- AlexanderZubkov changed review status to Awaiting Review
- 1 mo
The purpose of this simple add-on is to find all references to external project files and copy them to a chosen location.
Optionally, you can save a copy of your blend file with updated file paths pointing to the new collection folder, or simply save a text report listing all external files in their original locations.
Locate the Add-on: After installation, you'll find the add-on in the Scene tab of the Properties panel under Project Files Collector.
Analyze External Files: Click the "Analyze External Files" button to scan the project for all file references.
Select File Types: Choose the types of files you want to export. By default, all detected file types are selected, and checkboxes for undetected types are disabled.
Set the Destination Folder: Use the "Export Folder Path" input field to select the folder where the files will be copied. It's recommended to avoid using relative paths here.
Choose Export Options: Decide whether you want to export only a report text file or also copy the files. Uncheck "Generate report only" if you want to copy the selected file types.
Save a Copy: If you want to save a copy of your blend file with updated paths in the destination folder, check the "Save a Copy of Blend File and Update Paths" checkbox.
Export: Click "Export External Data" and let the add-on do the rest!
License updated
This extension requests the following permission:
Create folders and read/write files to disk
Hey everyone,
Just a heads-up about a recent change regarding the licensing of add-ons on the Blender extension platform. Moving forward, all add-ons will need to be released under the GNU/GPL 3.0 license (SPDX:GPL-3.0-or-later). This is mainly to keep things simple and consistent across the board.
Previously, we accepted various licenses as long as they were compatible with Blender’s distribution. However, to avoid any confusion and streamline the process, all add-ons using the bpy API should now be presented as GPL 3 (the same license the Blender bundle is distributed). Regardless of whether the original code was under GPL 2, or something else like MIT or ZLIB.
Existing add-ons versions won't be affected. However, new updates will need to comply to the revised requirements.
Thanks for understanding, and feel free to reach out if you have any questions.
Converted to Draft
Ready for review
How do I change the license? I edited the manifest file https://i.imgur.com/0DTuwpQ.png , but getting this error: https://i.imgur.com/77MRZSX.png
I figured out - I forgot "SPDX:" :)
I suggest not to put dozens of individual properties bpy.types.Scene because they will show up in every scene of every user that uses the add-on, and clutter the Custom Properties panel. This is what PropertyGroups are for, to organize an add-on's properties into a sort of namespace or, well, group.
Even better, it sort of feels like these options are user preferences, so if you agree with that, I would even consider storing them in an AddonPreferences class.
On more of a side note: Have you heard of Blender Asset Tracer? It's a similar tool, but it's a command-line tool that operates on a .blend file, rather than an add-on that operates on a running Blender instance. But still, their code might be of use to you to make sure you're catching all possible places where Blender might be referencing external files. There's really quite a lot of them.
I think having this inside Blender would be amazing though.
Before I start code review:
Sign in to comment.
Ready for review