[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [674] trunk/py/scripts/addons/ space_view3d_materials_utils.py: Re-ported texface--> material.
michael williamson
michaelw at cowtoolsmedia.co.uk
Mon May 17 10:03:58 CEST 2010
Revision: 674
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=674
Author: michaelw
Date: 2010-05-17 10:03:58 +0200 (Mon, 17 May 2010)
Log Message:
-----------
Re-ported texface--> material.
Now this supports multiple UV assgned images (creating a material for each) and will also use existing materials and textures rather than creating new all teh time.
Modified Paths:
--------------
trunk/py/scripts/addons/space_view3d_materials_utils.py
Modified: trunk/py/scripts/addons/space_view3d_materials_utils.py
===================================================================
--- trunk/py/scripts/addons/space_view3d_materials_utils.py 2010-05-16 23:59:22 UTC (rev 673)
+++ trunk/py/scripts/addons/space_view3d_materials_utils.py 2010-05-17 08:03:58 UTC (rev 674)
@@ -1,665 +1,714 @@
-#(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])
-
@@ Diff output truncated at 10240 characters. @@
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