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# SPDX-License-Identifier: GPL-2.0-or-later
# Material Utilities v2.2.0-Beta
#
# Usage: Shift + Q in the 3D viewport
#
# Ported from 2.6/2.7 to 2.8x by
# Christopher Hindefjord (chrishinde) 2019
#
# ## Port based on 2010 version by MichaelW with some code added from latest 2.7x version
# ## Same code may be attributed to one of the following awesome people!
# (c) 2016 meta-androcto, parts based on work by Saidenka, lijenstina
# Materials Utils: by MichaleW, lijenstina,
# (some code thanks to: CoDEmanX, SynaGl0w, ideasman42)
# Link to base names: Sybren, Texture renamer: Yadoob
# ###
bl_info = {
"name": "Material Utilities",
"author": "MichaleW, ChrisHinde",
"version": (2, 2, 0),
"blender": (2, 80, 0),
"location": "View3D > Shift + Q key",
"description": "Menu of material tools (assign, select..) in the 3D View",
"warning": "Beta",
"doc_url": "{BLENDER_MANUAL_URL}/addons/materials/material_utils.html",
"category": "Material"
}
"""
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 polygons get the selected material applied.
if the user chose "new" the new material can be renamed using the
"last operator" section of the toolbox.
* 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 polygons 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 polygons or splines will be removed.
* remove material slots
removes all material slots of the active (or selected) object(s).
* replace materials
lets your replace one material by another. Optionally for all objects in
the blend, otherwise for selected editable objects only. An additional
option allows you to update object selection, to indicate which objects
were affected and which not.
* set fake user
enable/disable fake user for materials. You can chose for which materials
it shall be set, materials of active / selected / objects in current scene
or used / unused / all materials.
"""
if "bpy" in locals():
import importlib
if "enum_values" in locals():
importlib.reload(enum_values)
if "functions" in locals():
importlib.reload(functions)
if "operators" in locals():
importlib.reload(operators)
if "menues" in locals():
importlib.reload(menus)
if "preferences" in locals():
importlib.reload(preferences)
else:
from .enum_values import *
from .functions import *
from .operators import *
from .menus import *
from .preferences import *
import bpy
from bpy.props import (
PointerProperty,
)
from bpy.types import (
AddonPreferences,
PropertyGroup,
)
# All classes used by Material Utilities, that need to be registered
classes = (
VIEW3D_OT_materialutilities_assign_material_object,
VIEW3D_OT_materialutilities_assign_material_edit,
VIEW3D_OT_materialutilities_select_by_material_name,
VIEW3D_OT_materialutilities_copy_material_to_others,
VIEW3D_OT_materialutilities_clean_material_slots,
VIEW3D_OT_materialutilities_remove_material_slot,
VIEW3D_OT_materialutilities_remove_all_material_slots,
VIEW3D_OT_materialutilities_replace_material,
VIEW3D_OT_materialutilities_fake_user_set,
VIEW3D_OT_materialutilities_change_material_link,
MATERIAL_OT_materialutilities_merge_base_names,
MATERIAL_OT_materialutilities_join_objects,
MATERIAL_OT_materialutilities_auto_smooth_angle,
MATERIAL_OT_materialutilities_material_slot_move,
VIEW3D_MT_materialutilities_assign_material,
VIEW3D_MT_materialutilities_select_by_material,
VIEW3D_MT_materialutilities_clean_slots,
VIEW3D_MT_materialutilities_specials,
VIEW3D_MT_materialutilities_main,
VIEW3D_MT_materialutilities_preferences
)
# This allows you to right click on a button and link to the manual
def materialutilities_manual_map():
url_manual_prefix = "https://github.com/ChrisHinde/MaterialUtilities"
url_manual_map = []
#url_manual_mapping = ()
#("bpy.ops.view3d.materialutilities_*", ""),
#("bpy.ops.view3d.materialutilities_assign_material_edit", ""),
#("bpy.ops.view3d.materialutilities_select_by_material_name", ""),)
for cls in classes:
if issubclass(cls, bpy.types.Operator):
url_manual_map.append(("bpy.ops." + cls.bl_idname, ""))
url_manual_mapping = tuple(url_manual_map)
#print(url_manual_mapping)
return url_manual_prefix, url_manual_mapping
mu_classes_register, mu_classes_unregister = bpy.utils.register_classes_factory(classes)
def register():
"""Register the classes of Material Utilities together with the default shortcut (Shift+Q)"""
mu_classes_register()
bpy.types.VIEW3D_MT_object_context_menu.append(materialutilities_specials_menu)
bpy.types.MATERIAL_MT_context_menu.prepend(materialutilities_menu_move)
bpy.types.MATERIAL_MT_context_menu.append(materialutilities_menu_functions)
kc = bpy.context.window_manager.keyconfigs.addon
if kc:
km = kc.keymaps.new(name = "3D View", space_type = "VIEW_3D")
kmi = km.keymap_items.new('wm.call_menu', 'Q', 'PRESS', ctrl = False, shift = True)
kmi.properties.name = VIEW3D_MT_materialutilities_main.bl_idname
bpy.utils.register_manual_map(materialutilities_manual_map)
def unregister():
"""Unregister the classes of Material Utilities together with the default shortcut for the menu"""
bpy.utils.unregister_manual_map(materialutilities_manual_map)
bpy.types.VIEW3D_MT_object_context_menu.remove(materialutilities_specials_menu)
bpy.types.MATERIAL_MT_context_menu.remove(materialutilities_menu_move)
bpy.types.MATERIAL_MT_context_menu.remove(materialutilities_menu_functions)
kc = bpy.context.window_manager.keyconfigs.addon
if kc:
km = kc.keymaps["3D View"]
for kmi in km.keymap_items:
if kmi.idname == 'wm.call_menu':
if kmi.properties.name == VIEW3D_MT_materialutilities_main.bl_idname:
km.keymap_items.remove(kmi)
break
mu_classes_unregister()
if __name__ == "__main__":
register()
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