create_primitive_cone(None, 3 , True, 16, 8, [0, 0, 0], 300, 1, [0,500, 0], True)
xshade.scene().end_creating()

create_primitive_cylinder

Creates a cylinder.
Return value :
  object
Arguments :
  string : If "None", the default name is used
Arguments :
  int : object type : 0 : generic, 1 : curved surface, 2 : unused, 3 : polygon mesh
Arguments :
  bool : UV assigned : Not valid except for polygon meshes
Arguments :
  int : number of U direction (circumference) subdivisions : Not valid except for polygon meshes
Arguments :
  int : number of V direction (height) subdivisions : Not valid except for polygon meshes
Arguments :
  vec3 : the center coordinates of the bottom disk
Arguments :
  float : the radius of the cylinder
Arguments :
  int : the crosswise plane 0 : Y Z, 1 : X Z, 2 : X Y
Arguments :
  vec3 : XYZ components of the height
Arguments :
  bool : top face
Arguments :
  bool : bottom face
The local coordinate system becomes the reference.
begin_creating() and end_creating() are optional.

#Create a polygon mesh from a cylinder at the origin with 16 and 8 UV subdivisions, radius of 300, height of 500, and both top and bottom faces
xshade.scene().begin_creating()
xshade.scene().create_primitive_cylinder(None, 3, True, 16, 8, [0,0,0],300, 1, [0, 500, 0], True, True)
xshade.scene().end_creating()

create_primitive_plane

Creates a rectangle.
Return value :
  object
Arguments :
  string : If "None", the default name is used
Arguments :
  int : object type : 0 : generic, 1 : curved surface, 2 : unused, 3 : polygon mesh
Arguments :
  bool : UV assigned : Not valid except for polygon meshes
Arguments :
  int : number of U direction subdivisions : Not valid except for polygon meshes
Arguments :
  int : number of V direction subdivisions : Not valid except for polygon meshes
Arguments :
  vec3 : coordinates of the first vertex composing the rectangle
Arguments :
  vec3 : coordinates of the second vertex composing the rectangle
Arguments :
  vec3 : coordinates of the third vertex composing the rectangle
Arguments :
  vec3 : coordinates of the fourth vertex composing the rectangle
The local coordinate system becomes the reference.
begin_creating() and end_creating() are optional.

#Create a polygon mesh from a rectangle at the origin with 3 and 2 UV subdivisions and sides of 1000
xshade.scene().begin_creating()
xshade.scene().create_primitive_plane(None, 3, True, 3, 2,[-500, 0, -500],[500, 0, -500],[500,0,500],[-500,0,500])
xshade.scene().end_creating()

create_primitive_pyramid

Creates a triangular pyramid.
Return value :
  object
Arguments :
  string : If "None", the default name is used
Arguments :
  int : object type : 0 : generic, 1 : curved surface, 2 : unused, 3 : polygon mesh
Arguments :
  bool : UV assigned : Not valid except for polygon meshes
Arguments :
  int : number of Z direction subdivisions : Not valid except for polygon meshes
Arguments :
  int : number of X direction subdivisions : Not valid except for polygon meshes
Arguments :
  int : number of Y direction subdivisions : Not valid except for polygon meshes
Arguments :
  vec3 : coordinates of the first vertex composing the rectangle
Arguments :
  vec3 : coordinates of the second vertex composing the rectangle
Arguments :
  vec3 : coordinates of the third vertex composing the rectangle
Arguments :
  vec3 : coordinates of the fourth vertex composing the rectangle
Arguments :
  bool : bottom face
The local coordinate system becomes the reference.
begin_creating() and end_creating() are optional.

#Create a polygon mesh from a triangular pyramid at the origin with UV subdivisions of 1, 1, 1, sides of 1000, height of 600, and a bottom face
xshade.scene().begin_creating()
xshade.scene().create_primitive_pyramid(None, 3, True, 1, 1, 1, [-500,0,-500],[500,0,-500],[500,0,500],[-500,0,500],[0,600,0],True)
xshade.scene().end_creating()

create_primitive_sphere

Creates a sphere.
Return value :
  object
Arguments :
  string : If "None", the default name is used
Arguments :
  int : object type : 0 : generic, 1 : curved surface, 2 : unused, 3 : polygon mesh
Arguments :
  bool : UV assigned : Not valid except for polygon meshes
Arguments :
  int : number of U direction (circumference) subdivisions : Not valid except for polygon meshes
Arguments :
  int : number of V direction (axial) subdivisions : Not valid except for polygon meshes
Arguments :
  vec3 : coordinates of the center
Arguments :
  float : the radius of the sphere
The local coordinate system becomes the reference.
begin_creating() and end_creating() are optional.

#Create a polygon mesh from a sphere at the origin with 16 and 16 UV subdivisions and a radius of 300
xshade.scene().begin_creating()
xshade.scene().create_primitive_sphere(None,3,True,16,16,[0,0,0],300)
xshade.scene().end_creating()

create_primitive_text

Create a 3D Text.
Return value :
  Part Object
Arguments :
  string : If "None", the default name is used
Arguments :
  int : Primitive Type : 0 : Default Type (Uses 0)
Arguments :
  bool : Output UV : True :Yes, False :No (Currently is unused)
Arguments :
  vec3 : Position 
Arguments :
  int :Axis : 0 : YZ Plane, 1 : XZ Plane, 2 : XY Plane
Arguments :
  int : Flip Layout : 0 : No Flip, 1 : Flip Horizontal, 2 : Flip Vertical, 3 : Flip Both Direction
Arguments :
  vec3 : Height Vector
Arguments :
  strings : Output Text String in UTF-8
Arguments :
  strings : Font Name (OS X: Postscript font name; Windows: Font name)
Arguments :
  int : Font Size
Arguments :
  float : Character Spacing
Arguments :
  int : Font Weight : Windows Only
Arguments :
  bool : Italic Style : True : Yes, False : No (Windows Only)
begin_creating()end_creating() are optional.

#Extrude 60, Character Spacing -1, Font Name 'Osaka'、Font Size 72, Output String 'Shade 3D'
xshade.scene().begin_creating()
xshade.scene().create_primitive_text(None, 0, True, [0, 0, 0], 2, 0, [0, 0, -60], "Shade 3D", "Osaka", 72, -10, 0, False)
xshade.scene().end_creating()

create_primitive_torus

Creates a torus.
Return value :
  object
Arguments :
  string : If "None", the default name is used
Arguments :
  int : object type : 0 : generic, 1 : curved surface, 2 : unused, 3 : polygon mesh
Arguments :
  bool : UV assigned : Not valid except for polygon meshes
Arguments :
  int : number of U direction (circumference) subdivisions : Not valid except for polygon meshes
Arguments :
  int : number of V direction (axial) subdivisions : Not valid except for polygon meshes
Arguments :
  vec3 : coordinates of the center
Arguments :
  float : radius of the torus
Arguments :
  float : radius of the disk that forms the torus
Arguments :
  int : the crosswise plane 0 : Y Z, 1 : X Z, 2 : X Y
The local coordinate system becomes the reference.
begin_creating() and end_creating() are optional.

#Create a polygon mesh from a torus at the origin with 16 and 16 UV subdivisions, a radius of 400, and a a disk radius of 100
xshade.scene().begin_creating()
xshade.scene().create_primitive_torus(None, 3, True, 16, 16, [0, 0, 0], 400, 100, 1)
xshade.scene().end_creating()

create_rotator_joint

Creates a rotator joint.
Return value :
  part object
Arguments :
  vec3 : position of one end point of the axis
Arguments :
  vec3 : position of the other end point of the axis
Arguments :
  string : optional : If omitted, the default name is used
The local coordinate system at the hierarchy where the object is created becomes the reference.
begin_creating() and end_creating() are optional.

#Create a rotator joint along the X axis starting at the origin
xshade.scene().begin_creating()
xshade.scene().create_rotator_joint([0.0, 0.0, 0.0],[100.0, 0.0, 0.0])
xshade.scene().end_creating()

create_scale_joint

Creates a scale joint.
Return value :
  part object
Arguments :
  vec3 : the center point
Arguments :
  vec3 : the target point
Arguments :
  string : optional : If omitted, the default name is used
The local coordinate system at the hierarchy where the object is created becomes the reference.
begin_creating() and end_creating() are optional.

#Create a scale joint of length 100 starting at the origin
xshade.scene().begin_creating()
xshade.scene().create_scale_joint([0.0, 0.0, 0.0],[100.0, 0.0, 0.0])
xshade.scene().end_creating()

create_slider_joint

Creates a slider joint.
Return value :
  part object
Arguments :
  vec3 : the starting point
Arguments :
  vec3 : the ending point
Arguments :
  string : optional : If omitted, the default name is used
The local coordinate system at the hierarchy where the object is created becomes the reference.
begin_creating() and end_creating() are optional.

#Create a slider joint of length 100 starting from the origin
xshade.scene().begin_creating()
xshade.scene().create_slider_joint([0.0, 0.0, 0.0],[100.0, 0.0, 0.0])
xshade.scene().end_creating()

create_sound_object

Creates a sound object.
Return value :
  part object
Arguments :
  file_path
Arguments :
  vec3 : the center point
Arguments :
  float : radius
Arguments :
  string : optional : If omitted, the default name is used
The local coordinate system at the hierarchy where the object is created becomes the reference.
begin_creating() and end_creating() are optional.

#Create a sound object at the origin with radius 100, from sample.aiff
xshade.scene().begin_creating()
xshade.scene().create_sound_object('sample.aiff',[0.0, 0.0, 0.0],100)
xshade.scene().end_creating()

create_sphere

Creates a sphere.
Return value :
  sphere object
Arguments :
  string : optional : If "None", the default name is used
Arguments :
  vec3 : position
Arguments :
  float : radius
The local coordinate system at the hierarchy where the object is created becomes the reference.
begin_creating() and end_creating() are optional.

#Create a sphere at the origin with radius 100
xshade.scene().begin_creating()
xshade.scene().create_sphere(None,[0.0, 0.0, 0.0],100)
xshade.scene().end_creating()

create_spotlight

Creates a spotlight.
Return value :
  light object
Arguments :
  string : optional : If "None", the default name is used
Arguments :
  vec3 : position of the light
Arguments :
  vec3 : the target position
Arguments :
  float : the intensity
The local coordinate system at the hierarchy where the object is created becomes the reference.
begin_creating() and end_creating() are optional.

#Create a spotlight along the X axis, starting at the origin, with intensity of 500
xshade.scene().begin_creating()
xshade.scene().create_spotlight(None,[0.0, 0.0, 0.0],[100.0, 0.0, 0.0],500)
xshade.scene().end_creating()

create_surface_part

Creates a curved surface part.
Return value :
  part object
Arguments :
  string : optional : If omitted, the default name is used
begin_creating() and end_creating() are optional.

xshade.scene().begin_creating()
xshade.scene().create_surface_part()
xshade.scene().end_creating()

create_surface_replicator

Creates a surface replicator.
Return value :
  part object
Arguments :
  string : optional : If omitted, the default name is used
begin_creating() and end_creating() are optional.

xshade.scene().begin_creating()
xshade.scene().create_surface_replicator()
xshade.scene().end_creating()

create_switch_effector

Creates a switch.
Return value :
  part object
Arguments :
  string : optional : If omitted, the default name is used
begin_creating() and end_creating() are optional.

xshade.scene().begin_creating()
xshade.scene().create_switch_effector()
xshade.scene().end_creating()

create_uniscale_joint

Creates a uniscale joint.
Return value :
  part object
Arguments :
  vec3 : the center point
Arguments :
  float : radius
Arguments :
  string : optional : If omitted, the default name is used
The local coordinate system at the hierarchy where the object is created becomes the reference.
begin_creating() and end_creating() are optional.

#Create a uniscale joint with radius 100 at the origin
xshade.scene().begin_creating()
xshade.scene().create_uniscale_joint([0.0, 0.0, 0.0],100)
xshade.scene().end_creating()

cut

Cuts the selected object to the clipboard.

xshade.scene().cut()

degenerate

Degenerates to a point.

xshade.scene().degenerate()

deselect_all_key_points

Deselects all motion points.

xshade.scene().deselect_all_key_points()

draw_figure_window

Draws the Figure Window.

xshade.scene().draw_figure_window()

end_ball_joint

Ends creation of a ball joint.
Use after begin_ball_joint() to stop creating the ball joint. Always use as a set.

xshade.scene().end_ball_joint()

end_bone_joint

Ends creation of a bone joint.
Use after begin_bone_joint() to stop creating the bone joint. Always use as a set.

xshade.scene().end_bone_joint()

end_creating

Ends creation of an object
Use after begin_creating() to stop creating the object.
Always use as a set.

#Create a uniscale joint with radius 100 at the origin
xshade.scene().begin_creating()
xshade.scene().create_uniscale_joint([0.0, 0.0, 0.0],100)
xshade.scene().end_creating()

end_custom_joint

Ends creation of a custom joint.
Call after begin_custom_joint() to stop creating the custom joint.
Always use as a set.

#Create a custom joint
xshade.scene().begin_creating()
xshade.scene().begin_custom_joint()
xshade.scene().end_custom_joint()
xshade.scene().end_creating()

end_light_effector

Ends creation of a light joint.
Call after begin_light_effector() to stop creating the light joint.
Always use as a set.

#Create a light joint
xshade.scene().begin_creating()
xshade.scene().begin_light_effector()
xshade.scene().end_light_effector()
xshade.scene().end_creating()

end_line

Ends creation of a line object.
Call after begin_line() to stop creating the line object.
Always use as a set.

#Create an open line object composed of 2 points
xshade.scene().begin_creating()
xshade.scene().begin_line(None, False)
xshade.scene().append_point([0.0, 0.0, 0.0], None, None, None, None)
xshade.scene().append_point([0.0, 500.0, 0.0], None, None, None, None)
xshade.scene().end_line()
xshade.scene().end_creating()

end_morph_effector

Ends creation of a morph joint.
Call after begin_morph_effector() to stop creating the morph joint.
Always use as a set.

#Create a morph joint
xshade.scene().begin_creating()
xshade.scene().begin_morph_effector()
xshade.scene().end_morph_effector()
xshade.scene().end_creating()

end_part

Ends creation of a part.
Call after begin_part() to stop creating the part.
Always use as a set.

#Create a part
xshade.scene().begin_creating()
xshade.scene().begin_part()
xshade.scene().end_part()
xshade.scene().end_creating()

end_path_joint

Ends creation of a path joint.
Call after begin_path_joint() to stop creating the path joint.
Always use as a set.

#Create a path joint
xshade.scene().begin_creating()
xshade.scene().begin_path_joint()
xshade.scene().end_path_joint()
xshade.scene().end_creating()

end_path_replicator

Ends creation of a path replicator.
Call after begin_path_replicator() to stop creating the path replicator.
Always use as a set.

#Create a path replicator
xshade.scene().begin_creating()
xshade.scene().begin_path_replicator()
xshade.scene().end_path_replicator()
xshade.scene().end_creating()

end_polygon_mesh

Ends creation of a polygon mesh.
Call after #begin_polygon_mesh|begin_polygon_mesh() to stop creating the polygon mesh.
Always use as a set.

#Create a polygon mesh composed of 3 vertices and 3 edges
xshade.scene().begin_creating()
xshade.scene().begin_polygon_mesh(None)
xshade.scene().append_polygon_mesh_vertex([0.0,0.0,0.0])
xshade.scene().append_polygon_mesh_vertex([100.0,0.0,0.0])
xshade.scene().append_polygon_mesh_vertex([50.0,100.0,0.0])
xshade.scene().append_polygon_mesh_edge(0,1)
xshade.scene().append_polygon_mesh_edge(1,2)
xshade.scene().append_polygon_mesh_edge(2,0)
xshade.scene().end_polygon_mesh()
xshade.scene().end_creating()

end_rotator_joint

Ends creation of a rotator joint.
Call after begin_rotator_joint() to stop creating the rotator joint.
Always use as a set.

#Create a rotator joint with length 100 along the Y axis starting at the origin
xshade.scene().begin_creating()
xshade.scene().begin_rotator_joint((0.0,0.0,0.0),(0.0,100.0,0.0))
xshade.scene().end_rotator_joint()
xshade.scene().end_creating()

end_scale_joint

Ends creation of a scale joint.
Call after begin_scale_joint() to stop creating the scale joint.
Always use as a set.

#Create a scale joint of length 100 along the Y axis starting at the origin
xshade.scene().begin_creating()
xshade.scene().begin_scale_joint((0.0,0.0,0.0),(0.0,100.0,0.0))
xshade.scene().end_scale_joint()
xshade.scene().end_creating()

end_slider_joint

Ends creation of a slider joint.
Call after begin_slider_joint() to stop creating the slider joint.
Always use as a set.

#Create a slider joint of length 100 along the Y axis starting from the origin
xshade.scene().begin_creating()
xshade.scene().begin_slider_joint((0.0,0.0,0.0),(0.0,100.0,0.0))
xshade.scene().end_slider_joint()
xshade.scene().end_creating()

end_sound_object

Ends creation of a sound object.
Call after begin_sound_object() to stop creating the sound object.
Always use as a set.

#Create a sound object at the origin, with radius 100, from an aiff sound file
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(True, '*.aiff|aiff')
xshade.scene().begin_creating()
xshade.scene().begin_sound_object(file_path,(0.0,0.0,0.0),100)
xshade.scene().end_sound_object()
xshade.scene().end_creating()

end_surface_part

Ends creation of a curved surface part.
Call after begin_surface_part() to stop creating the curved surface part.
Always use as a set.

#Create a curved surface part
xshade.scene().begin_creating()
xshade.scene().begin_surface_part()
xshade.scene().end_surface_part()
xshade.scene().end_creating()

end_surface_replicator

Ends creation of a surface replicator.
Call after begin_surface_replicator() to stop creating the surface replicator part.
Always use as a set.

#Create a surface replicator
xshade.scene().begin_creating()
xshade.scene().begin_surface_replicator()
xshade.scene().end_surface_replicator()
xshade.scene().end_creating()

end_switch_effector

Ends creation of a switch.
Call after begin_switch_effector() to stop creating the switch.
Always use as a set.

#Create a switch
xshade.scene().begin_creating()
xshade.scene().begin_switch_effector()
xshade.scene().end_switch_effector()
xshade.scene().end_creating()

end_truetype

Ends creation of a TrueType (two-dimensional Bezier curve) object.
Call after begin_truetype() to stop creating the TrueType object.
Always use as a set.

#Create a TrueType object composed of 3 points
xshade.scene().begin_creating()
xshade.scene().begin_truetype(None, False)
xshade.scene().append_truetype_point(True,0.0, 0.0, 0.0)
xshade.scene().append_truetype_point(False,100.0, 100.0, 0.0)
xshade.scene().append_truetype_point(True,200.0, 0.0, 0.0)
xshade.scene().end_truetype()
xshade.scene().end_creating()

end_uniscale_joint

Ends creation of a uniscale joint.
Call after begin_uniscale_joint() to stop creating the uniscale joint.
Always use as a set.

#Create a uniscale joint with radius 100 at the origin
xshade.scene().begin_creating()
xshade.scene().begin_uniscale_joint((0.0,0.0,0.0),100)
xshade.scene().end_uniscale_joint()
xshade.scene().end_creating()

enter_create_line_mode

Enters Create Line Mode.
Arguments :
  bool : True : closed line object, False : open line object
See also :
  is_create_line_mode() Whether in Create Line Mode or not
  exit_create_line_mode() Exits Create Line Mode

#Enter Create Line Mode for closed line objects
xshade.scene().enter_create_line_mode(True)

enter_modify_mode

Enters Modify Mode.
See also :
  is_modify_mode() Whether in Modify Mode or not
  exit_modify_mode() Exits Modify Mode

xshade.scene().enter_modify_mode()

exit_create_line_mode

Exits Create Line Mode.
See also :
  enter_create_line_mode() Enters Create Line Mode

xshade.scene().exit_create_line_mode()

exit_modify_mode

Exits Modify Mode.
See also :
  is_modify_mode() Whether in Modify Mode or not
  enter_modify_mode() Enters Modify Mode

xshade.scene().exit_modify_mode()

export_scene

Exports the scene data
Arguments :
  file_path
Arguments :
  int :

0Preserves external references
1Imports external references into the scene
2Copies external references to the same folder
#Export the scene data, preserving external references
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(False, '*.shd|shd')
xshade.scene().export_scene(file_path, 0)

export_with_uuid

Exports the file with uuid.
Arguments :
  uuid: 128 bit value
Arguments :
  file_path
See also :
  uuid

#Export a file, specifying the uuid
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(False, '*.shd|shd')
xshade.scene().export_with_uuid('583DA72C-F329-469E-BEDE-A0349DEAC74B', file_path)

fit_to_window

Fits object to the Figure Window.
Type :
  key : optional : If omitted, fits the whole scene, 0x01 : Fits the selected object

xshade.scene().fit_to_window()

flip_hide_faces

In Modify Mode, flips between hidden and nonhidden faces.

xshade.scene().flip_hide_faces()

force_update

Forces a screen redraw.

xshade.scene().force_update()

get_grid_shown

Returns the grid on/off value of the specified viewport.
Return value :
  bool
Arguments :
  int : view index

1top left viewport3top right viewport
2bottom left viewport0bottom right viewport

See also :
  set_grid_shown

#Output the grid on/off value of the bottom right viewport
print xshade.scene().get_grid_shown(0)

get_ik

Gets the IK handling class.
Return value :
  ik object

ik=xshade.scene().get_ik()

get_shape_by_name

Returns an object with the specified name.
Return value :
  shape object
Arguments :
  string : the object name
Arguments :
  bool : False : only valid for names set by the user, True : also valid for default names

#Get "Closed Line", including default names, and make active (selected)
obj = xshade.scene().get_shape_by_name('Closed Line',True)
obj.activate()

get_shape_by_ordinal

Returns an object specified by ordinal number.
Return value :
  shape object
Arguments :
  int : ordinal number
Ordinals are determined by their order in the Brower, with the root part as 0.
See also :
  shape.ordinal

#Make ordinal 1 active (selected)
xshade.scene().get_shape_by_ordinal(1).activate()

get_shape_by_position

Returns an object by position in the Browser.
Return value :
  shape object
Arguments :
  int tuple/list  : list of positions
With the root part as the top of the hierarchy, classify the following in list format, and get the object using that hierarchical list.

#Output the name of part [1]
print xshade.scene().get_shape_by_position([1]).name
#Output the name of the second closed line object in the curved surface
print xshade.scene().get_shape_by_position([2,2,2]).name

get_shape_by_uuid

Returns an object specified by uuid.
Arguments :
  uuid : 128 bit value
Return value :
  shape object
See also :
  uuid

#Select object with uuid eaf7a92f-160c-492b-9411-07a6efeeea92
xshade.scene().get_shape_by_uuid('eaf7a92f-160c-492b-9411-07a6efeeea92').activate()

get_shapes_by_name

Returns a tuple of objects with the specified name.
Return value :
  shape object tuple
Arguments :
  string : the object name
Arguments :
  bool : False : only valid for names set by the user, True : also valid for default names

#Get "Disk", including default names, and make active (selected)
shapes = xshade.scene().get_shapes_by_name('Disk',True)
xshade.scene().active_shapes = shapes

get_view_rectangle

Returns the rectangular display area of the view specified by argument.
Return value :
  rectangle
Arguments :
  int : view index

1top left viewport3top right viewport
2bottom left viewport0bottom right viewport
4split view
#Return the rectangular area of the bottom left viewport
print xshade.scene().get_view_rectangle(2)

hide_active

Hides the selected object.

xshade.scene().hide_active()

hide_inactive

Hides unselected objects.

xshade.scene().hide_inactive()

hide_select_faces

In Modify Mode, hides the selected faces of the selected object.

xshade.scene().hide_select_faces()

hide_unselect_faces

In Modify Mode, hides the unselected faces of the selected object.

xshade.scene().hide_unselect_faces()

iron

Applies Iron

xshade.scene().iron()

link

Links the selected part to the memorized object.

xshade.scene().link()

link_object

Creates a link object referencing the selected object.
Arguments :
  vec3 : the center point
Arguments :
  float3 : scale
Arguments :
  float3 : rotation
Arguments :
  float3 : translation
The local coordinate system at the hierarchy where the object is created becomes the reference.

#Create a link object at the origin
xshade.scene().link_object((0.0, 0.0, 0.0),None,None,None)

load_3DS

Imports a 3DS file.
Arguments :
  file_path : extension (*.3ds) : If "None", opens a file dialog.
See also :
  save_3DS

#Import a 3DS file
xshade.scene().load_3DS(None)

load_BVH

Imports a BVH file.
Arguments :
  file_path : extension (*.bvh) : If "None", opens a file dialog.

#Import a BVH file
xshade.scene().load_BVH(None)

load_DXF

Imports a DXF file.
Arguments :
  file_path : extension (*.dxf) : If "None", opens a file dialog.
See also :
  save_DXF

#Import a DXF file
xshade.scene().load_DXF(None)

load_OBJ

Imports a wavefront OBJ file.
Arguments :
  file_path : extension (*.obj) : If "None", opens a file dialog.
See also :
  save_OBJ

#Import a wavefront OBJ file
xshade.scene().load_OBJ(None)

load_pose

Imports a Shade Pose file.
Arguments :
  file_path : extension (*.shdpse) : If "None", opens a file dialog.
See also :
  save_pose

#Import a Shade Pose file
xshade.scene().load_pose(None)

load_shape

Imports Shade object data.
Arguments :
  file_path : extension (*.shd) : If "None", opens a file dialog.
Arguments :
  bool : Optional (required if vec3 is specified)
  True : Imports the scene using the origin of the imported scene as the reference point. Equivalent to the operation done while Option (Mac) or z (Win) is held.
  False : Imports the scene using the cursor position of the imported scene as the reference point.
Arguments :
  vec3 : coordinates of the import reference point : optional
See also :
  save_shape

#Import shd object data, specifying the coordinates of the origin
xshade.scene().load_shape(None, True, [0.0, 0.0, 0.0])

load_template_image_to_front_view

Loads a template in the bottom left viewport.
Arguments :
  file_path

#Load a jpg file in the bottom left viewport
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(True, '*.jpg|jpg')
xshade.scene().load_template_image_to_front_view(file_path)

load_template_image_to_pers_view

Loads a template in the top right viewport.
Arguments :
  file_path

#Load a jpg file in the top right viewport
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(True, '*.jpg|jpg')
xshade.scene().load_template_image_to_pers_view(file_path)

load_template_image_to_side_view

Loads a template in the bottom right viewport.
Arguments :
  file_path

#Load a jpg file in the bottom right viewport
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(True, '*.jpg|jpg')
xshade.scene().load_template_image_to_side_view(file_path)

load_template_image_to_top_view

Loads a template in the top left viewport.
Arguments :
  file_path

#Load a jpg file in the top left viewport
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(True, '*.jpg|jpg')
xshade.scene().load_template_image_to_top_view(file_path)

load_text

Imports an XML text file.
Arguments :
  file_path : extension (*.xmlshd) : If "None", opens a file dialog.
See also :
  save_text

#Import an XML file
xshade.scene().load_text(None)

magnify

Magnifies the Figure Window.
Arguments :
  vec3 : center position : optional : If omitted, the origin is used

#Magnify, centered on the origin
xshade.scene().magnify((0.0, 0.0, 0.0))

memorized_shape

Returns the memorized object.
Return value :
  shape object : the memorized object

#Select the memorized object
xshade.scene().memorized_shape().activate()

memory

Memorizes the selected line object.

xshade.scene().memory()

move_object

Applies rotation, scaling, or translation to an object.
Arguments :
  vec3 : the center point
Arguments :
  float3 : scale
Arguments :
  float3 : rotation
Arguments :
  float3 : translation
See also :
  copy_object

#Scale 1.5 in the X direction
xshade.scene().move_object([0.0, 0.0, 0.0], [1.5, 1.0, 1.0], None, None)

paste

Pastes an object into the scene from the clipboard.

xshade.scene().paste()

place_brother

Moves the selected object down.
Arguments :
  int : the number to move

xshade.scene().place_brother(1)

place_child

Moves the selected object inside the below part.
Arguments :
  int : the number of (child) parts in the hierarchy to move

xshade.scene().place_child(1)

place_parent

Moves the selected object to the top of the above hierarchy level.
Arguments :
  int : the number of hierarchy levels to move

xshade.scene().place_parent(1)

place_sister

Moves the selected object forward.
Arguments :
  int : the number to move

xshade.scene().place_sister(1)

print_

Prints the rendered image.

xshade.scene().print_()

read

Loads a scene from file.
Arguments :
  file_path
Abandons the current scene and loads a scene (does not import it).

#Load a scene file
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(True, '*.shd|shd')
xshade.scene().read(file_path)

repeat

Applies Repeat.
Arguments :
  int : repetitions : If omitted, 1
Only valid for move and copy operations.

xshade.scene().repeat()

reset_all_transformation

Resets the matrices of all parts within the selected part to unit matrices.
The object's morph state is not changed.

xshade.scene().reset_all_transformation()

reset_transformation

Resets the matrix of the selected part to a unit matrix.
The object's morph state is not changed.

xshade.scene().reset_transformation()

reverse

Applies Reverse.

xshade.scene().reverse()

revert_to_saved

Reverts the open Shade file to the saved state.

xshade.scene().revert_to_saved()

round_edge

Applies Round Edge.
Arguments :
  float : radius

#Apply Round Edge with radius of 50
xshade.scene().round_edge(50)

save

Saves over the current scene.
If a new object, a file dialog is displayed.
See also :
  xshade.open_scene()

xshade.scene().save()

save_3DS

Exports as a 3DS file.
Arguments :
  file_path : extension (*.3ds) : If "None", opens a file dialog.
See also :
  load_3DS

#Export a 3DS file
xshade.scene().save_3DS(None)

save_Animation_Master

Exports as an Animation:Master segment file.
Arguments :
  file_path : extension (*.seg) : If "None", opens a file dialog.

#Export an Animation:Master segment file
xshade.scene().save_Animation_Master(None)

save_as

Displays a file dialog and saves the scene to file.

#Save the scene
xshade.scene().save_as()

save_DXF

Exports as a DXF file.
Arguments :
  file_path : extension (*.dxf) : If "None", opens a file dialog.
See also :
  load_DXF

#Export a DXF file
xshade.scene().save_DXF(None)

save_EPX

Exports as an EPix file.
Arguments :
  file_path
It is necessary to specify both the Z Depth and object ID (or surface ID) passes with MultiPass and render ahead of time.
See also :
  multipass_rendering Keep MultiPass on/off
  set_image_layer_enable Layers on/off

#Export an epx file
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(False, '*.epx|epx')
xshade.scene().save_EPX(file_path)

save_FBX

Exports as an FBX file.
Arguments :
  file_path : extension (*.fbx) : If "None", opens a file dialog.

#Export an FBX file
xshade.scene().save_FBX(None)

save_image

Saves the rendered image to file.
Arguments :
  file_path
Specify the image format via the extension.

Mac OSX
PNG *.png
TIFF *.tif, *.tiff
Windows Bitmap *.bmp
JPEG *.jpg, *.jpeg
JPEG 2000 *.jp2
GIF *.gif
OpenEXR *.exr
Targa *.tga
HDR *.hdr
PFM *.pfm
MPO *.mpo
Flash *.swf
Photoshop *.psd


Windows
BMP *.bmp, *.dib, *.rle
JPEG *.jpg, *.jpeg, *.jpe, *.jfif, *.jif
GIF *.gif
TIFF *.tif, *.tiff
PNG *.png
OpenEXR *.exr
Targa *.tga
TARGA *.targa
HDR *.hdr
PFM *.pfm
MPO *.mpo
Flash *.swf
Photoshop *.psd
#Save rendered image in psd format
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(False, '*.psd|psd')
xshade.scene().save_image(file_path)

save_images

Saves the rendered image to file in multi-layer format.
Arguments :
  file_path
It is necessary to render in multi-layer format ahead of time.

#Save in Photoshop multi-layer format
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(False, '*.psd|psd')
xshade.scene().save_images(file_path)

save_local_axis

Saves the coordinate system (used temporarily).
Return value :
  part
See also :
  create_local_axis

xshade.scene().save_local_axis()

save_OBJ

Exports as a wavefront OBJ file.
Arguments :
  file_path : extension (*.obj) : If "None", opens a file dialog.
See also :
  load_OBJ

#Export a wavefront OBJ file
xshade.scene().save_OBJ(None)

save_pose

Exports a pose file.
Arguments :
  file_path : extension (*.shdpse) : If "None", opens a file dialog.
See also :
  load_pose

#Export a pose file
xshade.scene().save_pose(None)

save_RIB

Exports as a RIB file.
Arguments :
  file_path : extension (*.rib) : If "None", opens a file dialog.

#Export an RIB file
xshade.scene().save_RIB(None)

save_shape

Exports as a Shade Shape file.
Arguments :
  file_path : extension (*.shd) : If "None", opens a file dialog.
See also :
  load_shape

#Export a Shade Shape file as sample.shd
xshade.scene().save_shape(None)

save_text

Exports as an XML text file.
Arguments :
  file_path
See also :
  load_text

#Export an XML text file
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(False, '*.xmlshd|xmlshd')
xshade.scene().save_text(file_path)

save_VRML

Exports as a VRML file.
Arguments :
  file_path : extension (*.wrl) : If "None", opens a file dialog.

#Export a VRML file as sample.wrl
xshade.scene().save_VRML(None)

save_VRML_2

Displays a file dialog and exports as a VRML file.

xshade.scene().save_VRML_2()

scroll

Scrolls the Figure Window.
Arguments :
  vec3 : center position

#Scroll to the origin
xshade.scene().scroll([0.0, 0.0, 0.0])

select_all

Selects the root object in Object Mode.
In Modify Mode, selects all the control points of the selected object.

xshade.scene().select_all()

select_brother

Selects the object after the selected object.
Return value :
  bool
Arguments :
  int : the number of objects after : optional : If omitted, 1

xshade.scene().select_brother()

select_child

Selects the objects in the part below the selected object.
Return value :
  bool
Arguments :

  int : the number of child objects in the part : optional : If omitted, 1
xshade.scene().select_child()

select_parent

Selects the part above the selected object in the hierarchy.
Return value :
  bool
Arguments :
  int : the number of hierarchy levels above : optional : If omitted, 1

xshade.scene().select_parent()

select_sister

Selects the object before the selected object.
Return value :
  bool
Arguments :
  int : the number of objects before : optional : If omitted, 1

xshade.scene().select_sister()

sequence_world_to_device_matrix

Returns a matrix that converts the world coordinate system of the specified sequence to device coordinates.
Arguments :
  int
Return value :
  mat4

print xshade.scene(). sequence_world_to_device_matrix(0)

sequence_world_to_perspective_matrix

Returns a matrix that converts the world coordinate system of the specified sequence to perspective coordinates.
Arguments :
  int
Return value :
  mat4

print xshade.scene(). sequence_world_to_perspective_matrix(0)

sequence_world_to_view_matrix

Returns a matrix that converts the world coordinate system of the specified sequence to view coordinates.
Arguments :
  int
Return value :
  mat4

print xshade.scene(). sequence_world_to_view_matrix(0)

set_grid_shown

Sets the grid on/off value of the specified viewport.
Arguments :
  int : view index

1top left viewport3top right viewport
2bottom left viewport0bottom right viewport

Arguments :
  bool
See also :
  get_grid_shown

#Set grid to 'on' in the bottom right viewport
xshade.scene().set_grid_shown(0, True)

show_active

Displays the selected object.

xshade.scene().show_active()

show_all

Displays all objects

xshade.scene().show_all()

show_all_faces

In Modify Mode, displays all the faces of the selected object.

xshade.scene().show_all_faces()

shrink

Shrinks the Figure Window.
Arguments :
  vec3 : center position : optional

xshade.scene().shrink()

smooth

Applies Smooth.

xshade.scene().smooth()

solid_clear

Returns the original state of an extruded or revolved solid.

xshade.scene().solid_clear()

solid_extrude

Creates an extruded solid.
Arguments :
  float3 : vector of the extruded distance

#Create an extruded solid of length 500 in the Z direction
xshade.scene().solid_extrude((0.0, 0.0, 500.0))

solid_revolve

Creates a revolved solid.
Arguments :
  vec3 : one end point of the axis of revolution
Arguments :
  vec3 : the other end point of the axis of revolution

#Create a revolved solid along the Y axis from the origin to 10
xshade.scene().solid_revolve((0.0, 0.0, 0.0), (0.0, 10.0, 0.0))

sweep

Applies Sweep.

xshade.scene().sweep()

switch

Applies Switch.

xshade.scene().switch()

unsmooth

Applies Unsmooth.

xshade.scene().unsmooth()

update_figure_window

Redraws the Figure Window.

xshade.scene().update_figure_window()

use_global

Uses global coordinates for the Figure Window display.

xshade.scene().use_global()

use_local

Uses the local coordinates of the selected object for the Figure Window display.

xshade.scene().use_local()

use_local_axis

Uses the specified coordinate system.
Arguments :
  string

xshade.scene().use_local_axis('coordinate system[1]')

write

Saves a Shade scene file.
Arguments :
  file_path : extension (*.shd) : If "None", opens a file dialog.

#Save a Shade scene file
xshade.scene().write(None)

write_compatible

Saves a Shade scene file after adding compatibility information.
Arguments :
  file_path

#Save after adding compatibility information
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(False, '*.shd|shd')
xshade.scene().write_compatible(file_path)

write_noncompatible

Saves a Shade scene file without adding compatibility information.
Arguments :
  file_path

#Save without adding compatibility information
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(False, '*.shd|shd')
xshade.scene().write_noncompatible(file_path)

write_R4compatible

Saves a Shade scene file after adding R4 compatibility information.
Arguments :
  file_path

#Save after adding R4 compatibility information
dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(False, '*.shd|shd')
xshade.scene().write_R4compatible(file_path)

write_xml

Saves a Shade scene file as XML.
Arguments :
  file_path

dialog = xshade.create_dialog_with_uuid()
file_path = dialog.ask_path(False, '*.shd|shd')
xshade.scene().write_xml(file_path)



Property Details

active_shapes

The list of currently selected objects.

  • Get
  • Set

Type :
  shape object

#Output names of selected objects in order
for i in xshade.scene().active_shapes:
	print i.name

animation_settings

Animation of the scene.

  • Get
  • Set

Type :
  animation_settings object
See also :
  animation_settings

#Output the frame rate
print xshade.scene().animation_settings.frame_rate

background

Background of the scene.

  • Get
  • Set

Type :
  background object
See also :
  background

#Output the color of the bottom hemisphere
print xshade.scene(). background.lower_base_color

camera

The currently selected camera in the scene.

  • Get
  • Set

Type :
  camera object
See also :
  camera

#Output the position of the eye point
print xshade.scene().camera.eye

can_create

Whether or not there is a functional restriction on creating new objects.

  • Get
  • Set

Type :
  bool : True is the normal value.

print xshade.scene().can_create

can_export_foreign

Whether or not there is a functional restriction on exporting to formats unrelated to Shade.

  • Get
  • Set

Type :
  bool : True is the normal value.

print xshade.scene().can_export_foreign

can_export_native

Whether or not there is a functional restriction on exporting to Shade-related formats.

  • Get
  • Set

Type :
  bool : True is the normal value.

print xshade.scene().can_export_native

can_save

Whether or not there is a functional restriction on saving the scene.

  • Get
  • Set

Type :
  bool : True is the normal value.

print xshade.scene().can_save

can_save_rendered_image

Whether or not there is a functional restriction on saving the rendered image to file.

  • Get
  • Set

Type :
  bool : True is the normal value.

print xshade.scene().can_save_rendered_image

center

The coordinates of the center of each of the viewports, other than the perspective view.

  • Get
  • Set

Type :
  vec3

print xshade.scene().center

color_mode

Color mode of the Figure Window display.

  • Get
  • Set

Type :
  bool

print xshade.scene().color_mode

correction

Color correction of the scene.

  • Get
  • Set

Type :
  correction object
See also :
  correction

#Output the contrast
print xshade.scene().correction.contrast

current_camera

The index value of the currently selected camera.

  • Get
  • Set

Type :
  int

print xshade.scene().current_camera

current_cursor_position

Current coordinates value of the 3D cursor in the Figure Window.

  • Get
  • Set

Type :
  vec3

print xshade.scene().current_cursor_position

cursor_plane

The cursor plane in the perspective view.

  • Get
  • Set

Type :
  int : 0 : YZ, 1 : XZ, 2 : XY, 3 : screen

print xshade.scene().cursor_plane

cursor_position

Coordinates value of the 3D cursor in the Figure Window (the clicked position).

  • Get
  • Set

Type :
  vec3

print xshade.scene().cursor_position

default_bevel_radius

Default value of Round Edge and Bevel Edge.

  • Get
  • Set

Type :
  float

print xshade.scene().default_bevel_radius

default_disk_radius

Default radius of a disk.

  • Get
  • Set

Type :
  float

print xshade.scene().default_disk_radius

default_light_radius

Default light intensity.

  • Get
  • Set

Type :
  float

print xshade.scene().default_light_radius

default_radius

Default radius of Round Edge and Bevel Edge for line objects.

  • Get
  • Set

Type :
  float

print xshade.scene().default_radius

default_sphere_radius

Default radius of a sphere.

  • Get
  • Set

Type :
  float

print xshade.scene().default_sphere_radius

dirty

Whether or not the scene is dirty.

  • Get
  • Set

Type :
  bool
The scene is dirty if any operation is done in an open scene.
When closing dirty scenes a dialog is displayed asking, "Do you want to save the changes ...?"

print xshade.scene().dirty

display

Figure Window of the scene.

  • Get
  • Set

Type :
  display object
See also :
  display

#Display the grid in all viewports
xshade.scene().display.grid = True

distant_light

Distant Light of the scene.

  • Get
  • Set

Type :
  distant_light object
See also :
  distant_light

#Output the number of the selected Distant Light
print xshade.scene().distant_light.active_item

figure_view_mode

Figure Window view mode.

  • Get
  • Set

Type :
  int : view index

1top left viewport3top right viewport
2bottom left viewport0bottom right viewport
4split view
print xshade.scene().figure_view_mode

figure_window

Figure Window of the scene.

  • Get
  • Set

Type :
  figure_window object
See also :
  figure_window

#Hide the Figure Window
xshade.scene().figure_window.hide()

file_path

File path of the saved scene.

  • Get
  • Set

Type :
  file_path

print xshade.scene().file_path

fog

Distant Light Fog of the scene.

  • Get
  • Set

Type :
  fog object
See also :
  fog

#Output the fog color
print xshade.scene().fog.color

fps

Scene fps.

  • Get
  • Set

Type :
  int

print xshade.scene().fps

grid

Grid display on/off.

  • Get
  • Set

Type :
  bool

print xshade.scene().grid

insertion_shape

Shape class of the object at the inserted position when creating an object with begin_creating().

  • Get
  • Set

Type :
  shape object

#Output the name of the object at the inserted position when creating a part
xshade.scene().begin_creating()
obj = xshade.scene().insertion_shape
xshade.scene().begin_part()
xshade.scene().end_part()
xshade.scene().end_creating()
print obj.name

is_create_line_mode

Whether or not in Create Line Mode.

  • Get
  • Set

Type :
  bool

print xshade.scene().is_create_line_mode

is_locked

Whether or not the file is locked.

  • Get
  • Set

Type :
  bool

print xshade.scene().is_locked

is_modify_mode

Whether or not in Modify Mode.

  • Get
  • Set

Type :
  bool

print xshade.scene().is_modify_mode

is_motion_playing

Whether or not the Motion Window is playing

  • Get
  • Set

Type :
  bool

print xshade.scene().is_motion_playing

keyframes

Keyframes of the scene.

  • Get
  • Set

Type :
  keyframes object
See also :
  keyframes

#Delete the selected keyframe
xshade.scene().keyframes.delete_active_keyframes()

large_cursor

Large Cursor display on/off.

  • Get
  • Set

Type :
  bool

print xshade.scene().large_cursor

large_point

Large Point display on/off

  • Get
  • Set

Type :
  bool

print xshade.scene().large_point

lathe_rotation

Lathe rotation.

  • Get
  • Set

Type :
  quaternion

print xshade.scene().lathe_rotation

light_scale

Light scale.

  • Get
  • Set

Type :
  float

print xshade.scene().light_scale

local

Reference part of the local coordinates.

  • Get
  • Set

Type :
  shape object
Getting is possible in local mode

#Output the name of the reference part
print xshade.scene().local.name

local_matrix

Local coordinates mode transformation matrix.

  • Get
  • Set

Type :
  mat4

print xshade.scene().local_matrix

manip_type

The manipulator type.

  • Get
  • Set

Type :
  int : 0: none, 1: Universal, 2: Translate, 3: Scale, 4: Rotate

print xshade.scene().manip_type

mapping_modify_mode

Whether or not in Mapping Modify Mode.

  • Get
  • Set

Type :
  bool

print xshade.scene().mapping_modify_mode

native_to_user_unit

Coefficient which converts native units (mm) to user-defined units.

  • Get
  • Set

Type :
  float
See also :
  user_to_native_unit

print xshade.scene().native_to_user_unit

number_of_appended_points

The number of control points of the line object being created.

  • Get
  • Set

Type :
  int

#Output the number of control points while creating a line object
#Output 0, 1, 2 in order from the top
xshade.scene().begin_creating()
xshade.scene().begin_line(None, False)
print xshade.scene().number_of_appended_points
xshade.scene().append_point([0.0, 0.0, 0.0], None, None, None, None)
print xshade.scene().number_of_appended_points
xshade.scene().append_point([0.0, 500.0, 0.0], None, None, None, None)
print xshade.scene().number_of_appended_points
xshade.scene().end_line()
xshade.scene().end_creating()

number_of_cameras

The number of cameras.

  • Get
  • Set

Type :
  int

print xshade.scene().number_of_cameras

number_of_memorized_shapes

The number of memorized objects.

  • Get
  • Set

Type :
  int
Returns 1 if there are memorized objects, 0 if there are none.

print xshade.scene().number_of_memorized_shapes

number_of_metacameras

The number of meta-cameras.

  • Get
  • Set

Type :
  int

print xshade.scene().number_of_metacameras

pers_grid

Perspective Grid display on/off.

  • Get
  • Set

Type :
  bool

print xshade.scene().pers_grid

pivot_position

The pivot coordinates.

  • Get
  • Set

Type :
  vec3

print xshade.scene().pivot_position

pixel_size

The state of magnification of the Figure Window.

  • Get
  • Set

Type :
  int : 1 dot is 10
Returns the size in the scene of 1 pixel of the display.
The width of one square of the Minor Grid will be 10 times this.

print xshade.scene().pixel_size

radiosity

Radiosity of the scene.

  • Get
  • Set

Type :
  radiosity object
See also :
  radiosity

#Output the minimum mesh spacing
print xshade.scene().radiosity.solution_minimum_mesh_spacing 

rendering

Rendering of the scene.

  • Get
  • Set

Type :
  rendering object
See also :
  rendering

#Render
xshade.scene().rendering.render()

selection_method

The Toolbox Selection Mode.

  • Get
  • Set

Type :
  int :

0Box
1Lasso
2Trace

Reflect changes using tool_box_view().update()

#Change Selection Mode to Lasso
xshade.scene().selection_method = 1
xshade.tool_box_view().update()

selection_mode

The Mesh Selection Mode.

  • Get
  • Set

Type :
  int :

0Face selection
1Edge selection
2Vertex selection
#Change Mesh Selection Mode to Vertex
xshade.scene().selection_mode = 2

sequence_mode

Whether the scene is in Sequence Mode or not.

  • Get
  • Set

Type :
  bool

print xshade.scene().sequence_mode

sequence_value

The sequence value of the Motion Window.

  • Get
  • Set

Type :
  float

print xshade.scene().sequence_value

shape

The root object.

  • Get
  • Set

Type :
  shape object
See also :
  shape

#Output the uuid of the Root Part
print xshade.scene().shape.uuid

show_normals

Whether to show normals or not

  • Get
  • Set

Type :
  bool

print xshade.scene().show_normals

snap

Snap on/off.

  • Get
  • Set

Type :
  bool

print xshade.scene().snap

step_frames

The number of step frames of the animation (float).

  • Get
  • Set

Type :
  float

print xshade.scene().step_frames

template

Template display on/off.

  • Get
  • Set

Type :
  bool

print xshade.scene().template

unit

The unit value.

  • Get
  • Set

Type :
  int :

0mm (Shade's native units)
1cm
2m
3km
4inches
5feet
6yards
7miles
print xshade.scene().unit

user_to_native_unit

Coefficient which converts user-defined units to native units (mm).

  • Get
  • Set

Type :
  float
See also :
  native_to_user_unit

print xshade.scene().user_to_native_unit

user_to_world_matrix

Matrix that converts the user coordinate system to world coordinates.

  • Get
  • Set

Type :
  mat4
The user coordinate system is the coordinate system of the Figure Window display, taking into account rotation and Local or Global Mode.
It is used such as when taking into account the movement or rotation of an object.
See also :
  world_to_user_matrix

print xshade.scene().user_to_world_matrix

window_frame

The Figure Window frame.
Type :
  rectangle

print xshade.scene().window_frame

work_plane

Work plane on/off.

  • Get
  • Set

Type :
  bool

print xshade.scene().work_plane

world_to_device_matrix

Matrix that converts the world coordinate system to device coordinates.

  • Get
  • Set

Type :
  mat4
A matrix which rotates, translates, and normalizes the world coordinates based on the camera position, direction, and bank.
Moves the eye point to the origin and aligns the line of sight with the Z axis.
The device coordinate system normalizes the X and Y coordinates to match the X and Y positions of the rendered image (representing the field of view), as measured in pixels from the top left of the rendered image.

print xshade.scene().world_to_device_matrix

world_to_perspective_matrix

Matrix that converts the world coordinate system to the perspective coordinate system of the active camera.

  • Get
  • Set

Type :
  mat4
A matrix which rotates, translates, and normalizes the world coordinates based on the camera position, direction, and bank.
Moves the eye point to the origin and aligns the line of sight with the Z axis.
Normalizes the coordinates in the field of view to fit within -1.0 and 1.0 vertically and horizontally, and within 0.0 and 1.0 in depth. Because coordinates outside this range are outside the field of view, clipping will be performed on those coordinates.

print xshade.scene().world_to_perspective_matrix

world_to_user_matrix

Matrix that converts the world coordinate system to user coordinates.

  • Get
  • Set

Type :
  mat4
The user coordinate system is the coordinate system of the Figure Window display, taking into account the units, rotation of the object and Local or Global Mode. It is used such as when taking into account the movement or rotation of an object.
See also :
  user_to_world_matrix

print xshade.scene().world_to_user_matrix

world_to_view_matrix

Matrix that converts the world coordinate system to the view coordinate system of the active camera.

  • Get
  • Set

Type :
  mat4
Applies a matrix with eye point at the origin which rotates and translates the world coordinates based on the camera position, direction, and bank, and aligns the line of sight with the Z axis.
Perspective transformation is not done.

print xshade.scene().world_to_view_matrix