[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [658] trunk/py/scripts/addons/ space_view3d_materials_utils.py: add trunk/py/scripts/addons/ space_view3d_materials_utils.py
Brendon Murphy
meta.androcto1 at gmail.com
Wed May 12 11:07:47 CEST 2010
Revision: 658
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=658
Author: meta-androcto
Date: 2010-05-12 11:07:46 +0200 (Wed, 12 May 2010)
Log Message:
-----------
add trunk/py/scripts/addons/space_view3d_materials_utils.py
handy script for full screen quick access to materials
Added Paths:
-----------
trunk/py/scripts/addons/space_view3d_materials_utils.py
Added: trunk/py/scripts/addons/space_view3d_materials_utils.py
===================================================================
--- trunk/py/scripts/addons/space_view3d_materials_utils.py (rev 0)
+++ trunk/py/scripts/addons/space_view3d_materials_utils.py 2010-05-12 09:07:46 UTC (rev 658)
@@ -0,0 +1,665 @@
+#(c) 2010 Michael Williamson (michaelw)
+#ported from original by Michael Williamsn
+#
+#tested r28370
+#
+#
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+bl_addon_info = {
+ 'name': '3D View: Material Utils',
+ 'author': 'michaelw',
+ 'version': '0.9',
+ 'blender': (2, 5, 3),
+ 'location': 'View3D > Q key',
+ 'description': 'Menu of material tools (assign, select by etc) in the 3D View',
+ 'url':
+ 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+ 'Scripts', # @todo Create wiki page and fix this link.
+ 'category': '3D View'}
+"a menu of material tools"
+
+"""
+Name: 'Master Material Menu'
+Blender: 253
+"""
+
+__author__ = ["michaelW"]
+__version__ = '1.3'
+__url__ = [""]
+__bpydoc__ = """
+this script has several functions and operators... grouped for convenience
+* assign material:
+ offers the user a list of ALL the materials in the blend file and an additional "new" entry
+ the chosen material will be assigned to all the selected objects in object mode.
+
+ in edit mode the selected faces get the selected material applied.
+
+ if the user chose "new" the new material can be renamed using the "last operator" section of the toolbox
+ After assigning the material "clean material slots" and "material to texface" are auto run to keep things tidy (see description bellow)
+
+
+*select by material
+ in object mode this offers the user a menu of all materials in the blend file
+ any objects using the selected material will become selected, any objects without the material will be removed from selection.
+
+ in edit mode: the menu offers only the materials attached to the current object. It will select the faces that use the material and deselect those that do not.
+
+*clean material slots
+ for all selected objects any empty material slots or material slots with materials that are not used by the mesh faces will be removed.
+
+*
+
+
+ Any un-used materials and slots will be removed
+"""
+
+
+
+import bpy
+from bpy.props import*
+
+
+def replace_material(m1 , m2, all_objects = False):
+ #replace material named m1 with material named m2
+ #m1 is the name of original material
+ #m2 is the name of the material to replace it with
+ #'all' will replace throughout the blend file
+ try:
+ matorg = bpy.data.materials[m1]
+ matrep = bpy.data.materials[m2]
+
+
+ #store active object
+ scn = bpy.context.scene
+ ob_active = bpy.context.active_object
+
+ if all_objects:
+ objs = bpy.data.objects
+
+ else:
+ objs = bpy.context.selected_editable_objects
+
+ for ob in objs:
+ if ob.type == 'MESH':
+ scn.objects.active = ob
+ print(ob.name)
+ ms = ob.material_slots.values()
+
+ for m in ms:
+ if m.material == matorg:
+ m.material = matrep
+ #don't break the loop as the material can be
+ # ref'd more than once
+
+ #restore active object
+ scn.objects.active = ob_active
+ except:
+ print('no match to replace')
+
+def select_material_by_name(find_mat):
+ #in object mode selects all objects with material find_mat
+ #in edit mode selects all faces with material find_mat
+
+ #check for editmode
+ editmode = False
+
+ scn = bpy.context.scene
+ actob = bpy.context.active_object
+ if actob.mode == 'EDIT':
+ editmode =True
+ bpy.ops.object.mode_set()
+
+
+ if not editmode:
+ objs = bpy.data.objects
+ for ob in objs:
+ if ob.type == 'MESH':
+ ms = ob.material_slots.values()
+ for m in ms:
+ if m.material.name == find_mat:
+ ob.selected = True
+ #the active object may not have the mat!
+ #set it to one that does!
+ scn.objects.active = ob
+ break
+ else:
+ ob.selected = False
+
+ #deselect non-meshes
+ else:
+ ob.selected = False
+
+ else:
+ #it's editmode, so select the faces
+ ob = actob
+ ms = ob.material_slots.values()
+
+ #same material can be on multiple slots
+ slot_indeces =[]
+ i = 0
+ found = False
+ for m in ms:
+ if m.material.name == find_mat:
+ slot_indeces.append(i)
+ found = True
+ me = ob.data
+ for f in me.faces:
+ if f.material_index in slot_indeces:
+ f.selected = True
+ else:
+ f.selected = False
+ me.update
+ if editmode:
+ bpy.ops.object.mode_set(mode = 'EDIT')
+
+def mat_to_texface():
+ #assigns the first image in each material to the faces in the active uvlayer
+ #for all selected objects
+
+ #check for editmode
+ editmode = False
+
+ actob = bpy.context.active_object
+ if actob.mode == 'EDIT':
+ editmode =True
+ bpy.ops.object.mode_set()
+
+ for ob in bpy.context.selected_editable_objects:
+ #get the materials from slots
+ ms = ob.material_slots.values()
+
+ #build a list of images, one per material
+ images=[]
+ #get the textures from the mats
+ for m in ms:
+ gotimage = False
+ textures = m.material.texture_slots.values()
+ if len(textures) >= 1:
+ for t in textures:
+ if t != None:
+ tex = t.texture
+ if tex.type == 'IMAGE':
+ img = tex.image
+ images.append(img)
+ gotimage =True
+ break
+
+ if not gotimage:
+ print('noimage on', m.name)
+ images.append(None)
+
+ #now we have the images
+ #applythem to the uvlayer
+
+
+ me = ob.data
+ #got uvs?
+ if not me.uv_textures:
+ scn = bpy.context.scene
+ scn.objects.active = ob
+ bpy.ops.mesh.uv_texture_add()
+ scn.objects.active = actob
+
+ #get active uvlayer
+ for t in me.uv_textures:
+ if t.active:
+ uvtex = t.data.values()
+ for f in me.faces:
+ #check that material had an image!
+ if images[f.material_index] != None:
+ uvtex[f.index].image = images[f.material_index]
+ uvtex[f.index].tex =True
+ else:
+ uvtex[f.index].tex =False
+
+ me.update
+
+
+ if editmode:
+ bpy.ops.object.mode_set(mode = 'EDIT')
+
+
+
+def assignmatslots(ob, matlist):
+ #given an object and a list of material names
+ #removes all material slots form the object
+ #adds new ones for each material in matlist
+ #adds the materials to the slots as well.
+
+ scn = bpy.context.scene
+ ob_active = bpy.context.active_object
+ scn.objects.active = ob
+
+ for s in ob.material_slots:
+ bpy.ops.object.material_slot_remove()
+
+
+ #re-add them and assign material
+ i = 0
+ for m in matlist:
+ mat = bpy.data.materials[m]
+ bpy.ops.object.material_slot_add()
+ ob.material_slots.values()[i].material = mat
+ i += 1
+
+ #restore active object:
+ scn.objects.active = ob_active
+
+
+def cleanmatslots():
+ #check for edit mode
+ editmode = False
+ actob = bpy.context.active_object
+ if actob.mode == 'EDIT':
+ editmode =True
+ bpy.ops.object.mode_set()
+
+
+ objs = bpy.context.selected_editable_objects
+
+ for ob in objs:
+ print(ob.name)
+ mats = ob.material_slots.keys()
+
+ #check the faces on the mesh to build a list of used materials
+ usedMatIndex =[] #we'll store used materials indices here
+ faceMats =[]
+ me = ob.data
+ for f in me.faces:
+ #get the material index for this face...
+ faceindex = f.material_index
+
+ #indices will be lost: Store face mat use by name
+ currentfacemat = mats[faceindex]
+ faceMats.append(currentfacemat)
+
+
+ #check if index is already listed as used or not
+ found = 0
+ for m in usedMatIndex:
+ if m == faceindex:
+ found = 1
+ #break
+
+ if found == 0:
+ #add this index to the list
+ usedMatIndex.append(faceindex)
+
+ #re-assign the used mats to the mesh and leave out the unused
+ ml = []
+ mnames = []
+ for u in usedMatIndex:
+ ml.append( mats[u] )
+ #we'll need a list of names to get the face indices...
+ mnames.append(mats[u])
+
+ assignmatslots(ob, ml)
@@ Diff output truncated at 10240 characters. @@
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