Add Rename Function: Parent + Child (Hulls) Objects
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@@ -3,7 +3,195 @@ bl_info = {
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"author": "Darklighter",
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"version": (0, 0, 1),
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"blender": (4, 5, 3),
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"location": "3D-Viewport > Sidebar > FLCT",
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"location": "3D-Viewport > Sidebar > FLLancerEdit Utility",
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"description": "Non-offical LancerEdit Model Utility Plugin for PC-Game Freelancer",
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"category": "Development",
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}
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import bpy
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import re
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class RenameObjectsAndMeshesOperator(bpy.types.Operator):
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bl_idname = "object.rename_objects_and_meshes"
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bl_label = "Rename Objects and Mesh Data"
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bl_description = "Rename specified objects and their mesh data blocks, and their children"
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object_names: bpy.props.StringProperty(
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name="Object Names",
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description="Comma-separated list of object names to rename",
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default=""
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)
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new_name: bpy.props.StringProperty(
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name="New Name",
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description="New name for objects and their mesh data blocks",
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default=""
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)
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def execute(self, context):
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names_input = self.object_names.strip()
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new_name = self.new_name.strip()
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if not names_input or not new_name:
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self.report({'WARNING'}, "Please enter object names and a new name")
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return {'CANCELLED'}
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names_list = [name.strip() for name in names_input.split(",") if name.strip()]
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for obj_name in names_list:
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obj = bpy.data.objects.get(obj_name)
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if obj:
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# Rename the object
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old_mesh_name = obj.data.name if obj.data else None
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obj.name = new_name
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# Rename the mesh data block if it exists
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if obj.data:
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obj.data.name = new_name
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# Rename children objects starting with 'parent_name.'
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for child in bpy.data.objects:
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if child.name.startswith(f"{obj_name}."):
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suffix = child.name[len(f"{obj_name}."):]
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child.name = f"{new_name}.{suffix}"
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# Also rename their mesh data if applicable
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if child.data:
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child.data.name = f"{new_name}.{suffix}"
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else:
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self.report({'WARNING'}, f"Object '{obj_name}' not found.")
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self.report({'INFO'}, "Renaming of objects and mesh data completed.")
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return {'FINISHED'}
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class RenameChildObjectOperator(bpy.types.Operator):
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bl_idname = "object.rename_selected_child"
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bl_label = "Rename Selected Child (Hulls/Sur) Objects"
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bl_description = "Rename the mesh data of the selected child object and assign a new suffix, filling gaps"
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def execute(self, context):
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scene = context.scene
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base_name = scene.child_object_new_name.strip()
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if not base_name:
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self.report({'WARNING'}, "New name cannot be empty")
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return {'CANCELLED'}
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selected_children = [obj for obj in context.selected_objects if obj.parent]
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if not selected_children:
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self.report({'WARNING'}, "No selected child objects found")
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return {'CANCELLED'}
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# Collect existing suffixes
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pattern = re.compile(rf"{re.escape(base_name)}\.(\d+)\$hull")
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used_suffixes = []
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for o in bpy.data.objects:
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match = pattern.match(o.name)
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if match:
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used_suffixes.append(int(match.group(1)))
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used_suffixes = sorted(set(used_suffixes))
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suffixes_to_use = []
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# Fill in gaps starting from 1
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expected_suffix = 0
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for suffix in used_suffixes:
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while expected_suffix < suffix:
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suffixes_to_use.append(expected_suffix)
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expected_suffix += 1
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expected_suffix = suffix + 1
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# Now, assign suffixes:
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suffix_index = 0
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for obj in selected_children:
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# Check if object already has a suffix
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match = pattern.match(obj.name)
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if match:
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current_suffix = int(match.group(1))
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if current_suffix in suffixes_to_use:
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# Already assigned, skip
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continue
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else:
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# Object already named properly, skip
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continue
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else:
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# Assign next available gap suffix or new suffix
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if suffix_index < len(suffixes_to_use):
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suffix_num = suffixes_to_use[suffix_index]
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suffix_index += 1
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else:
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suffix_num = expected_suffix
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expected_suffix += 1
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new_name = f"{base_name}.{suffix_num}$hull"
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if obj.type == 'MESH' and obj.data:
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obj.name = new_name
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obj.data.name = new_name
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else:
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self.report({'WARNING'}, f"Object {obj.name} does not have mesh data, skipped.")
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self.report({'INFO'}, "Selected child objects renamed successfully")
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return {'FINISHED'}
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class LancerEditHelpersPanel(bpy.types.Panel):
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bl_label = "LancerEdit Model Utility Plugin"
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bl_idname = "OBJECT_PT_rename_objects_meshes"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = 'LancerEdit Utility'
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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# Existing renaming section
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layout.label(text="Rename Parent Object:")
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layout.prop(scene, "object_names")
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layout.prop(scene, "new_name")
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op = layout.operator("object.rename_objects_and_meshes")
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op.object_names = scene.object_names
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op.new_name = scene.new_name
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# Section for renaming selected child object
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layout.separator()
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layout.label(text="Rename Selected Child (Hulls/Sur) Objects")
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layout.prop(scene, "child_object_new_name")
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layout.operator("object.rename_selected_child")
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def register():
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bpy.utils.register_class(LancerEditHelpersPanel)
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bpy.utils.register_class(RenameObjectsAndMeshesOperator)
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bpy.utils.register_class(RenameChildObjectOperator)
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bpy.types.Scene.object_names = bpy.props.StringProperty(
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name="Parent Name",
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description="Comma-separated list of object names",
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default=""
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)
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bpy.types.Scene.new_name = bpy.props.StringProperty(
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name="Change Name",
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description="New name for objects and their mesh data",
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default=""
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)
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bpy.types.Scene.child_object_new_name = bpy.props.StringProperty(
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name="Change Name",
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description="New name for the selected child object",
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default=""
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)
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def unregister():
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bpy.utils.unregister_class(LancerEditHelpersPanel)
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bpy.utils.unregister_class(RenameObjectsAndMeshesOperator)
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bpy.utils.unregister_class(RenameChildObjectOperator)
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del bpy.types.Scene.object_names
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del bpy.types.Scene.new_name
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del bpy.types.Scene.child_object_new_name
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if __name__ == "__main__":
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register()
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