Simple Renaming Panel

Hi :slight_smile: Renaming Collection is already implemented for some time. This is a feedback I got more often. This means it is not clear to the user. Therefore, I will evaluate on how to make it more obvious.

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I have just updated the Release on Github and Gumroad. I don’t remember what exactly I added. The most important thing is custom Hotkeys. You can change them in The preferences! Took me way too long to implement this.

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Hi :slight_smile:
I have updated the versions on Gumroad and Github. If you have any issues, let me know. The most important feature is:

Custom Hotkeys are now supported!
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5 Likes

Super cool addon - exactly what i need these days!

I am happy that it is useful for you :wink:

Hey @Weisl

I’ve tried installing the addo-on on 2.8 but it doesn’t come up.


Not sure if this helps.

P.S. stoked to try it out, looks super useful!

Hi :slight_smile: Thank you for the information. The Folder hierarchy within the zip was wrong. I have updated it on github as well as on gumroad. It should work now. Let me know it you have any issue!

Hey, I am using your addon for about a year already. :slight_smile: Thank you for porting it for blender 2.8. There is one thing that I wish was possible to do with your beutiful addon.
Selecting low poly and high poly on scene and adding accordingly _low and _high suffix (and also for example renaming high poly base name to match low poly). There were an addon for 2.79 which did this (I guess after selecting meshes it compared polycount and detect which mesh is hp and which lp), but there is no 2.8 version. And it would be amazing to stay with one complete addon. What you think about this?

Hi :slight_smile: i know the addpn you are talking about. I used it a lot as well. It shpuld be quite small to add. I am just not sure how to add it to the ui. Probably i add a section for operations like that :slight_smile: thanks for your feedback :slight_smile:

Amazing! That would be awesome.

Great plugin, needed as default blender component…:slight_smile:
Wish it had a rename only selected feature for collections tho.
Good job!

I love this addon! As for special support for low/highpoly objects, that would be a great addition indeed.

For baking in Substance Designer (match by name), I’d name my objects like this:

Cube // LO (lowpoly object)
Cube // HI (highpoly object)
Cube // HI screws (additional highpoly object or floating geo)
Cube // HI ornament (additional highpoly object or floating geo)

…so the addon should allow me to set my own suffixes and it I’d need it to ignore anything that is written after the suffix. Just a few humble thoughts. :innocent:

Yeah, this would be nice. I will look into it and if i can easily access the information of which collections are selected it shouldn’t be a big deal. Otherwise i will probably not do it the next weeks.

Thanks for the input. I have similar issues when baking in marmoset. Probably i find a nice and easy solution to this. I normally work on the addon when i am on a long train ride. So probably a new update will come at he end of august :slight_smile:

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10860453

Hi. Here the simple task. I want to duplicate few details and make them with L suffix, and no digits.

It seems, your addon do not support wildcards or how I can use em?

If it is unavailable, so here feature request. Because very often I need to remove multiply suffixes, Not just replace one for another. I mean Cube.###.L to Cube###A.R for example, where # is digit.

UI suggestion

This is a good add-on that allows you to do basic batch renaming.:smiley:
However, I felt that the UI was difficult to use.
I think must the run button should be top and the options should be bottom.

This is a UI suggestion.

change point

  • Categorized items by “Target”, “Rename”, “Other”.
  • Set icons to make the contents of the functions easy to understand
  • Space saving by horizontal arrangement
  • Emphasize the main button
  • UI no longer moves depending on the presence or absence of “Match Case”

renaming_panels.py - VIEW3D_PT_tools_renaming_panel



# addon Panel
class VIEW3D_PT_tools_renaming_panel(bpy.types.Panel):
    """Creates a renaming Panel"""
    bl_label = "Simple Renaming Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Rename"

    def draw(self, context):

        layout = self.layout
        scene = context.scene

        layout.label(text="Target")
        split = layout.split(align=True,factor=0.3)
        split.label(text="Type")
        split.prop(scene, "renaming_object_types",text="")
        if str(scene.renaming_object_types) == 'OBJECT':
            layout.prop(scene, "renaming_object_types_specified", expand=True)
        #elif str(scene.renaming_object_types) == 'ADDOBJECTS':
        #    layout.prop(scene, "renaming_object_addtypes_specified", expand=True)

        layout.use_property_split = True  # Activate single-column layout

        if str(scene.renaming_object_types) in ('MATERIAL', 'DATA'):
            layout.prop(scene, "renaming_only_selection", text="Only Of Selected Objects")
        elif str(scene.renaming_object_types) in ('OBJECT', 'ADDOBJECTS', 'BONE'):
            layout.prop(scene, "renaming_only_selection", text="Only Selected")

        layout.separator()

        ###############################################
        layout.label(text="Rename")

        row = layout.row(align=True)
        row.scale_y = 1.5
        row.operator("renaming.name_replace",icon="FORWARD")
        row.prop(scene, "renaming_newName",text="")
        layout.separator()

        ###############################################
        row = layout.row(align=True)
        row.scale_y = 1.5
        row.operator("renaming.search_replace",icon="FILE_REFRESH")
        if scene.renaming_useRegex == False:
            row = layout.row(align=True)
            row.prop(scene, "renaming_matchcase")
            row.prop(scene, "renaming_useRegex")
        else:
            layout.prop(scene, "renaming_useRegex")

        layout.prop(scene, "renaming_search")
        layout.prop(scene, "renaming_replace")
        layout.separator()
        
        ###############################################
        layout.label(text="Other")

        ###############################################
        row = layout.row(align=True)
        row.operator("renaming.add_prefix",icon="REW")
        row.prop(scene, "renaming_prefix",text="")

        ###############################################
        row = layout.row(align=True)
        row.operator("renaming.add_suffix",icon="FF")
        row.prop(scene, "renaming_suffix",text="")

        ###############################################
        row = layout.row(align=True)
        row.operator("renaming.numerate",icon="LINENUMBERS_ON")
        row.prop(scene, "renaming_digits_numerate",text="")

        ###############################################
        row = layout.row(align=True)
        row.operator("renaming.cut_string",icon="X")
        row.prop(scene, "renaming_cut_size",text="")

        if str(scene.renaming_object_types) in ('DATA', 'OBJECT','ADDOBJECTS'):
            row = layout.row(align=True)
            row.operator("renaming.dataname_from_obj",icon="MOD_DATA_TRANSFER")
            row.prop(scene, "renaming_sufpre_data_02",text="")


3 Likes

Hey thanks :slight_smile: Looks really great. I wasn’t happy with the UI either. I will try yours out and probably implement it!

Hey @Weisl, big fan of the tool, but find it a bit perplexing that renaming bones has to be done in pose mode, since it is in armature mode I do all of my bone editing.

Edit: Also, is it possible to change the default spacer from underscore to dot?

A few thoughts on that High/Lowpoly naming topic in case it gets implemented:

It happens again and again that I get errors during my bakes because some object is not named correctly and therefore can’t be baked. What would be nice if you could select all low and highpoly objects and run a spell check, meaning, check that every lowpoly has at least one corresponding highpoly and vice-versa. It should just give you a list of objects that don’t have a ‘baking partner’.
Something like this could save a lot of time because you don’t need to double check, fix, export and rebake again and again.

Maybe this is something for you? Might as well be a separate addon though.

1 Like

When I first tested this add-on, I wrote some text in Serch & Replace and immediately hit the Replace Names button at the top. XD
Then i wondered why Ed-on did not work. Like Bookyakuno’s suggestion, it would be more user friendly to change to the UI with the run button above and the input box below.
Meanwhile, Simple Renaming Panel’s features are fantastic!
Thank you for your development!

Can I suggest a “Generate Random Name” option? Similar to https://github.com/PLyczkowski/Baking-Namepair-Creator only difference from linked addon is that selection(s) doesn’t need a corresponding highpoly to works.
If multiple objects are selected, each object receive his unique random name.

1 Like