TexTools is a UV and Texture tool set for 3dsMax created several years ago. This open repository will port in time several of the UV tools to Blender in python. http://renderhjs.net/textools/blender
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import bpy
import bmesh
import operator
from mathutils import Vector
from collections import defaultdict
from math import pi
from . import utilities_color
class op(bpy.types.Operator):
bl_idname = "uv.textools_color_clear"
bl_label = "Clear Colors"
bl_description = "Clears the Color IDs and materials on the selected model"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
if not bpy.context.active_object:
return False
if bpy.context.active_object not in bpy.context.selected_objects:
return False
if bpy.context.active_object.type != 'MESH':
return False
#Only in UV editor mode
if bpy.context.area.type != 'IMAGE_EDITOR':
return False
return True
def execute(self, context):
clear_colors(self, context)
return {'FINISHED'}
def clear_colors(self, context):
obj = bpy.context.active_object
# Store previous mode
previous_mode = bpy.context.active_object.mode
if bpy.context.active_object.mode != 'EDIT':
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(bpy.context.active_object.data);
# Set all faces
for face in bm.faces:
face.material_index = 0
# Clear material slots
bpy.ops.object.mode_set(mode='OBJECT')
count = len(obj.material_slots)
for i in range(count):
bpy.ops.object.material_slot_remove()
# Delete materials if not used
for material in bpy.data.materials:
if utilities_color.material_prefix in material.name:
if material.users == 0:
material.user_clear()
bpy.data.materials.remove(material)
# Restore previous mode
bpy.ops.object.mode_set(mode=previous_mode)
for area in bpy.context.screen.areas:
print("area: {}".format(area.type))
if area.type == 'PROPERTIES':
for space in area.spaces:
if space.type == 'PROPERTIES':
# space.shading.type = 'MATERIAL'
space.context = 'MATERIAL'
# Show Material Tab
for area in bpy.context.screen.areas:
if area.type == 'PROPERTIES':
for space in area.spaces:
if space.type == 'PROPERTIES':
space.context = 'MATERIAL'
# Switch Solid shading
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
space.shading.type = 'SOLID'
bpy.utils.register_class(op)