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multi_object_uv_edit.py
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multi_object_uv_edit.py
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# ##### 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": "Multi Object UV Editing",
"author": "Andreas Esau",
"version": (0,9,8),
"blender": (2, 7, 4),
"location": "Object Tools",
"description": "This Addon enables a quick way to create one UV Layout for multiple objects.",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"category": "UV"}
import bpy
from bpy.props import IntProperty, FloatProperty
def deselect_all(context):
for obj in context.selected_objects:
obj.select = False
def get_selected_mesh_objects(context):
return [obj for obj in context.selected_objects if obj.type=='MESH']
class MultiObjectUVEdit(bpy.types.Operator):
"""This operator gives you the ability to edit the uv of multiple objects at once."""
bl_idname = "object.multi_object_uv_edit"
bl_label = "Multi object UV edit"
bl_options = {"REGISTER","UNDO"}
multi_object = None
initial_objects = []
initial_objects_hide_render = []
active_object = None
def leave_editing_mode(self,context):
mesh_select_mode = list(context.tool_settings.mesh_select_mode)
context.tool_settings.mesh_select_mode = (True,False,False)
self.multi_object.select = True
context.scene.objects.active = self.multi_object
### if edit mode is left with ui interface instead of tab key go back into edit mode first
if self.multi_object.mode == "OBJECT":
bpy.ops.object.mode_set(mode="EDIT")
### unhide all vertices
bpy.ops.mesh.reveal()
### copy uvs based on the vertex groups to its final object
for v_group in self.multi_object.vertex_groups:
### select object vertex group and separate mesh into its own object
num_verts = self.select_vertex_group(self.multi_object,v_group.name)
if num_verts > 0:
bpy.ops.mesh.separate(type="SELECTED")
tmp_obj = context.selected_objects[0]
### go into object mode select newely created object and transfer the uv's to its final object
bpy.ops.object.mode_set(mode='OBJECT')
deselect_all(context)
tmp_obj.select = True
context.scene.objects.active = tmp_obj
original_object = bpy.data.objects[v_group.name]
original_object.hide = False
original_object.select = True
if len(tmp_obj.data.uv_textures) > 0:
if tmp_obj.data.uv_textures.active.name not in bpy.data.objects[v_group.name].data.uv_textures:
new_uv_layer = bpy.data.objects[v_group.name].data.uv_textures.new(tmp_obj.data.uv_textures.active.name)
original_object.data.uv_textures.active = new_uv_layer
else:
original_object.data.uv_textures.active = original_object.data.uv_textures[self.multi_object.data.uv_textures.active.name]
bpy.ops.object.join_uvs()
self.assign_tex_to_uv(tmp_obj.data.uv_textures.active,original_object.data.uv_textures.active)
### delete the tmp object
original_object.select = False
tmp_obj.select = False
context.scene.objects.active = self.multi_object
bpy.context.scene.objects.unlink(tmp_obj)
bpy.data.objects.remove(tmp_obj)
bpy.ops.object.mode_set(mode='EDIT')
### restore everything
context.tool_settings.mesh_select_mode = mesh_select_mode
bpy.ops.object.mode_set(mode="OBJECT")
bpy.context.scene.objects.unlink(self.multi_object)
bpy.data.objects.remove(self.multi_object)
for i,object in enumerate(self.initial_objects):
object.select = True
object.hide_render = self.initial_objects_hide_render[i]
context.scene.objects.active = self.active_object
bpy.ops.ed.undo_push(message="Multi UV edit")
def assign_tex_to_uv(self,src_uv,dst_uv):
if len(src_uv.data) == len(dst_uv.data):
for i,data in enumerate(src_uv.data):
image = data.image
dst_uv.data[i].image = image
else:
self.report({'INFO'}, "Mesh has been edited. Modifying UVS is not possible for edited meshes.")
def select_vertex_group(self,ob,group_name):
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
num_selected_verts = 0
for i,vert in enumerate(ob.data.vertices):
try:
ob.vertex_groups[group_name].weight(i)
vert.select = True
num_selected_verts += 1
except:
pass
bpy.ops.object.mode_set(mode='EDIT')
return num_selected_verts
def merge_selected_objects(self,context):
objects = list(context.selected_objects)
dupli_objects = []
### deselect objects
for ob in objects:
ob.select = False
for i,ob in enumerate(objects):
if ob.type == 'MESH':
dupli_ob = ob.copy()
context.scene.objects.link(dupli_ob)
dupli_me = dupli_ob.data.copy()
dupli_ob.data = dupli_me
dupli_objects.append(dupli_ob)
for group in dupli_ob.vertex_groups:
dupli_ob.vertex_groups.remove(group)
v_group = dupli_ob.vertex_groups.new(name=ob.name)
v_group.add(range(len(dupli_ob.data.vertices)),1,"REPLACE")
### select all the new objects, and make the first one active, so we can do a join
for ob in dupli_objects:
if ob.type == 'MESH':
ob.select = True
self.multi_object = context.scene.objects.active = dupli_objects[0]
### copy the mesh, because we will join into that mesh
self.multi_object.data = self.multi_object.data.copy()
bpy.ops.object.join()
self.multi_object.name = "Multi_UV_Object"
def modal(self, context, event):
if (event.type in ['TAB'] and not event.ctrl and not event.shift and not event.oskey) or self.multi_object.mode == "OBJECT":
self.report({'INFO'}, "Multi Object UV Editing done.")
self.leave_editing_mode(context)
return {'CANCELLED'}
return {'PASS_THROUGH'}
def invoke(self, context, event):
### leave local view, prevents blender to crash when joining objects
if context.area.spaces.active.local_view != None:
override = bpy.context.copy()
override["area"] = context.area
bpy.ops.view3d.localview(override)
### reset variables
self.multi_object = None
context.window_manager.modal_handler_add(self)
### store active and selected objects
self.initial_objects = context.selected_objects
self.initial_objects_hide_render = [obj.hide_render for obj in self.initial_objects]
self.active_object = context.scene.objects.active
### make merged copy of all selected objects, that we can edit
self.merge_selected_objects(context)
self.multi_object.hide_render = False
self.multi_object.hide = False
### hide the initial objects
for obj in self.initial_objects:
if obj.type == 'MESH':
obj.hide = True
obj.hide_render = True
###switch to edit mode
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action='SELECT')
if len(self.multi_object.data.uv_textures) > 0:
bpy.ops.uv.select_all(action='SELECT')
return {'RUNNING_MODAL'}
def add_object_tools(self,context):
if len(get_selected_mesh_objects(context)) > 1:
self.layout.operator_context = "INVOKE_DEFAULT"
self.layout.separator()
self.layout.label("UV Tools:")
self.layout.operator("object.multi_object_uv_edit",text="Multi Object UV Editing",icon="IMAGE_RGB")
def add_object_specials(self,context):
if len(get_selected_mesh_objects(context)) > 1:
self.layout.operator_context = "INVOKE_DEFAULT"
self.layout.operator("object.multi_object_uv_edit",text="Multi Object UV Editing",icon="IMAGE_RGB")
def register():
bpy.types.VIEW3D_PT_tools_object.append(add_object_tools)
bpy.types.VIEW3D_MT_object_specials.append(add_object_specials)
bpy.utils.register_class(MultiObjectUVEdit)
def unregister():
bpy.types.VIEW3D_PT_tools_object.remove(add_object_tools)
bpy.types.VIEW3D_MT_object_specials.remove(add_object_specials)
bpy.utils.unregister_class(MultiObjectUVEdit)
if __name__ == "__main__":
register()