[Bf-funboard] more usability features

Nathan Vegdahl cessen at cessen.com
Tue Jun 17 23:50:43 CEST 2008


Yeah, seems like a nifty python script would be good for this.
If I recall correctly, 3ds Max has a bulk-renaming tool that let's you
use search-and-replace functionality to rename objects.
It would be cool to have a pythong script like that included with
Blender, supporting all kinds of namable data (objects, bones,
materials, texts, etc.).  And perhaps allowing regex too...

One thing that would be useful in such a script would be a live
display showing what would be renamed and how, so you can tell whats
going to happen prior to applying.  Dunno if that's feasible or not
via python in Blender, but it would probably save a lot of headaches.

--Nathan

On Fri, Jun 13, 2008 at 8:22 AM, Oscar Dario Franco Galeano
<scardario at gmail.com> wrote:
> Well, what Phong wrote on his previous message made me remember of something
> I didn't write about in my message, he mentioned something about a python
> script
>
> Well, I tried to use the python script to rename objects to make less
> difficult the process of renaming the bones, but I realized the script
> doesn't work for bones, just for objects, so I had to rename one by one...
>
> - What about if I could rename any resource(objects, bones, material, etc.)
> from the outliner? it would be really great!
> - It would be great too if the renaming script works also for the rest of
> resources, not only for objects
> - The other thing is, is it possible to add a bind/unbind all button for
> activate/deactivate all the meshdeform modifiers in a mesh with just one
> button?
>
> The thing is, I have a rig with at least 10 meshdeform modifiers, when I
> edit the mesh, I have to unbind and bind again everyone, one by one
>
> Oscar
>
>
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