# 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()