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#(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 #####
"location": "View3D > Q key",
"description": "Menu of material tools (assign, select by etc) in the 3D View",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
"Scripts/3D interaction/Materials Utils",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
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)
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.
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
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"""
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:
#the active object may not have the mat!
#set it to one that does!
scn.objects.active = ob
break
else:
#deselect non-meshes
else:
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
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i += 1
me = ob.data
for f in me.faces:
if f.material_index in slot_indeces:
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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]
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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)
#restore face indices:
i = 0
for f in me.faces:
matindex = mnames.index(faceMats[i])
f.material_index = matindex
i += 1
print('Done')
if editmode:
bpy.ops.object.mode_set(mode = 'EDIT')
def assign_mat(matname="Default"):
#get active object so we can restore it later
actob = bpy.context.active_object
#check if material exists, if it doesn't then create it
mats =bpy.data.materials
found = False
for m in mats:
if m.name == matname:
target = m
found = True
break
if not found:
target = bpy.data.materials.new(matname)
#if objectmodeset all faces
editmode = False
allfaces = True
if actob.mode == 'EDIT':
editmode =True
allfaces = False
bpy.ops.object.mode_set()
objs = bpy.context.selected_editable_objects
for ob in objs:
#set the active object to our object
scn = bpy.context.scene
scn.objects.active = ob
#check if the material is on the object already
if ob.type =='MESH':
#check material slots for matname material
found=False
i = 0
mats = ob.material_slots
for m in mats:
if m.name == matname:
found =True
index = i
#make slot active
ob.active_material_index = i
break
i += 1
if not found:
index=i
#the material is not attached to the object
#so attach it!
#add a material slot
bpy.ops.object.material_slot_add()
#make slot active
ob.active_material_index = i
#and assign material to slot
ob.material_slots.values()[i].material = target
#now assign the material:
me =ob.data
if allfaces:
for f in me.faces:
f.material_index = index
elif allfaces == False:
for f in me.faces:
f.material_index = index
me.update
#restore the active object
bpy.context.scene.objects.active = actob
if editmode:
bpy.ops.object.mode_set(mode = 'EDIT')
def check_texture(img,mat):
#finds a texture from an image
#makes a texture if needed
#adds it to the material if it isn't there already
tex = bpy.data.textures.get(img.name)
if tex is None:
tex = bpy.data.textures.new(name=img.name, type='IMAGE')
tex.image = img
#see if the material already uses this tex
#add it if needed
found = False
for m in mat.texture_slots:
if m and m.texture == tex:
found = True
break
if not found and mat:
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mtex = mat.texture_slots.add()
mtex.texture = tex
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = True
def texface_to_mat():
# editmode check here!
editmode = False
ob = bpy.context.object
if ob.mode =='EDIT':
editmode = True
bpy.ops.object.mode_set()
for ob in bpy.context.selected_editable_objects:
faceindex = []
unique_images = []
# get the texface images and store indices
if (ob.data.uv_textures):
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if f.image:
img = f.image
#build list of unique images
if img not in unique_images:
unique_images.append(img)
faceindex.append(unique_images.index(img))
else:
img = None
faceindex.append(None)
#check materials for images exist; create if needed
matlist = []
for i in unique_images:
if i:
print(i.name)
try:
m = bpy.data.materials[i.name]
except:
m = bpy.data.materials.new(name = i.name)
continue
finally:
matlist.append(m.name)
# add textures if needed
check_texture(i,m)
#set up the object material slots
assignmatslots(ob, matlist)
#set texface indices to material slot indices..
me = ob.data
i = 0
for f in faceindex:
if f != None:
me.faces[i].material_index = f
i += 1
if editmode:
bpy.ops.object.mode_set(mode = 'EDIT')
#operator classes:
#---------------------------------------------------------------------
class VIEW3D_OT_texface_to_material(bpy.types.Operator):
''''''
bl_idname = "view3d.texface_to_material"
bl_label = "MW Texface Images to Material/Texture"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return context.active_object != None
def execute(self, context):
if context.selected_editable_objects:
texface_to_mat()
return {'FINISHED'}
else:
self.report({'WARNING'}, "No editable selected objects, could not finish")
return {'CANCELLED'}
class VIEW3D_OT_assign_material(bpy.types.Operator):
'''assign a material to the selection'''
bl_idname = "view3d.assign_material"
bl_label = "MW Assign Material"
bl_options = {'REGISTER', 'UNDO'}
matname = StringProperty(name = 'Material Name',
description = 'Name of Material to Assign',
default = "", maxlen = 21)
@classmethod
def poll(cls, context):
return context.active_object != None
def execute(self, context):
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mn = self.matname
print(mn)
assign_mat(mn)
cleanmatslots()
mat_to_texface()
return {'FINISHED'}
class VIEW3D_OT_clean_material_slots(bpy.types.Operator):
'''removes any material slots from the
selected objects that are not used by the mesh'''
bl_idname = "view3d.clean_material_slots"
bl_label = "MW Clean Material Slots"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return context.active_object != None
def execute(self, context):
cleanmatslots()
return {'FINISHED'}
class VIEW3D_OT_material_to_texface(bpy.types.Operator):
''''''
bl_idname = "view3d.material_to_texface"
bl_label = "MW Material Images to Texface"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return context.active_object != None
def execute(self, context):
mat_to_texface()
return {'FINISHED'}
class VIEW3D_OT_select_material_by_name(bpy.types.Operator):
''''''
bl_idname = "view3d.select_material_by_name"
bl_label = "MW Select Material By Name"
bl_options = {'REGISTER', 'UNDO'}
matname = StringProperty(name = 'Material Name',
description = 'Name of Material to Select',
default = "", maxlen = 21)
@classmethod
def poll(cls, context):
return context.active_object != None
def execute(self, context):
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mn = self.matname
select_material_by_name(mn)
return {'FINISHED'}
class VIEW3D_OT_replace_material(bpy.types.Operator):
'''assign a material to the selection'''
bl_idname = "view3d.replace_material"
bl_label = "MW Replace Material"
bl_options = {'REGISTER', 'UNDO'}
matorg = StringProperty(name = 'Material to Replace',
description = 'Name of Material to Assign',
default = "", maxlen = 21)
matrep = StringProperty(name = 'Replacement material',
description = 'Name of Material to Assign',
default = "", maxlen = 21)
all_objects = BoolProperty(name ='all_objects',
description="replace for all objects in this blend file",
default = True)
@classmethod
def poll(cls, context):
return context.active_object != None
def execute(self, context):
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m1 = self.matorg
m2 = self.matrep
all = self.all_objects
replace_material(m1,m2,all)
return {'FINISHED'}
#menu classes
#-------------------------------------------------------------------------------
class VIEW3D_MT_master_material(bpy.types.Menu):
bl_label = "Master Material Menu"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.menu("VIEW3D_MT_assign_material", icon='ZOOMIN')
layout.menu("VIEW3D_MT_select_material", icon='HAND')
layout.separator()
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layout.operator("view3d.clean_material_slots",
text = 'Clean Material Slots', icon='CANCEL')
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layout.operator("view3d.material_to_texface",
text = 'Material to Texface',icon='FACESEL_HLT')
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layout.operator("view3d.texface_to_material",
text = 'Texface to Material',icon='FACESEL_HLT')
layout.separator()
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layout.operator("view3d.replace_material",
text = 'Replace Material', icon='ARROW_LEFTRIGHT')
class VIEW3D_MT_assign_material(bpy.types.Menu):
bl_label = "Assign Material"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
ob = context
layout.label
for i in range (len(bpy.data.materials)):
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layout.operator("view3d.assign_material",
text=bpy.data.materials[i].name,
icon='MATERIAL_DATA').matname = bpy.data.materials[i].name
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layout.operator("view3d.assign_material",text="Add New",
icon='ZOOMIN')
class VIEW3D_MT_select_material(bpy.types.Menu):
bl_label = "Select by Material"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
ob = context.object
layout.label
if ob.mode == 'OBJECT':
#show all materials in entire blend file
for i in range (len(bpy.data.materials)):
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layout.operator("view3d.select_material_by_name",
text=bpy.data.materials[i].name,
icon='MATERIAL_DATA').matname = bpy.data.materials[i].name
elif ob.mode == 'EDIT':
#show only the materials on this object
mats = ob.material_slots.keys()
for m in mats:
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layout.operator("view3d.select_material_by_name",
text=m,
icon='MATERIAL_DATA').matname = m
def register():
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bpy.utils.register_module(__name__)
km = bpy.context.window_manager.keyconfigs.default.keymaps['3D View']
kmi = km.items.new('wm.call_menu', 'Q', 'PRESS')
kmi.properties.name = "VIEW3D_MT_master_material"
def unregister():
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bpy.utils.unregister_module(__name__)
km = bpy.context.window_manager.keyconfigs.default.keymaps['3D View']
for kmi in km.items:
if kmi.idname == 'wm.call_menu':
if kmi.properties.name == "VIEW3D_MT_master_material":
break
if __name__ == "__main__":