Hi all,
i got a script running that batchimports my wavefront *.obj files, modifies the Material naming Datablocks and sets some BGE settings. Now the last task i have to accomplish is to rename the Textures in Relation to there Images.
I´ve learned much on this bumpy road from 3ds MAX to Blender but somehow this is way over my head.
The imported files have multiple objects with multiple materials and UV maps. Every Material has at least one Texture file associated but max 1.
The Textures should be used in a library afterwards so need to rename them to their original *.png naming but without the “.png” ending ofc.
Herer are my 2 scripts im using right now. Blender is invoked through cmd.
# simple script to batch convert obj to blender.
# run as:
# blender --background --python obj2blender.py -- input_dir output_dir
import os
import sys
import glob
import bpy
if len(sys.argv) != 7:
print("Must provide input and output path")
else:
for infile in glob.glob(os.path.join(sys.argv[5], '*.obj')):
bpy.ops.wm.read_homefile()
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
bpy.ops.import_scene.obj(filepath=infile, axis_forward='Y', axis_up='Z')
bpy.context.scene.render.engine = 'BLENDER_GAME'
bpy.context.scene.game_settings.material_mode = 'GLSL'
#bpy.ops.wm.addon_enable(module="object_batch_rename_datablocks")
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.make_single_user(type='ALL',material=True,texture=True)
bpy.ops.object.batch_rename_datablocks(naming_base='Object', rename_custom="New Name", rename_object=False, rename_data=True, rename_material=True, rename_use_prefix=False, rename_prefix="", prefix_object=True, prefix_data=True, prefix_material=True)
for item in bpy.data.materials:
#Change Materials
item.specular_hardness = 1
item.game_settings.alpha_blend = 'CLIP'
item.game_settings.use_backface_culling = False
outfilename = os.path.splitext(os.path.split(infile)[1])[0] + ".blend"
bpy.ops.wm.save_as_mainfile(filepath=os.path.join(sys.argv[6], outfilename))
And here the Material renaming script… Thanks for that great script tstscr!
# ##### 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": "Batch Rename Datablocks",
"author": "tstscr",
"version": (1, 0),
"blender": (2, 59, 0),
"location": "Search > (rename)",
"description": "Batch renaming of datablocks (e.g. rename materials after objectnames)",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"\
"Scripts/Object/Batch_Rename_Datablocks",
"tracker_url": "http://projects.blender.org/tracker/index.php?"\
"func=detail&aid=25242",
"category": "Object"}
import bpy
from bpy.props import *
def get_first_material_name(ob):
for m_slot in ob.material_slots:
if m_slot.material:
material_name = m_slot.material.name
return material_name
def get_name(self, ob):
if self.naming_base == 'Object':
return ob.name
if self.naming_base == 'Mesh':
if ob.data: return ob.data.name
else: return ob.name
if self.naming_base == 'Material':
material_name = get_first_material_name(ob)
if not material_name: return ob.name
else: return material_name
if self.naming_base == 'Custom':
return self.rename_custom
def rename_datablocks_main(self, context):
obs = context.selected_editable_objects
for ob in obs:
name = get_name(self, ob)
if self.rename_object:
if (self.rename_use_prefix
and self.prefix_object):
ob.name = self.rename_prefix + name
else:
ob.name = name
if self.rename_data:
if (ob.data
and ob.data.users == 1):
if (self.rename_use_prefix
and self.prefix_data):
ob.data.name = self.rename_prefix + name
else:
ob.data.name = name
if self.rename_material:
if ob.material_slots:
for m_slot in ob.material_slots:
if m_slot.material:
if m_slot.material.users == 1:
if (self.rename_use_prefix
and self.prefix_material):
m_slot.material.name = self.rename_prefix + name
else:
m_slot.material.name = name
class OBJECT_OT_batch_rename_datablocks(bpy.types.Operator):
"""Batch rename Datablocks"""
bl_idname = "object.batch_rename_datablocks"
bl_label = "Batch Rename Datablocks"
bl_options = {'REGISTER', 'UNDO'}
name_origins = [
('Object', 'Object', 'Object'),
('Mesh', 'Mesh', 'Mesh'),
('Material', 'Material', 'Material'),
('Custom', 'Custom', 'Custom')
]
naming_base = EnumProperty(name='Name after:',
items=name_origins)
rename_custom = StringProperty(name='Custom Name',
default='New Name',
description='Rename all with this String')
rename_object = BoolProperty(name='Rename Objects',
default=False,
description='Rename Objects')
rename_data = BoolProperty(name='Rename Data',
default=True,
description='Rename Object\'s Data')
rename_material = BoolProperty(name='Rename Materials',
default=True,
description='Rename Objects\' Materials')
rename_use_prefix = BoolProperty(name='Add Prefix',
default=False,
description='Prefix Objectnames with first Groups name')
rename_prefix = StringProperty(name='Prefix',
default='',
description='Prefix name with this string')
prefix_object = BoolProperty(name='Object',
default=True,
description='Prefix Object Names')
prefix_data = BoolProperty(name='Data',
default=True,
description='Prefix Data Names')
prefix_material = BoolProperty(name='Material',
default=True,
description='Prefix Material Names')
dialog_width = 260
def draw(self, context):
layout = self.layout
col = layout.column()
col.label(text='Rename after:')
row = layout.row()
row.prop(self.properties, 'naming_base', expand=True)
col = layout.column()
col.prop(self.properties, 'rename_custom')
col.separator()
col.label('Datablocks to rename:')
col.prop(self.properties, 'rename_object')
col.prop(self.properties, 'rename_data')
col.prop(self.properties, 'rename_material')
col.separator()
col.prop(self.properties, 'rename_use_prefix')
col.prop(self.properties, 'rename_prefix')
row = layout.row()
row.prop(self.properties, 'prefix_object')
row.prop(self.properties, 'prefix_data')
row.prop(self.properties, 'prefix_material')
col = layout.column()
@classmethod
def poll(cls, context):
return context.selected_objects != None
def execute(self, context):
rename_datablocks_main(self, context)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.invoke_props_dialog(self, self.dialog_width)
return {'RUNNING_MODAL'}
def register():
bpy.utils.register_module(__name__)
pass
def unregister():
bpy.utils.unregister_module(__name__)
pass
if __name__ == '__main__':
register()
I could really use some help. This would be my last step before i can head on with this big project. :rolleyes:
Thanks guys