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    9325505e
    #(c) 2010 Michael Williamson (michaelw) · 9325505e
    Michael Williamson authored
    #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_info = {
        "name": "Material Utils",
        "author": "michaelw",
        "version": (1, 3),
        "blender": (2, 5, 6),
        "api": 35324,
        "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?"\
            "func=detail&aid=22140",
        "category": "3D View"}
    
    """
    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
        
        #set selection mode to faces
        scn.tool_settings.mesh_select_mode =[False,False,True]
        
        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:
                typ = ['MESH','CURVE', 'SURFACE', 'FONT', 'META']
                if ob.type in typ:
                    ms = ob.material_slots.values()
                    for m in ms:
                        if m.material.name == find_mat:
                            ob.select = True
                            #the active object may not have the mat!
                            #set it to one that does!
                            scn.objects.active = ob
                            break
                        else:
                            ob.select = False
                                
                #deselect non-meshes                
                else:
                    ob.select = 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
                i += 1
            me = ob.data
            for f in me.faces:
                if f.material_index in slot_indeces:
                    f.select = True
                else:
                    f.select = 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:
            if ob.type == 'MESH':
                #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].use_image = True
                            else:
                                uvtex[f.index].use_image = 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]
            ob.data.materials.append(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:
            if ob.type == 'MESH':
                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
    
        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 objectmode then set 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
            
        
            other = ['CURVE', 'SURFACE', 'FONT', 'META']
            if ob.type in other:
                found=False
                i = 0
                mats = bpy.data.materials
                for m in mats:
                    if m.name == matname:
                        found =True
                        index = i
                        break
                    i += 1
                    if not found:
                        index = i-1
                targetlist =[index]
                assignmatslots(ob, targetlist)
                
            elif 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 
                    ob.data.materials.append(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:
                            if f.select:
                                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:
            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):
                for f in ob.data.uv_textures.active.data:
                    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):
            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):
            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):
            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()
            layout.operator("view3d.clean_material_slots", 
                text = 'Clean Material Slots', icon='CANCEL')
            layout.operator("view3d.material_to_texface",
                text = 'Material to Texface',icon='FACESEL_HLT')
            layout.operator("view3d.texface_to_material",
                text = 'Texface to Material',icon='FACESEL_HLT')
    
            layout.separator()
            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)):
        
                layout.operator("view3d.assign_material",
                    text=bpy.data.materials[i].name, 
                    icon='MATERIAL_DATA').matname = bpy.data.materials[i].name
    
            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 used materials in entire blend file
                for i in range (len(bpy.data.materials)):
                    if bpy.data.materials[i].users > 0:
                        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:
                    layout.operator("view3d.select_material_by_name",
                        text=m, 
                        icon='MATERIAL_DATA').matname = m
    
    
    def register():
        bpy.utils.register_module(__name__)
        
        kc = bpy.data.window_managers[0].keyconfigs.default
        km = kc.keymaps.get("3D View")
        if km is None:
            km = kc.keymaps.new(name="3D View")
    
        kmi = km.items.new('wm.call_menu', 'Q', 'PRESS')
        kmi.properties.name = "VIEW3D_MT_master_material"
    
    def unregister():
        bpy.utils.unregister_module(__name__)
    
        kc = bpy.data.window_managers[0].keyconfigs.default
        km = kc.keymaps["3D View"]
        for kmi in km.items:
            if kmi.idname == 'wm.call_menu':
                if kmi.properties.name ==  "VIEW3D_MT_master_material":
                    km.items.remove(kmi)
                    break
    
    if __name__ == "__main__":
        register()
    9325505e
    History
    #(c) 2010 Michael Williamson (michaelw)
    Michael Williamson authored
    #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_info = {
        "name": "Material Utils",
        "author": "michaelw",
        "version": (1, 3),
        "blender": (2, 5, 6),
        "api": 35324,
        "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?"\
            "func=detail&aid=22140",
        "category": "3D View"}
    
    """
    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
        
        #set selection mode to faces
        scn.tool_settings.mesh_select_mode =[False,False,True]
        
        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:
                typ = ['MESH','CURVE', 'SURFACE', 'FONT', 'META']
                if ob.type in typ:
                    ms = ob.material_slots.values()
                    for m in ms:
                        if m.material.name == find_mat:
                            ob.select = True
                            #the active object may not have the mat!
                            #set it to one that does!
                            scn.objects.active = ob
                            break
                        else:
                            ob.select = False
                                
                #deselect non-meshes                
                else:
                    ob.select = 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
                i += 1
            me = ob.data
            for f in me.faces:
                if f.material_index in slot_indeces:
                    f.select = True
                else:
                    f.select = 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:
            if ob.type == 'MESH':
                #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].use_image = True
                            else:
                                uvtex[f.index].use_image = 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]
            ob.data.materials.append(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:
            if ob.type == 'MESH':
                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
    
        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 objectmode then set 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
            
        
            other = ['CURVE', 'SURFACE', 'FONT', 'META']
            if ob.type in other:
                found=False
                i = 0
                mats = bpy.data.materials
                for m in mats:
                    if m.name == matname:
                        found =True
                        index = i
                        break
                    i += 1
                    if not found:
                        index = i-1
                targetlist =[index]
                assignmatslots(ob, targetlist)
                
            elif 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 
                    ob.data.materials.append(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:
                            if f.select:
                                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:
            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):
                for f in ob.data.uv_textures.active.data:
                    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):
            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):
            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):
            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()
            layout.operator("view3d.clean_material_slots", 
                text = 'Clean Material Slots', icon='CANCEL')
            layout.operator("view3d.material_to_texface",
                text = 'Material to Texface',icon='FACESEL_HLT')
            layout.operator("view3d.texface_to_material",
                text = 'Texface to Material',icon='FACESEL_HLT')
    
            layout.separator()
            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)):
        
                layout.operator("view3d.assign_material",
                    text=bpy.data.materials[i].name, 
                    icon='MATERIAL_DATA').matname = bpy.data.materials[i].name
    
            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 used materials in entire blend file
                for i in range (len(bpy.data.materials)):
                    if bpy.data.materials[i].users > 0:
                        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:
                    layout.operator("view3d.select_material_by_name",
                        text=m, 
                        icon='MATERIAL_DATA').matname = m
    
    
    def register():
        bpy.utils.register_module(__name__)
        
        kc = bpy.data.window_managers[0].keyconfigs.default
        km = kc.keymaps.get("3D View")
        if km is None:
            km = kc.keymaps.new(name="3D View")
    
        kmi = km.items.new('wm.call_menu', 'Q', 'PRESS')
        kmi.properties.name = "VIEW3D_MT_master_material"
    
    def unregister():
        bpy.utils.unregister_module(__name__)
    
        kc = bpy.data.window_managers[0].keyconfigs.default
        km = kc.keymaps["3D View"]
        for kmi in km.items:
            if kmi.idname == 'wm.call_menu':
                if kmi.properties.name ==  "VIEW3D_MT_master_material":
                    km.items.remove(kmi)
                    break
    
    if __name__ == "__main__":
        register()