<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to Home</title><link>https://sourceforge.net/p/meshservices-for-blendlink/wiki/Home/</link><description>Recent changes to Home</description><atom:link href="https://sourceforge.net/p/meshservices-for-blendlink/wiki/Home/feed" rel="self"/><language>en</language><lastBuildDate>Tue, 04 Jun 2019 20:29:25 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/meshservices-for-blendlink/wiki/Home/feed" rel="self" type="application/rss+xml"/><item><title>Home modified by TWINGSISTER</title><link>https://sourceforge.net/p/meshservices-for-blendlink/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v17
+++ v18
@@ -1,5 +1,5 @@
 # MeshServices for Blendlink
-This Blender addon introduces four nodes that can be used both in Sverchok and in Animation Nodes: **BlendLinkX**,  **MeshViewer**, **MeshConnector**, **DelaunayConnector**.
+This Blender addon introduces four nodes that can be used both in Sverchok and in Animation Nodes: **BlendLinkX**,  **MeshViewer**, **MeshConnector**, **DelaunayConnector**.  As for BlendLink, certain refinement operations works in BlendLink and in these MeshServices if and only if you  have installed the package scipy in Blender Python.  Please Google for PipBlender to find  help on how to install python packages in Blender.  PipBlender is another addon working with BlendBridge. **If you want to try PipBlender with Sverchok to install scipy follow the web presentation**  [here ](https://pipblender.sourceforge.io/Pip Blender/HTML5/).

 # BlendLinkX
 This node is a rearranged version of the node introduced by the addon BlendLink. Information about BlendLink can be found [here](https://sourceforge.net/p/blendlink/wiki/Home/).  You can find [here ](https://meshservices-for-blendlink.sourceforge.io/BlendLinkX/HTML5) **a web tutorial for  BlendLinkX**(works only with Blender 2.80). 
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&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TWINGSISTER</dc:creator><pubDate>Tue, 04 Jun 2019 20:29:25 -0000</pubDate><guid>https://sourceforge.net68987bfa26deb7e6c018f620310124bc9cb837ac</guid></item><item><title>Home modified by TWINGSISTER</title><link>https://sourceforge.net/p/meshservices-for-blendlink/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v16
+++ v17
@@ -13,7 +13,7 @@
 second run, seeking for a reduction to, approximatively, 1% of the initial value.  Note that MeshConnector node asks for a UVGrid parameter and do not have a Div parameter. Indeed the MeshConnector node starts its refinement process from a meshobtained sampling the parametric surface on a possibly non uniform grid that is passed into UVGrid. This is transparent for the user of the BlendLink (BlendLinkX) node since these nodes, either upon refinement or not, returns the grid  upon which the parametric surface  is sampled, to get  the mesh in the output.

 # DelaunayConnector
-This node takes as input a cloud of vertexes in the unit square [0,1]x[0,1] and gives the Delaunay triangulation for them.   
+This node takes as input a cloud of vertexes in the unit square [0,1]x[0,1] and gives the Delaunay triangulation for them.  Actually parameter 'UV Grid' takes a list of lists of three elements, the third element is ignored.   You can find [here ](https://meshservices-for-blendlink.sourceforge.io/DelaunayConnector/HTML5) **a web tutorial for DelaunayConnector**(works only with Blender 2.80). 

 The wiki uses [Markdown](/p/meshservices-for-blendlink/wiki/markdown_syntax/) syntax.
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&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TWINGSISTER</dc:creator><pubDate>Tue, 04 Jun 2019 20:12:43 -0000</pubDate><guid>https://sourceforge.netb853f7b14c0b08ca1919faeb9b4470db5e7763ef</guid></item><item><title>Home modified by TWINGSISTER</title><link>https://sourceforge.net/p/meshservices-for-blendlink/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v15
+++ v16
@@ -13,7 +13,7 @@
 second run, seeking for a reduction to, approximatively, 1% of the initial value.  Note that MeshConnector node asks for a UVGrid parameter and do not have a Div parameter. Indeed the MeshConnector node starts its refinement process from a meshobtained sampling the parametric surface on a possibly non uniform grid that is passed into UVGrid. This is transparent for the user of the BlendLink (BlendLinkX) node since these nodes, either upon refinement or not, returns the grid  upon which the parametric surface  is sampled, to get  the mesh in the output.

 # DelaunayConnector
-
+This node takes as input a cloud of vertexes in the unit square [0,1]x[0,1] and gives the Delaunay triangulation for them.   

 The wiki uses [Markdown](/p/meshservices-for-blendlink/wiki/markdown_syntax/) syntax.
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&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TWINGSISTER</dc:creator><pubDate>Tue, 04 Jun 2019 18:34:37 -0000</pubDate><guid>https://sourceforge.net0b3a3a2d05c70d265efe13091e2a5936414a0d60</guid></item><item><title>Home modified by TWINGSISTER</title><link>https://sourceforge.net/p/meshservices-for-blendlink/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v14
+++ v15
@@ -8,7 +8,7 @@
 This node show a mesh with vertex colours or with uv mapped textures. It can be used to display the output of nodes in the BlendBridge family.  You can find [here ](https://blendlink.sourceforge.io/BlendLink/) **a web tutorial for MeshViewer used with BlendLink**(works only with Blender 2.80).

 # MeshConnector
-This node is a rearranged version of the node introduced by the addon BlendLinkX. W.r.t. BlendLinkX a couple of parameters  are added, namely '**#Refines**' and '**Feedback**'.   BlendLink and BlendLinkX nodes refine the input mesh until some condition is met. This node do the same whenever **#Refines=-1**. If some positive number is assigned to this parameter then this limit the number of iterations the refinement uses.    [See](https://sourceforge.net/projects/blendlink/files/parameters.docx) this document for details on how refinement cycles are defined.  Whenever something in input parameters changes the refinement cycle restart from the scratch. If the parameter **Feedback** is set to True, then the refinement starts from the last results obtained, if any.  Note that refinement results are different if, for instance, we perform six refinement cycles or if we perform three cycles and then check    **Feedback** and perform three more cycles.  This is due to some subtleties in the definition  of refinement goals.   See [this](https://sourceforge.net/projects/blendlink/files/parameters.docx)  document for details.
+This node is a rearranged version of the node introduced by the addon BlendLinkX. You can find [here ](https://meshservices-for-blendlink.sourceforge.io/MeshConnector/HTML5) **a web tutorial for  MeshConnector**(works only with Blender 2.80).  W.r.t. BlendLinkX a couple of parameters  are added, namely '**#Refines**' and '**Feedback**'.   BlendLink and BlendLinkX nodes refine the input mesh until some condition is met. This node do the same whenever **#Refines=-1**. If some positive number is assigned to this parameter then this limit the number of iterations the refinement uses.    [See](https://sourceforge.net/projects/blendlink/files/parameters.docx) this document for details on how refinement cycles are defined.  Whenever something in input parameters changes the refinement cycle restart from the scratch. If the parameter **Feedback** is set to True, then the refinement starts from the last results obtained, if any.  Note that refinement results are different if, for instance, we perform six refinement cycles or if we perform three cycles and then check    **Feedback** and perform three more cycles.  This is due to some subtleties in the definition  of refinement goals.   See [this](https://sourceforge.net/projects/blendlink/files/parameters.docx)  document for details.
 For instance one can ask for six refinement runs with the goal of bringing average edge length below 10% of its **initial** value or two pipelined runs of three refinement cycles with the same requierement. Obviously the second run will set out for a much smaller edge length, i.e. 10% of the average value after the 
 second run, seeking for a reduction to, approximatively, 1% of the initial value.  Note that MeshConnector node asks for a UVGrid parameter and do not have a Div parameter. Indeed the MeshConnector node starts its refinement process from a meshobtained sampling the parametric surface on a possibly non uniform grid that is passed into UVGrid. This is transparent for the user of the BlendLink (BlendLinkX) node since these nodes, either upon refinement or not, returns the grid  upon which the parametric surface  is sampled, to get  the mesh in the output. 

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TWINGSISTER</dc:creator><pubDate>Mon, 03 Jun 2019 17:44:54 -0000</pubDate><guid>https://sourceforge.net3b19966661a5ce55dc636c80118e3b20677b0906</guid></item><item><title>Home modified by TWINGSISTER</title><link>https://sourceforge.net/p/meshservices-for-blendlink/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v13
+++ v14
@@ -10,8 +10,7 @@
 # MeshConnector
 This node is a rearranged version of the node introduced by the addon BlendLinkX. W.r.t. BlendLinkX a couple of parameters  are added, namely '**#Refines**' and '**Feedback**'.   BlendLink and BlendLinkX nodes refine the input mesh until some condition is met. This node do the same whenever **#Refines=-1**. If some positive number is assigned to this parameter then this limit the number of iterations the refinement uses.    [See](https://sourceforge.net/projects/blendlink/files/parameters.docx) this document for details on how refinement cycles are defined.  Whenever something in input parameters changes the refinement cycle restart from the scratch. If the parameter **Feedback** is set to True, then the refinement starts from the last results obtained, if any.  Note that refinement results are different if, for instance, we perform six refinement cycles or if we perform three cycles and then check    **Feedback** and perform three more cycles.  This is due to some subtleties in the definition  of refinement goals.   See [this](https://sourceforge.net/projects/blendlink/files/parameters.docx)  document for details.
 For instance one can ask for six refinement runs with the goal of bringing average edge length below 10% of its **initial** value or two pipelined runs of three refinement cycles with the same requierement. Obviously the second run will set out for a much smaller edge length, i.e. 10% of the average value after the 
-second run, seeking for a reduction to, approximatively, 1% of the initial value.  Note that MeshConnector node asks for a UVGrid parameter and do not have a Div parameter. Indeed the MeshConnector node starts its refinement process from a meshobtained sampling the parametric surface on a possibly non uniform grid that is passed into UVGrid. This is transparent for the user of the BlendLink (BlendLinkX) node since these nodes, either upon refinement or not, returns the grid 
-upon which the parametric surface  is sampled, to get  the mesh in the output. 
+second run, seeking for a reduction to, approximatively, 1% of the initial value.  Note that MeshConnector node asks for a UVGrid parameter and do not have a Div parameter. Indeed the MeshConnector node starts its refinement process from a meshobtained sampling the parametric surface on a possibly non uniform grid that is passed into UVGrid. This is transparent for the user of the BlendLink (BlendLinkX) node since these nodes, either upon refinement or not, returns the grid  upon which the parametric surface  is sampled, to get  the mesh in the output.

 # DelaunayConnector

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&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TWINGSISTER</dc:creator><pubDate>Mon, 03 Jun 2019 16:52:15 -0000</pubDate><guid>https://sourceforge.net89621506f4cfa221fd0cd6afa5e0f5e577930290</guid></item><item><title>Home modified by TWINGSISTER</title><link>https://sourceforge.net/p/meshservices-for-blendlink/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v12
+++ v13
@@ -8,10 +8,11 @@
 This node show a mesh with vertex colours or with uv mapped textures. It can be used to display the output of nodes in the BlendBridge family.  You can find [here ](https://blendlink.sourceforge.io/BlendLink/) **a web tutorial for MeshViewer used with BlendLink**(works only with Blender 2.80).

 # MeshConnector
-This node is a rearranged version of the node introduced by the addon BlendLinkX. W.r.t. BlendLinkX a couple of parameters  are added, namely '**#Refines**' and '**Feedback**'.  
-BlendLink and BlendLinkX nodes refine the input mesh until some condition is met. This node do the same whenever **#Refines=-1**. If some positive number is assigned to this parameter then this limit the number of iterations the refinement uses.    [See](https://sourceforge.net/projects/blendlink/files/parameters.docx) this document for details on how refinement cycles are defined. 
-Whenever something in input parameter changes the refinement cycle restart from the scratch. If the parameter **Feedback** is set to True, then the refinement starts from the last results obtained if any.
-
+This node is a rearranged version of the node introduced by the addon BlendLinkX. W.r.t. BlendLinkX a couple of parameters  are added, namely '**#Refines**' and '**Feedback**'.   BlendLink and BlendLinkX nodes refine the input mesh until some condition is met. This node do the same whenever **#Refines=-1**. If some positive number is assigned to this parameter then this limit the number of iterations the refinement uses.    [See](https://sourceforge.net/projects/blendlink/files/parameters.docx) this document for details on how refinement cycles are defined.  Whenever something in input parameters changes the refinement cycle restart from the scratch. If the parameter **Feedback** is set to True, then the refinement starts from the last results obtained, if any.  Note that refinement results are different if, for instance, we perform six refinement cycles or if we perform three cycles and then check    **Feedback** and perform three more cycles.  This is due to some subtleties in the definition  of refinement goals.   See [this](https://sourceforge.net/projects/blendlink/files/parameters.docx)  document for details.
+For instance one can ask for six refinement runs with the goal of bringing average edge length below 10% of its **initial** value or two pipelined runs of three refinement cycles with the same requierement. Obviously the second run will set out for a much smaller edge length, i.e. 10% of the average value after the 
+second run, seeking for a reduction to, approximatively, 1% of the initial value.  Note that MeshConnector node asks for a UVGrid parameter and do not have a Div parameter. Indeed the MeshConnector node starts its refinement process from a meshobtained sampling the parametric surface on a possibly non uniform grid that is passed into UVGrid. This is transparent for the user of the BlendLink (BlendLinkX) node since these nodes, either upon refinement or not, returns the grid 
+upon which the parametric surface  is sampled, to get  the mesh in the output. 
+ 
 # DelaunayConnector

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TWINGSISTER</dc:creator><pubDate>Mon, 03 Jun 2019 16:51:44 -0000</pubDate><guid>https://sourceforge.netbc8e9774bab5256e636fc4ecee35bb70fda91fe8</guid></item><item><title>Home modified by TWINGSISTER</title><link>https://sourceforge.net/p/meshservices-for-blendlink/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v11
+++ v12
@@ -8,6 +8,10 @@
 This node show a mesh with vertex colours or with uv mapped textures. It can be used to display the output of nodes in the BlendBridge family.  You can find [here ](https://blendlink.sourceforge.io/BlendLink/) **a web tutorial for MeshViewer used with BlendLink**(works only with Blender 2.80).

 # MeshConnector
+This node is a rearranged version of the node introduced by the addon BlendLinkX. W.r.t. BlendLinkX a couple of parameters  are added, namely '**#Refines**' and '**Feedback**'.  
+BlendLink and BlendLinkX nodes refine the input mesh until some condition is met. This node do the same whenever **#Refines=-1**. If some positive number is assigned to this parameter then this limit the number of iterations the refinement uses.    [See](https://sourceforge.net/projects/blendlink/files/parameters.docx) this document for details on how refinement cycles are defined. 
+Whenever something in input parameter changes the refinement cycle restart from the scratch. If the parameter **Feedback** is set to True, then the refinement starts from the last results obtained if any.
+
 # DelaunayConnector

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TWINGSISTER</dc:creator><pubDate>Mon, 03 Jun 2019 15:46:13 -0000</pubDate><guid>https://sourceforge.net22809514ac2a193be1bdbd70562abc054725cb15</guid></item><item><title>Home modified by TWINGSISTER</title><link>https://sourceforge.net/p/meshservices-for-blendlink/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v10
+++ v11
@@ -2,11 +2,8 @@
 This Blender addon introduces four nodes that can be used both in Sverchok and in Animation Nodes: **BlendLinkX**,  **MeshViewer**, **MeshConnector**, **DelaunayConnector**.

 # BlendLinkX
-This node is a rearranged version of the node introduced by the addon BlendLink. Information about BlendLink
-can be found [here](https://sourceforge.net/p/blendlink/wiki/Home/). 
-You can find [here ](https://meshservices-for-blendlink.sourceforge.io/BlendLinkX/HTML5) **a web tutorial for  BlendLinkX**(works only with Blender 2.80). 
-The node BlendLinkX simply receives as input lists Pi and SWs instead of the parameters Sw1, P1, P2,  etc. that are used in BlendLink. Lists for Pi and SWs can be of any  length  and in Python code they are simply accessed by variables P1,P2,  Sw1 etc.  BlendLink has a limitation to six patameters from P1 to P6. With BlendLinkX also P10 can be used if ten parameters are needed. The rationale for linking parameters with their use in Python is the same as in BlendLink (see section **The BlendLink API**  [here](https://sourceforge.net/p/blendlink/wiki/Home/). BlendLinkX API is actually a little more fault tolerant w.r.t. BlendLink API and you can try to see if your parameter passing style is supported. The general rule of thumb is that, whenever a parameter is required in the Python configuration code, then it must be supplied to the BlendLinkX node 
-in the (Sverchok|AN) net. On the other hand if, for instance,  the input SWs is not connected then, in the Python code parameters Sw1 and Sw2 must not be used. [This](https://sourceforge.net/projects/meshservices-for-blendlink/files/Examples/BlendLinkX/) folder contains both .blend and .json files for some examples of some nets using BlendLinkX node. We recall that .json files can be loaded within a Sverchok net and .blend files can be loaded directly into Blender.
+This node is a rearranged version of the node introduced by the addon BlendLink. Information about BlendLink can be found [here](https://sourceforge.net/p/blendlink/wiki/Home/).  You can find [here ](https://meshservices-for-blendlink.sourceforge.io/BlendLinkX/HTML5) **a web tutorial for  BlendLinkX**(works only with Blender 2.80). 
+The node BlendLinkX simply receives as input lists Pi and SWs instead of the parameters Sw1, P1, P2,  etc. that are used in BlendLink. Lists for Pi and SWs can be of any  length  and in Python code they are simply accessed by variables P1,P2,  Sw1 etc.  BlendLink has a limitation to six patameters from P1 to P6. With BlendLinkX also P10 can be used if ten parameters are needed. The rationale for linking parameters with their use in Python is the same as in BlendLink (see section **The BlendLink API**  [here](https://sourceforge.net/p/blendlink/wiki/Home/). BlendLinkX API is actually a little more fault tolerant w.r.t. BlendLink API and you can try to see if your parameter passing style is supported. The general rule of thumb is that, whenever a parameter is required in the Python configuration code, then it must be supplied to the BlendLinkX node  in the (Sverchok|AN) net. On the other hand if, for instance,  the input SWs is not connected then, in the Python code parameters Sw1 and Sw2 must not be used. [This](https://sourceforge.net/projects/meshservices-for-blendlink/files/Examples/BlendLinkX/) folder contains both .blend and .json files for some examples of some nets using BlendLinkX node. We recall that .json files can be loaded within a Sverchok net and .blend files can be loaded directly into Blender.
 # MeshViewer
 This node show a mesh with vertex colours or with uv mapped textures. It can be used to display the output of nodes in the BlendBridge family.  You can find [here ](https://blendlink.sourceforge.io/BlendLink/) **a web tutorial for MeshViewer used with BlendLink**(works only with Blender 2.80). 

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TWINGSISTER</dc:creator><pubDate>Mon, 03 Jun 2019 09:25:54 -0000</pubDate><guid>https://sourceforge.net1cb1b87151ec0a425021639fa3884ab16aba6856</guid></item><item><title>Home modified by TWINGSISTER</title><link>https://sourceforge.net/p/meshservices-for-blendlink/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v9
+++ v10
@@ -4,7 +4,7 @@
 # BlendLinkX
 This node is a rearranged version of the node introduced by the addon BlendLink. Information about BlendLink
 can be found [here](https://sourceforge.net/p/blendlink/wiki/Home/). 
-You can find [here ](https://meshservices-for-blendlink.sourceforge.io/BlendLink/HTML5) **a web tutorial for  BlendLinkX**(works only with Blender 2.80). 
+You can find [here ](https://meshservices-for-blendlink.sourceforge.io/BlendLinkX/HTML5) **a web tutorial for  BlendLinkX**(works only with Blender 2.80). 
 The node BlendLinkX simply receives as input lists Pi and SWs instead of the parameters Sw1, P1, P2,  etc. that are used in BlendLink. Lists for Pi and SWs can be of any  length  and in Python code they are simply accessed by variables P1,P2,  Sw1 etc.  BlendLink has a limitation to six patameters from P1 to P6. With BlendLinkX also P10 can be used if ten parameters are needed. The rationale for linking parameters with their use in Python is the same as in BlendLink (see section **The BlendLink API**  [here](https://sourceforge.net/p/blendlink/wiki/Home/). BlendLinkX API is actually a little more fault tolerant w.r.t. BlendLink API and you can try to see if your parameter passing style is supported. The general rule of thumb is that, whenever a parameter is required in the Python configuration code, then it must be supplied to the BlendLinkX node 
 in the (Sverchok|AN) net. On the other hand if, for instance,  the input SWs is not connected then, in the Python code parameters Sw1 and Sw2 must not be used. [This](https://sourceforge.net/projects/meshservices-for-blendlink/files/Examples/BlendLinkX/) folder contains both .blend and .json files for some examples of some nets using BlendLinkX node. We recall that .json files can be loaded within a Sverchok net and .blend files can be loaded directly into Blender.
 # MeshViewer
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TWINGSISTER</dc:creator><pubDate>Mon, 03 Jun 2019 09:11:03 -0000</pubDate><guid>https://sourceforge.netd248c75a25887359d9b611dcde9da04beee32b5c</guid></item><item><title>Home modified by TWINGSISTER</title><link>https://sourceforge.net/p/meshservices-for-blendlink/wiki/Home/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v8
+++ v9
@@ -4,7 +4,7 @@
 # BlendLinkX
 This node is a rearranged version of the node introduced by the addon BlendLink. Information about BlendLink
 can be found [here](https://sourceforge.net/p/blendlink/wiki/Home/). 
-You can find [here ](https://meshservicces-for-blendlink.sourceforge.io/BlendLink/HTML5) **a web tutorial for  BlendLinkX**(works only with Blender 2.80). 
+You can find [here ](https://meshservices-for-blendlink.sourceforge.io/BlendLink/HTML5) **a web tutorial for  BlendLinkX**(works only with Blender 2.80). 
 The node BlendLinkX simply receives as input lists Pi and SWs instead of the parameters Sw1, P1, P2,  etc. that are used in BlendLink. Lists for Pi and SWs can be of any  length  and in Python code they are simply accessed by variables P1,P2,  Sw1 etc.  BlendLink has a limitation to six patameters from P1 to P6. With BlendLinkX also P10 can be used if ten parameters are needed. The rationale for linking parameters with their use in Python is the same as in BlendLink (see section **The BlendLink API**  [here](https://sourceforge.net/p/blendlink/wiki/Home/). BlendLinkX API is actually a little more fault tolerant w.r.t. BlendLink API and you can try to see if your parameter passing style is supported. The general rule of thumb is that, whenever a parameter is required in the Python configuration code, then it must be supplied to the BlendLinkX node 
 in the (Sverchok|AN) net. On the other hand if, for instance,  the input SWs is not connected then, in the Python code parameters Sw1 and Sw2 must not be used. [This](https://sourceforge.net/projects/meshservices-for-blendlink/files/Examples/BlendLinkX/) folder contains both .blend and .json files for some examples of some nets using BlendLinkX node. We recall that .json files can be loaded within a Sverchok net and .blend files can be loaded directly into Blender.
 # MeshViewer
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TWINGSISTER</dc:creator><pubDate>Mon, 03 Jun 2019 09:09:03 -0000</pubDate><guid>https://sourceforge.net54c78dd0d91bf5fd68a99203b1d8a30fd1ca5665</guid></item></channel></rss>