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A couple clicks later...
The motivation for this script, of course, was Touhou, although of course it works in any case where I need to put multiples of one object along an edge aligned with a face. For this I had to relearn most of what I knew about linear algebra, with more emphasis on the geometrical stuff of it rather than the, well, algebraic stuff. The hardest part was the shearing. Also I couldn't make it deform to connect each new piece to 'follow a path', although I'm sure I can do it. And miscellaneous bugs and oddities. Maybe if I clean it up I can release it?
More notes to self:
(The original is this. For some reason the 'net doesn't have a good, representative image available.)
I expected this to be a short project but I guess I got carried away. Most of it was spent rendering, so much so that it made me try Blender's denoising feature for the first time and holy fuck it's awesome.
Coincidentally, it's also the first time I really deal with radiance. I now realize that ignoring this was what made many previous renders not what they should've been.
All textures mine. From now on all textures were made by me unless stated otherwise.
Notes to self:
http://blender.stackexchange.com/questions/54038/when-should-custom-properties-be-used-instead-of-bpy-props
http://blender.stackexchange.com/questions/6975/is-it-possible-to-use-bpy-props-pointerproperty-to-store-a-pointer-to-an-object
http://blender.stackexchange.com/questions/36587/how-to-define-customized-property-in-material
http://blender.stackexchange.com/questions/2075/assign-datablock-to-custom-property
So, good job. It even looks better than the in-game version. (And that fight seems incredible.)
And the senpais at TVT's Touhou thread haven't noticed me yet.
Fun fact I forgot to mention: I created the red light's halo effect (visible in the original) by accident, although eventually I removed it because reasons.