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    • Michael Williamson's avatar
      Fixed multiple copies of materials being added, this script now works for... · 60a76bcb
      Michael Williamson authored
      Fixed multiple copies of materials being added, this script now works for metaballs, text, curves etc. Select by material only shows used materials in teh pop up now too.
      60a76bcb
    • Michael Williamson's avatar
      #(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
    • Martin Poirier's avatar
      b9ed7219
    • Martin Poirier's avatar
    • Campbell Barton's avatar
      update for changes in blenders api. · 0befe74d
      Campbell Barton authored
      0befe74d
    • Guillermo S. Romero's avatar
      SVN maintenance. · 932edee0
      Guillermo S. Romero authored
      932edee0
  8. Apr 01, 2011
  9. Mar 30, 2011
  10. Mar 29, 2011
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