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Copy pathdebug_previews.py
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debug_previews.py
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import bpy
def process_assets(mode):
if mode:
print('marking objects:')
for ob in bpy.data.objects:
for i in bpy.data.scenes: #only mark objects that are linked to a scene
if ob.name in bpy.data.scenes[i.name].objects and ob.type == 'MESH':
mark_assets(ob)
else:
print('clearing objects:')
for ob in bpy.data.objects:
clear_assets(ob)
for me in bpy.data.meshes:
clear_assets(me)
if mode:
print('marking materials')
for mat in bpy.data.materials:
mark_assets(mat)
else:
print('clearing materials')
for mat in bpy.data.materials:
clear_assets(mat)
#bpy.ops.wm.previews_batch_generate()
bpy.ops.wm.previews_ensure()
def mark_assets(asset):
print(' ', asset.name)
asset.asset_mark()
asset.asset_generate_preview()
def clear_assets(asset):
print(' ', asset.name)
asset.asset_clear()
asset.use_fake_user = True
process_assets(True)