Whats New in 1.7
- Name Panel has had its default location changed to the properties panel of the 3D view.
- Batch Name and Auto Name have had their pop-ups slightly cleaned up, in order to improve usability.
- Name copy has been renamed to Transfer Names.
- Sort row allowing for better control over sort methods (old sort row now is the count row).
- Insert text options for the custom name field.
- Pin/Unpin the Active Bone in the name stack at the top.
- Batch Name now has cut options, allowing for position based removal of characters.
- Name Panel's name stack now respects local view in the 3D view.
- Name Panel now contains quicker find and replace options in the panel.
- Auto Name now has name count available in the pop-up.
- Name counting now works with names that contain a suffix after the number.
- Holding Alt while clicking the Quick Batch button will now open the standard Batch Name operator.
- Reset option available in all naming operators, defaults can be defined in addon preferences.
- Datablock panel that displays settings related to the previous icon clicked in the name stack.
- It is now possible to link to the first name when counting names.
This addon offers a panel that displays object related datablock names below the object and object data name fields, offering quick access within the 3D View to all available datablock names, along with an occasional option or two, like a mini outliner, in addition there is also another panel offered that displays datablock options related to the last icon clicked in the name stack.
Filter options are located towards the top of the panels and the panels are located in the property shelf of the 3D view.
This addon is coupled with a series of operators that save a lot of time when renaming datablocks, the operators are as follows;
This operator allows for quickly naming objects and those object's modifiers, constraints, object data and for pose bones; bone constraints. It works by assigning names based on type, the names used are defined by the you and can be saved with your start-up. (Options saved with the current scene)
This operator is the big work horse here, through its various toggle options and input fields you are able to perform find and replace text operations (with regular expression support) to almost all datablock names in the file and control how duplicate names will be numbered. The pop-up is a bit clustered but is fairly straightforward to understand once you use it a time or two, the tool-tips indicate what the option is doing/allowing.
Need a faster way to batch name? The last button in the search row opens batch name in an alternative mode known as quick batch, in this mode only the names visible in the name stack are effected by batch name;
This operator is meant to fulfill the need to transfer names from some object datablocks to others, essentially copying them and pasting to the targets, this is done on a per object basis unless the 'use active object' option is active, which will then transfer the source name from the active object to the selected objects.
Install - Remove
To install or remove the add-on, I recommend that you use Blender's built in add-on install or remove options, please remove any old version of the add-on before updating to the latest if you experience any issues.
If you have any questions, comments, concerns or suggestions; please reply below.
Please report any bugs here.
Welcome to the Name Panel add-on, this documentation will help you get started, hopefully from here you should understand enough of the functionality within Name Panel to use this add-on effectively in your workflow.
Name Panel by default presents itself in a simplified form, it is located in the 3D View Tool Shelf under the Name tab.
As you can see name panel by default can serve as a more functional item panel, however it is easy to adjust Name Panel to your needs while you work.
Name Panel can be visually broken up into two regions; filter options and the name stack, the two are closely related, as the filter options directly effect what names are displayed in the name stack.
For example; let's display modifier names for the object(s);
Let's also display vertex group names;
Let's do something more interesting; how about we display all the names of the selected objects in the name stack;
The name stack here is being populated with the objects that are selected in the 3D View, you need to be a bit careful as too many objects at once can severely reduce performance, in my tests blender performs well up to around 600 names being displayed simultaneously.
Or use the currently visible scene layers;
Now let's enable some outliner-level control by activating the shortcut options toggle;
We can also change the 3D View selection, to do this, for any object other then the active object simply click the button or icon in front of the datablock name, and the 3D View selection will update accordingly;
If you wish to add to your selection be sure to hold SHIFT when clicking, or if you would like to have the view centered on the object when selecting hold CTRL, you can also prevent the object from becoming the active object by holding ALT.
One of the more important features of the Name Panel is the search row;
As you may expect typing a value into this field will filter the name stack, showing only names that share its value, the three buttons to the right are explained in the Batch Name and Regular Expressions sections.
Auto Name - Open the Auto Name operator.
Batch Name - Open the Batch Name operator in the standard mode.
Batch Name Copy - Open the Batch Name Copy operator.
Reset Settings - Reset the settings of the panel and operators.
Transfer Settings - Transfer the settings of the panel and operators to other scenes.
Pin Active Object - Pin the active object to the top of the name stack.
Hide Search - Hide the search row with the panel filters.
Auto Name is a tool that quickly goes through the target datablocks and assigns a predefined name to them based on their type.
This pop-up allows you to target the desired datablocks and access the name settings for every kind of target you can name. The first row allows you to effect targets that fall under the category of the mode enabled.
So let's name all the selected objects based on their type;
How about instead we prefix the names;
Now pressing OK in Auto Name will cause the selected objects to be prefixed with the values shown.
When auto naming constraints, modifiers, object data and bones constraints, follow the same steps except adjusting in respect to your desired target datablocks and outcome.
Batch Name is the tool you need when it comes to massively manipulating names and dealing with name numbering. The operator is presented in two forms, we will start with the simplest of the two.
Batch Name in Quick Batch mode is the fastest and easiest way to name your objects and any related datablocks, it works by targeting names that are displayed in the name stack, by default naming all of them.
Lets give the modifiers of the active object the name 'name';
As you can see all the modifier names have been changed to name, while the names of the object and object data have been unaffected, this is because in this mode you have the option to ignore datablocks, in this example objects and object data.
Now lets number those modifier names correctly;
By allowing you to isolate the desired names via; panel filters, ignore options and the search row you are offered a highly versatile and intuitive way to perform batch naming across several datablocks very quickly.
However Batch Name in this mode is not without its limitations, most notably; what if you wish to name datablocks outside the scope of objects, such as images, text documents or scenes?
Secondly; there is limitations to how Quick Batch handles multi-user data such as a texture datablocks shared among several materials.
In these scenarios the standard Batch Name operator is more appropriate.
I hope this pop-up demonstrates the capability of batch name in its standard mode.
Batch Name normally is a bit more of a power house, much like Name Panel, it can be broken up visually into two regions; what you want to name and how you want to name it;
Selected - Batch Name will only effect selected objects.
Scene - Batch Name will only effect objects in the scene.
All Objects - Batch Name will effect all objects in the blend file.
Global - Batch Name will effect target datablocks globally, useful for fake-users, textures, etc...
So if you wanted to name the materials belonging to the selected objects;
How about instead name all the materials in the file;
Perhaps we need to name only the subdivision modifiers of all the objects;
These menus are also available in Auto Name and adjust the behavior of Auto Name accordingly.
In these examples nothing would have happened had you clicked OK, this is because you did not change the text input fields below the targeting region in order to achieve desired effect.
Batch Name Copy
Batch Name Copy is a tool designed to simply copy names from the designated source and paste that name to the designated target(s).
Batch Name Copy is pretty self explanatory, but we will go through what I feel is the most common use scenario.
Let's transfer the names from the selected objects to their object data;
Regular expressions are beyond the scope of this document, however both the search row in the Name Panel, and the Find field in Batch Name support the use of regular expressions if you activate the option towards the end of the fields, there is also an option nearby to generate a cheatsheet, allowing you to always have a reference when needed.
You can find detailed information on the topic here.
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