Simple addon to create folder structures in blender.

Overview

BlenderCreateFolderStructure

Simple Add-on to create a folder structure in Blender.

Installation

  1. Download BlenderCreateFolderStructure.py
  2. Open Blender
  3. Go to Edit > Preferences > Add-ons > Install...
  4. Choose BlenderCreateFolderStructure.py

Instruction

  1. Choose File > Create Folder Structure
  2. Choose a structure type
  3. Choose a location and a name
  4. Press Create Folder Structure

Code:

Create Folder Structure", "warning": "", "wiki_url": "", "tracker_url": "", "category": "Development" } import os import bpy import bpy_extras from bpy.props import EnumProperty class CreateFolderStructure(bpy.types.Operator, bpy_extras.io_utils.ExportHelper): """Create Folder Structure""" bl_idname = "wm.create_folder_structure" bl_label = "Create Folder Structure" filename_ext = "" index = 0 structure_type: EnumProperty( name="Structure Type", items=(('Prop', "Prop", ""), ('Character', "Character", ""), ('Environment', "Environment", ""), ('Project', "Project", ""), ), default='Prop', ) def execute(self, context): self.base_structure() if self.structure_type == 'Prop': self.reference_structure() self.geometry_structure() self.texture_structure() self.rig_structure() self.animation_structure() self.audio_structure() if self.structure_type == 'Character': self.reference_structure() self.geometry_structure() self.texture_structure() self.rig_structure() self.animation_structure() self.audio_structure() if self.structure_type == 'Environment': self.simulation_structure() self.audio_structure() if self.structure_type == 'Project': self.props_structure() self.characters_structure() self.environment_structure() self.rendering_structure() self.documentation_structure() self.autosave_structure() self.trash_structure() return {'FINISHED'} def base_structure(self): os.mkdir(self.filepath) open(os.path.join(self.filepath, os.path.basename(self.filepath)+'.blend'), 'a').close() open(os.path.join(self.filepath, os.path.basename(self.filepath)+'.fbx'), 'a').close() def reference_structure(self): os.mkdir(os.path.join(self.filepath, str(self.index).zfill(2)+' References')) self.index += 1 def props_structure(self): os.mkdir(os.path.join(self.filepath, str(self.index).zfill(2)+' Props')) open(os.path.join(self.filepath, ' - Create prop folder structures in here - '), 'a').close() self.index += 1 def characters_structure(self): os.mkdir(os.path.join(self.filepath, str(self.index).zfill(2)+' Characters')) open(os.path.join(self.filepath, ' - Create character folder structures in here - '), 'a').close() self.index += 1 def environment_structure(self): os.mkdir(os.path.join(self.filepath, str(self.index).zfill(2)+' Environment')) open(os.path.join(self.filepath, ' - Create environment folder structures in here - '), 'a').close() self.index += 1 def geometry_structure(self): geometry_path = os.path.join(self.filepath, str(self.index).zfill(2)+' Geometry') os.mkdir(geometry_path) open(os.path.join(geometry_path, ' - Contains a blender and zbrush file for low and high poly models - '), 'a').close() open(os.path.join(geometry_path, 'Geometry.blend'), 'a').close() open(os.path.join(geometry_path, 'Geometry.zpr'), 'a').close() os.mkdir(os.path.join(geometry_path, 'BaseMeshes')) open(os.path.join(geometry_path, 'BaseMeshes', '- Contains all base meshes, you need to model or sculpt -'), 'a').close() open(os.path.join(geometry_path, 'BaseMeshes', 'MeshNameBase.fbx'), 'a').close() os.mkdir(os.path.join(geometry_path, 'HighPoly')) open(os.path.join(geometry_path, 'HighPoly', '- Contains the high poly fbx files for texture baking -'), 'a').close() open(os.path.join(geometry_path, 'HighPoly', 'MeshName_high.fbx'), 'a').close() self.index += 1 def texture_structure(self): texture_path = os.path.join(self.filepath, str(self.index).zfill(2)+' Texture') os.mkdir(texture_path) open(os.path.join(texture_path, ' - Contains a substance painter file and folders with exported texture sets - '), 'a').close() open(os.path.join(texture_path, 'Texture.blend'), 'a').close() open(os.path.join(texture_path, os.path.basename(self.filepath)+'.spp'), 'a').close() self.index += 1 def rig_structure(self): rig_path = os.path.join(self.filepath, str(self.index).zfill(2)+' Rig') os.mkdir(rig_path) open(os.path.join(rig_path, ' - Contains the rigged model - '), 'a').close() open(os.path.join(rig_path, 'Rig.blend'), 'a').close() self.index += 1 def animation_structure(self): animation_path = os.path.join(self.filepath, str(self.index).zfill(2)+' Animation') os.mkdir(animation_path) open(os.path.join(animation_path, ' - Contains one blender file with all animations and all animations exported as fbx files - '), 'a').close() open(os.path.join(animation_path, 'Animation.blend'), 'a').close() open(os.path.join(animation_path, 'AnimationName.fbx'), 'a').close() self.index += 1 def simulation_structure(self): simulation_path = os.path.join(self.filepath, str(self.index).zfill(2)+' Simulation') os.mkdir(simulation_path) open(os.path.join(simulation_path, ' - Contains blender files with the simulations and a cache folder with cached simulations - '), 'a').close() open(os.path.join(simulation_path, 'SimulationName.blend'), 'a').close() os.mkdir(os.path.join(simulation_path, 'Cache')) open(os.path.join(simulation_path,'Cache' , ' - Contains folders with cached simulations - '), 'a').close() self.index += 1 def rendering_structure(self): render_path = os.path.join(self.filepath, str(self.index).zfill(2)+' Render') os.mkdir(render_path) open(os.path.join(render_path, 'RenderName.blend'), 'a').close() open(os.path.join(render_path, ' - Contains blender files to render and folders with rendered images - '), 'a').close() self.index += 1 def audio_structure(self): path = os.path.join(self.filepath, str(self.index).zfill(2)+' Audio') os.mkdir(path) open(os.path.join(path, ' - Contains audio files - '), 'a').close() self.index += 1 def documentation_structure(self): path = os.path.join(self.filepath, str(self.index).zfill(2)+' Documentation') os.mkdir(path) open(os.path.join(path, ' - Contains screenshots, gifs and other forms of documentation - '), 'a').close() self.index += 1 def research_structure(self): research_path = os.path.join(self.filepath, 'Research') os.mkdir(os.path.join(self.filepath, 'Research')) os.mkdir(os.path.join(self.filepath, 'Research', 'Experiments')) os.mkdir(os.path.join(self.filepath, 'Research', 'Scripts')) self.index += 1 def autosave_structure(self): path = os.path.join(self.filepath, str(self.index).zfill(2)+' Autosave') os.mkdir(path) open(os.path.join(path, ' - Contains autosaves - '), 'a').close() self.index += 1 def trash_structure(self): path = os.path.join(self.filepath, str(self.index).zfill(2)+' Autosave') os.mkdir(path) open(os.path.join(path, ' - Contains temporary files which can be deleted - '), 'a').close() self.index += 1 def menu_func(self, context): self.layout.separator() self.layout.operator(CreateFolderStructure.bl_idname) def register(): bpy.types.TOPBAR_MT_file.append(menu_func) bpy.utils.register_class(CreateFolderStructure) def unregister(): bpy.utils.unregister_class(CreateFolderStructure) bpy.types.TOPBAR_MT_file.remove(menu_func) if __name__ == "__main__": register() ">
bl_info = {
    "name": "Create Folder Structure",
    "description": "A simple tool to genereate a folder structure",
    "author": "Dominik Strasser ",
    "version": (1, 0, 0),
    "blender": (2, 93, 0),
    "location": "File > Create Folder Structure",
    "warning": "",
    "wiki_url": "",
    "tracker_url": "",
    "category": "Development"
}


import os
import bpy
import bpy_extras
from bpy.props import EnumProperty


class CreateFolderStructure(bpy.types.Operator, bpy_extras.io_utils.ExportHelper):
    """Create Folder Structure"""
    bl_idname = "wm.create_folder_structure"
    bl_label = "Create Folder Structure"
 
    filename_ext = ""

    index = 0

    structure_type: EnumProperty(
            name="Structure Type",
            items=(('Prop', "Prop", ""),
                   ('Character', "Character", ""),
                   ('Environment', "Environment", ""),
                   ('Project', "Project", ""),
                   ),
            default='Prop',
            )

    def execute(self, context):

        self.base_structure()

        if self.structure_type == 'Prop':
            self.reference_structure()
            self.geometry_structure()
            self.texture_structure()
            self.rig_structure()
            self.animation_structure()
            self.audio_structure()

        if self.structure_type == 'Character':
            self.reference_structure()
            self.geometry_structure()
            self.texture_structure()
            self.rig_structure()
            self.animation_structure()
            self.audio_structure()

        if self.structure_type == 'Environment':
            self.simulation_structure()
            self.audio_structure()

        if self.structure_type == 'Project':
            self.props_structure()
            self.characters_structure()
            self.environment_structure()

        self.rendering_structure()
        self.documentation_structure()
        self.autosave_structure()
        self.trash_structure()
        
        return {'FINISHED'}

    def base_structure(self):
        os.mkdir(self.filepath)
        open(os.path.join(self.filepath, os.path.basename(self.filepath)+'.blend'), 'a').close()
        open(os.path.join(self.filepath, os.path.basename(self.filepath)+'.fbx'), 'a').close()

    def reference_structure(self):
        os.mkdir(os.path.join(self.filepath, str(self.index).zfill(2)+' References'))
        self.index += 1

    def props_structure(self):
        os.mkdir(os.path.join(self.filepath, str(self.index).zfill(2)+' Props'))
        open(os.path.join(self.filepath, ' - Create prop folder structures in here - '), 'a').close()
        self.index += 1

    def characters_structure(self):
        os.mkdir(os.path.join(self.filepath, str(self.index).zfill(2)+' Characters'))
        open(os.path.join(self.filepath, ' - Create character folder structures in here - '), 'a').close()
        self.index += 1

    def environment_structure(self):
        os.mkdir(os.path.join(self.filepath, str(self.index).zfill(2)+' Environment'))
        open(os.path.join(self.filepath, ' - Create environment folder structures in here - '), 'a').close()
        self.index += 1

    def geometry_structure(self):
        geometry_path = os.path.join(self.filepath, str(self.index).zfill(2)+' Geometry')
        os.mkdir(geometry_path)
        open(os.path.join(geometry_path, ' - Contains a blender and zbrush file for low and high poly models - '), 'a').close()
        open(os.path.join(geometry_path, 'Geometry.blend'), 'a').close()
        open(os.path.join(geometry_path, 'Geometry.zpr'), 'a').close()
        os.mkdir(os.path.join(geometry_path, 'BaseMeshes'))
        open(os.path.join(geometry_path, 'BaseMeshes', '- Contains all base meshes, you need to model or sculpt -'), 'a').close()
        open(os.path.join(geometry_path, 'BaseMeshes', 'MeshNameBase.fbx'), 'a').close()
        os.mkdir(os.path.join(geometry_path, 'HighPoly'))
        open(os.path.join(geometry_path, 'HighPoly', '- Contains the high poly fbx files for texture baking -'), 'a').close()
        open(os.path.join(geometry_path, 'HighPoly', 'MeshName_high.fbx'), 'a').close()
        self.index += 1

    def texture_structure(self):
        texture_path = os.path.join(self.filepath, str(self.index).zfill(2)+' Texture')
        os.mkdir(texture_path)
        open(os.path.join(texture_path, ' - Contains a substance painter file and folders with exported texture sets - '), 'a').close()
        open(os.path.join(texture_path, 'Texture.blend'), 'a').close()
        open(os.path.join(texture_path, os.path.basename(self.filepath)+'.spp'), 'a').close()
        self.index += 1

    def rig_structure(self):
        rig_path = os.path.join(self.filepath, str(self.index).zfill(2)+' Rig')
        os.mkdir(rig_path)
        open(os.path.join(rig_path, ' - Contains the rigged model - '), 'a').close()
        open(os.path.join(rig_path, 'Rig.blend'), 'a').close()
        self.index += 1

    def animation_structure(self):
        animation_path = os.path.join(self.filepath, str(self.index).zfill(2)+' Animation')
        os.mkdir(animation_path)
        open(os.path.join(animation_path, ' - Contains one blender file with all animations and all animations exported as fbx files - '), 'a').close()
        open(os.path.join(animation_path, 'Animation.blend'), 'a').close()
        open(os.path.join(animation_path, 'AnimationName.fbx'), 'a').close()
        self.index += 1

    def simulation_structure(self):
        simulation_path = os.path.join(self.filepath, str(self.index).zfill(2)+' Simulation')
        os.mkdir(simulation_path)
        open(os.path.join(simulation_path, ' - Contains blender files with the simulations and a cache folder with cached simulations - '), 'a').close()
        open(os.path.join(simulation_path, 'SimulationName.blend'), 'a').close()
        os.mkdir(os.path.join(simulation_path, 'Cache'))
        open(os.path.join(simulation_path,'Cache' , ' - Contains folders with cached simulations - '), 'a').close()
        self.index += 1

    def rendering_structure(self):
        render_path = os.path.join(self.filepath, str(self.index).zfill(2)+' Render')
        os.mkdir(render_path)
        open(os.path.join(render_path, 'RenderName.blend'), 'a').close()
        open(os.path.join(render_path, ' - Contains blender files to render and folders with rendered images - '), 'a').close()
        self.index += 1

    def audio_structure(self):
        path = os.path.join(self.filepath, str(self.index).zfill(2)+' Audio')
        os.mkdir(path)
        open(os.path.join(path, ' - Contains audio files - '), 'a').close()
        self.index += 1

    def documentation_structure(self):
        path = os.path.join(self.filepath, str(self.index).zfill(2)+' Documentation')
        os.mkdir(path)
        open(os.path.join(path, ' - Contains screenshots, gifs and other forms of documentation - '), 'a').close()
        self.index += 1

    def research_structure(self):
        research_path = os.path.join(self.filepath, 'Research')
        os.mkdir(os.path.join(self.filepath, 'Research'))
        os.mkdir(os.path.join(self.filepath, 'Research', 'Experiments'))
        os.mkdir(os.path.join(self.filepath, 'Research', 'Scripts'))
        self.index += 1

    def autosave_structure(self):
        path = os.path.join(self.filepath, str(self.index).zfill(2)+' Autosave')
        os.mkdir(path)
        open(os.path.join(path, ' - Contains autosaves - '), 'a').close()
        self.index += 1

    def trash_structure(self):
        path = os.path.join(self.filepath, str(self.index).zfill(2)+' Autosave')
        os.mkdir(path)
        open(os.path.join(path, ' - Contains temporary files which can be deleted - '), 'a').close()
        self.index += 1


def menu_func(self, context):
    self.layout.separator()
    self.layout.operator(CreateFolderStructure.bl_idname)


def register():
    bpy.types.TOPBAR_MT_file.append(menu_func)
    bpy.utils.register_class(CreateFolderStructure)


def unregister():
    bpy.utils.unregister_class(CreateFolderStructure)
    bpy.types.TOPBAR_MT_file.remove(menu_func)


if __name__ == "__main__":
    register()
Owner
Dominik Strasser
3D Generalist at SOMAREALITY
Dominik Strasser
RMfuse provides access to your reMarkable Cloud files in the form of a FUSE filesystem

RMfuse provides access to your reMarkable Cloud files in the form of a FUSE filesystem. These files are exposed either in their original format, or as PDF files that contain your annotations. This le

Robert Schroll 82 Nov 24, 2022
Small-File-Explorer - I coded a small file explorer with several options

Petit explorateur de fichier / Small file explorer Pour la première option (création de répertoire) / For the first option (creation of a directory) e

Xerox 1 Jan 03, 2022
Publicly Open Amazon AWS S3 Bucket Viewer

S3Viewer Publicly open storage viewer (Amazon S3 Bucket, Azure Blob, FTP server, HTTP Index Of/) s3viewer is a free tool for security researchers that

Sharon Brizinov 377 Dec 02, 2022
This is just a GUI that detects your file's real extension using the filetype module.

Real-file.extnsn This is just a GUI that detects your file's real extension using the filetype module. Requirements Python 3.4 and above filetype modu

1 Aug 08, 2021
File support for asyncio

aiofiles: file support for asyncio aiofiles is an Apache2 licensed library, written in Python, for handling local disk files in asyncio applications.

Tin Tvrtković 2.1k Jan 01, 2023
Uncompress DEFLATE streams in pure Python

stream-inflate Uncompress DEFLATE streams in pure Python. Installation pip install stream-inflate Usage from stream_inflate import stream_inflate impo

Michal Charemza 7 Oct 13, 2022
Instant Fuzzy File Search for Alfred

List all the files inside a folder using fd, and instantly fuzzy-search through all of them using fzf, all from inside Alfred with a single keyword: fzf.

Mr. Pennyworth 37 Nov 30, 2022
OnedataFS is a PyFilesystem interface to Onedata virtual file system

OnedataFS OnedataFS is a PyFilesystem interface to Onedata virtual file system. As a PyFilesystem concrete class, OnedataFS allows you to work with On

onedata 0 Jan 10, 2022
A python script to pull the transactions of an Algorand wallet and put them into a CSV file.

AlgoCSV A python script to pull the transactions of an Algorand wallet and put them into a CSV file. Dependancies: Requests Main features: Groups: Com

21 Jun 25, 2022
Import Python modules from any file system path

pathimp Import Python modules from any file system path. Installation pip3 install pathimp Usage import pathimp

Danijar Hafner 2 Nov 29, 2021
This is a junk file creator tool which creates junk files in Internal Storage

This is a junk file creator tool which creates junk files in Internal Storage

KiLL3R_xRO 3 Jun 20, 2021
csv2ir is a script to convert ir .csv files to .ir files for the flipper.

csv2ir csv2ir is a script to convert ir .csv files to .ir files for the flipper. For a repo of .ir files, please see https://github.com/logickworkshop

Alex 38 Dec 31, 2022
Creates folders into a directory to categorize files in that directory by file extensions and move all things from sub-directories to current directory.

Categorize and Uncategorize Your Folders Table of Content TL;DR just take me to how to install. What are Extension Categorizer and Folder Dumper Insta

Furkan Baytekin 1 Oct 17, 2021
Organize the files into the relevant sub-folders

This program can be used to organize files in a directory by their file extension. And move duplicate files to a duplicates folder.

Thushara Thiwanka 2 Dec 15, 2021
Nintendo Game Boy music assembly files parser into musicxml format

GBMusicParser Nintendo Game Boy music assembly files parser into musicxml format This python code will get an file.asm from the disassembly of a Game

1 Dec 11, 2021
PaddingZip - a tool that you can craft a zip file that contains the padding characters between the file content.

PaddingZip - a tool that you can craft a zip file that contains the padding characters between the file content.

phithon 53 Nov 07, 2022
CleverCSV is a Python package for handling messy CSV files.

CleverCSV is a Python package for handling messy CSV files. It provides a drop-in replacement for the builtin CSV module with improved dialect detection, and comes with a handy command line applicati

The Alan Turing Institute 1k Dec 19, 2022
The best way to convert files on your computer, be it .pdf to .png, .pdf to .docx, .png to .ico, or anything you can imagine.

The best way to convert files on your computer, be it .pdf to .png, .pdf to .docx, .png to .ico, or anything you can imagine.

JareBear 2 Nov 20, 2021
FUSE filesystem Python scripts for Nintendo console files

ninfs (formerly fuse-3ds) is a FUSE program to extract data from Nintendo game consoles. It works by presenting a virtual filesystem with the contents of your games, NAND, or SD card contents, and yo

Ian Burgwin 343 Jan 02, 2023
A tiny Python library for writing multi-channel TIFF stacks.

xtiff A tiny Python library for writing multi-channel TIFF stacks. The aim of this library is to provide an easy way to write multi-channel image stac

23 Dec 27, 2022