# Blender: registered menu entries for bpython scripts

Animation {
'BlenderLipSynchro' 242 blenderLipSynchro.py 0 'Import phonemes from Papagayo or JLipSync for lip synchronization'
'Camera Changer' 234 camera_changer.py 0 'Create script link to change cameras (based on their names) during an animation'
'Envelope Symmetry' 234 envelope_symmetry.py 0 'Make envelope symetrical'
'Shape Widget Wizard' 238 widgetwizard.py 0 'Adds Widgets for Driven Shapes'
'Trajectory' 243 animation_trajectory.py 0 'See Trajectory of selected object'
}

Export {
'3D Studio (.3ds)...' 243 3ds_export.py 0 'Export to 3DS file format (.3ds).'
'AC3D (.ac)...' 243 ac3d_export.py 0 'Export selected meshes to AC3D (.ac) format'
'Autodesk FBX (.fbx)...' 243 export_fbx.py 0 'Selection to an ASCII Autodesk FBX '
'COLLADA 1.3.1 (.dae) ...' 240 collada_export.py 0 'Export scene to COLLADA format (.dae)'
'COLLADA 1.4(.dae) ...' 241 colladaExport14.py 0 'Export scene from Blender to COLLADA 1.4 format (.dae)'
'Cal3D (.cfg .xaf .xsf .xmf .xrf)...' 243 export_cal3d.py 0 'Export armature/bone/mesh/action data to the Cal3D format.'
'DEC Object File Format (.off)...' 232 off_export.py 0 'Export selected mesh to DEC Object File Format (*.off)'
'DirectX (.x)...' 242 DirectX8Exporter.py 0 'Export to DirectX text file format format for XNA Animation Component Library.'
'LightWave (.lwo)...' 243 lightwave_export.py 0 'Export selected meshes to LightWave File Format (.lwo)'
'Lightwave Motion (.mot)...' 241 export_lightwave_motion.py 0 'Export Loc Rot Size chanels to a Lightwave .mot file'
'MD2 (.md2)' 243 md2_export.py 0 'Export to Quake file format (.md2).'
'OpenFlight (.flt)...' 237 flt_export.py 0 'Export to OpenFlight v16.0 (.flt)'
'OpenInventor (.iv)...' 236 export-iv-0.1.py 0 'Export to OpenInventor file format. (.iv)'
'Quake 3 (.map)' 243 export_map.py 0 'Export to Quake map format'
'Raw Faces (.raw)...' 242 raw_export.py 0 'Export selected mesh to Raw Triangle Format (.raw)'
'Save Current Theme...' 242 save_theme.py 0 'Save current theme as a BPython script'
'Save Mesh as MDD' 242 export_mdd.py 0 'Animated mesh to MDD vertex keyframe file.'
'SoftImage XSI (.xsi)...' 236 xsi_export.py 0 'Export to a SoftImage XSI file'
'Stanford PLY (*.ply)...' 241 ply_export.py 0 'Export active object to Stanford PLY format'
'VRML97 (.wrl)...' 241 vrml97_export.py 0 'Export to VRML97 file (.wrl)'
|_All Objects...: all
|_All Objects compressed...: comp
|_Selected Objects...: selected
'Wavefront (.obj)...' 243 export_obj.py 0 'Save a Wavefront OBJ File'
'X3D Extensible 3D (.x3d)...' 235 x3d_export.py 0 'Export to Extensible 3D file (.x3d)'
|_All Objects...: all
|_All Objects compressed...: comp
|_Selected Objects...: selected
'xfig export (.fig)' 244 xfig_export.py 0 'Export selected mesh to xfig Format (.fig)'
}

Import {
'3D Studio (.3ds)...' 241 3ds_import.py 0 'Import from 3DS file format (.3ds)'
'AC3D (.ac)...' 243 ac3d_import.py 0 'Import an AC3D (.ac) file.'
'COLLADA 1.3.1 (.dae) ...' 237 collada_import.py 0 'Import scene from COLLADA format (.dae)'
'COLLADA 1.4(.dae) ...' 241 colladaImport14.py 0 'Import scene from COLLADA 1.4 format (.dae)'
'DEC Object File Format (.off)...' 242 off_import.py 0 'Import DEC Object File Format (*.off)'
'DirectX(.x)...' 240 DirectX8Importer.py 0
'Drawing eXchange Format (.dxf)' 243 import_dxf.py 0 'Import DXF file.'
'LightWave (.lwo)...' 239 lightwave_import.py 0 'Import LightWave Object File Format'
'Load MDD to Mesh RVKs' 242 import_mdd.py 0 'baked vertex animation to active mesh object.'
'MD2 (.md2)' 239 md2_import.py 0 'Import from Quake file format (.md2).'
'Motion Capture (.bvh)...' 242 bvh_import.py 0 'Import a (.bvh) motion capture file'
'OpenFlight (.flt)...' 238 flt_import.py 0 'Import OpenFlight (.flt)'
'Paths (.svg, .ps, .eps, .ai, Gimp)' 233 paths_import.py 0 'Import a path from any of a set of formats (still experimental)'
|_Gimp 1.0 - 1.2.5: Gimp_1_0
|_Gimp 2.0: Gimp_2_0
|_Illustrator (.ai) PS-Adobe-2.0: AI
|_InkScape (.svg): SVG
|_Postscript (.eps/.ps) PS-Adobe-2.0: EPS
'Pro Engineer (.slp)...' 232 slp_import.py 0 'Import Pro Engineer (.slp) File Format'
'Raw Faces (.raw)...' 242 raw_import.py 0 'Import Raw Triangle File Format (.raw)'
'Stanford PLY (*.ply)...' 241 ply_import.py 0 'Import a Stanford PLY file'
'Wavefront (.obj)...' 242 import_obj.py 0 'Load a Wavefront OBJ File, Shift: batch import all dir.'
}

Mesh {
'Bevel Center' 243 bevel_center.py 0 'Bevel selected faces, edges, and vertices'
'Clean Meshes' 242 mesh_cleanup.py 0 'Clean unused data from all selected mesh objects.'
'Discombobulator' 237 discombobulator.py 0 'Adds random geometry to a mesh'
'Edges to Curve' 241 mesh_edges2curves.py 0 'Edges not used by a face are converted into polyline(s)'
'Mirror Vertex Locations & Weight' 241 mesh_mirror_tool.py 0 'Snap Verticies to X mirrord locations and weights.'
'Poly Reducer' 243 mesh_poly_reduce.py 0 'Removed polygons from a mesh while maintaining the shape, textures and weights.'
'Rvk1 to Rvk2' 234 rvk1_torvk2.py 0 'Copy deform data (not surf. subdiv) of active obj to rvk of the 2nd selected obj'
'Solid Wireframe' 243 mesh_wire.py 0 'Make a solid wireframe copy of this mesh'
'Solidify Selection' 243 mesh_solidify.py 0 'Makes the mesh solid by creating a second skin.'
'Unfold' 243 mesh_unfolder.py 0 'Unfold meshes to create nets'
'Unweld vertex/ices' 243 unweld.py 0 'Unweld all faces from a (or several) selected and common vertex. Made vertex bevelling'
}

Object {
'Apply Deformation' 242 object_apply_def.py 0
'Axis Orientation Copy' 242 Axiscopy.py 0 'Copy local axis orientation of active object to all selected meshes (changes mesh data)'
'Batch Object Name Edit' 240 object_batch_name_edit.py 0 'Apply the chosen rule to rename all selected objects at once.'
'Bone Weight Copy' 243 mesh_boneweight_copy.py 0 'Copy Bone Weights from 1 mesh, to all other selected meshes.'
'Cookie Cut from View' 234 object_cookie_cutter.py 0
'Data Copier' 232 obdatacopier.py 0 'Copy data from active object to other selected ones.'
'Drop Onto Ground' 243 object_drop.py 0 'Drop the selected objects onto "ground" objects'
'Find by Data Use' 242 object_find.py 0 'Find an object by the data it uses'
'Object Name Editor' 232 renameobjectbyblock.py 0 'GUI to select and rename objects.'
'Randomize Loc Size Rot' 241 object_random_loc_sz_rot.py 0 'Randomize the selected objects Loc Size Rot'
'Selection to DupliGroup' 243 object_sel2dupgroup.py 0
'UV Copy from Active' 242 uvcopy.py 0 'Copy UV coords from a mesh to another that has same vertex indices'
}

System {
'Interactive Console' 237 console.py 0 'Interactive Python Console'
'Scripts Config Editor' 236 config.py 0 'View and edit available scripts configuration data'
}

UV {
'Save UV Face Layout...' 242 uv_export.py 0 'Export the UV face layout of the selected object to a .TGA or .SVG file'
'Seams from Islands' 243 uv_seams_from_islands.py 0 'Add seams onto the mesh at the bounds of UV islands'
}

Image {
'Billboard Render on Active' 242 image_billboard.py 0 'Selected objects and lamps to rendered faces on the act mesh'
'Consolidate into one image' 243 image_auto_layout.py 0 'Pack all texture images into 1 image and remap faces.'
'Edit Externaly' 242 image_edit.py 0 'Open in an application for editing. (hold Shift to configure)'
'Fix Broken Paths' 242 image_find_paths.py 0 'Search for new image paths to make relative links to'
}

FaceSelect {
'Same Weights...' 241 faceselect_same_weights.py 0 'Select same faces with teh same weight for the active group.'
}

WeightPaint {
'Clean Weight...' 241 weightpaint_clean.py 0 'Removed verts from groups below a weight limit.'
'Copy Active Group...' 243 weightpaint_copy.py 0 'Copy the active group to a new one'
'Envelope via Group Objects' 242 weightpaint_envelope_assign.py 0 'Assigns weights to vertices via object envelopes'
'Grow/Shrink Weight...' 241 weightpaint_grow_shrink.py 0 'Grow/Shrink active vertex group.'
'Normalize/Scale Weight...' 241 weightpaint_normalize.py 0 'Normalize the weight of the active weightgroup.'
'Weight Gradient...' 241 weightpaint_gradient.py 0 'Click on the start and end grad points for the mesh for selected faces.'
}

VertexPaint {
'Copy from Material...' 242 vertexpaint_from_material.py 0 'Writes material diffuse color as vertex colors.'
'Self Shadow VCols (AO)...' 241 vertexpaint_selfshadow_ao.py 0 'Generate Fake Ambient Occlusion with vertex colors.'
'VCol Gradient...' 241 vertexpaint_gradient.py 0 'Click on the start and end grad points for the mesh for selected faces.'
}

UVCalculation {
'Click project from face' 242 uvcalc_quad_clickproj.py 0 '3 Clicks to project uvs onto selected faces.'
'Follow Active (quads)' 242 uvcalc_follow_active_coords.py 0 'Follow from active quads.'
'Lightmap UVPack' 242 uvcalc_lightmap.py 0 'Give each face non overlapping space on a texture.'
'UVs from unselected adjacent' 242 uv_from_adjacent.py 0 'Assign UVs to selected faces from surrounding unselected faces.'
'Unwrap (smart projections)' 240 uvcalc_smart_project.py 0 'UV Unwrap mesh faces for all select mesh objects'
}

Armature {
'Armature Symmetry' 242 armature_symmetry.py 0 'Make an Armature symmetrical'
}

ScriptTemplate {
'Mesh Editing' 243 scripttemplate_mesh_edit.py 0 'Add a new text for editing a mesh'
'Object Editing' 243 scripttemplate_object_edit.py 0 'Add a new text for editing selected objects'
}

Help {
'Blender/Python Scripting API' 243 help_bpy_api.py 0 'The Blender Python API reference manual'
'Getting Started' 234 help_getting_started.py 0 'Help for new users'
'HotKey and MouseAction Reference' 242 hotkeys.py 0 'All the hotkeys/short keys'
'ID Property Browser' 242 IDPropBrowser.py 0 'Browse ID properties'
'Manual' 234 help_manual.py 0 'The Blender reference manual'
'Python Scripting Reference' 234 help_py_reference.py 0 'Documentation for using the Blender Python API'
'Release Notes' 234 help_release_notes.py 0 'Information about the changes in this version of Blender'
'Scripts Help Browser' 234 help_browser.py 0 'Show help information about a chosen installed script.'
'Tutorials' 234 help_tutorials.py 0 'Tutorials for learning to use Blender'
}

HelpSystem {
'System Information...' 236 sysinfo.py 0 'Information about your Blender environment, useful to diagnose problems.'
}

HelpWebsites {
'Blender E-Shop' 234 help_web_eshop.py 0 'Buy official Blender resources and merchandise online'
'Blender Website' 234 help_web_blender.py 0 'The official Blender website'
'Developer Community' 234 help_web_devcomm.py 0 'Get involved with Blender development'
'User Community' 234 help_web_usercomm.py 0 'Get involved with other Blender users'
}

MeshFaceKey {
'Skin Faces/Edge-Loops' 243 mesh_skin.py 0 'Select 2 vert loops, then run this script.'
}

AddMesh {
'Torus' 243 add_mesh_torus.py 0
}
