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Fixes #191 #218
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Fixes #191 #218
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| obj.observe(KeyframeSetter(blender_obj, "rotation_quaternion"), "quaternion", type="keyframe") | ||
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| # --- Maps Object3D.cast_shadows to bpy.context.object.cycles_visibility.shadow | ||
| obj.observe(VisibleShadowsSetter(blender_obj), "cast_shadows") |
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I think this should work without the need for a dedicated VisibleShadowsSetter:
obj.observe(AttributeSetter(blender_obj.cycles_visibility, "shadow"), "cast_shadows")|
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| up = tl.CaselessStrEnum(["X", "Y", "Z", "-X", "-Y", "-Z"], default_value="Y") | ||
| front = tl.CaselessStrEnum(["X", "Y", "Z", "-X", "-Y", "-Z"], default_value="-Z") | ||
| cast_shadows = tl.Bool(default_value=True) |
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I think PhysicalObject would be a better place for this property, since all cameras and lights also inherit from Object3D, and I am reasonably sure that cast_shadow will either not work on those or not behave as expected.
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I'd suggest moving the cast_shadow property to PhysicalObject and remove the VisibleShadowsSetter. See comments.
Other than that feel free to merge.
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