cloning
link-mesh-array.py
link-mesh.py

mesh fabrication
staircase.py
triangle-donut.py
vertexAccumulator.py
randomSquareArray.py
meshFromBathymetry.py
cylinders-from-list-of-radii.py
binary-image-to-mesh.py
sphere-minecraft-schematic.py
spikify.py
add-to-mesh.py
mobius-strip.py
split-copy-mesh.py

fabricating other objects
create-text.py
text-from-file.py
create-camera.py
create-bezier.py
helix-bezier.py

material slots
cube-copy-blue.py
cube-turns-red.py
red-blue-per-object.py

animation and fcurves
csv-to-fcurve-loc-rot.py
csv-to-fcurve.py
pop-in-material.py
spike-wiggle-2.py
spike-wiggle.py
sweep-animate-size.py
animate-cycles-lamp-strength.py

incorporating python libraries
exec-text-library.py
exec-external-python.py
import-python.py

constraints
camera-track-object.py
text-track-camera.py

shape keys
explore-shape-keys.py
shape-key-fin.py
docking-tube.py

animating curve bevel
data-graph.py

drivers
scan-drivers.py
copy-drivers.py
driver-fin.py
driver-multi-chain.py

UV layers
barber-pole.py
expand-uv-to-fit.py
uv-from-geometry-cubic.py
flip-texture-v-coordinate.py

modifiers
hook-modifier-curve.py
rounded-prisms.py
make-tile.py
remove-action-modifiers.py

NLAs
explore-NLAs.py
spinning-frogs.py

video sequence editor (VSE)
create-vse-image-strips.py
slide-show.py
vse-strip-gap.py

images and textures
image-on-mesh.py
image-to-material-node.py
load-image-texture.py
texture-one-cube-face.py
condense-duplicate-images.py

analytic geometry
animate-random-spin.py
camera-cone-exp-2.py
camera-cone-exp.py
compute-circle-center.py
dihedral-angle-from-xy.py
extrude-edge-along-custom-axis.py
orientation-matrix.py
two-spheres.py
bezier-interpolate.py
rotate-to-match.py

node trees
change-diffuse-to-emission-node.py

etc
add-plane-from-selected-vertices.py
adjust-all-materials.py
all-nodes-cycles-materials.py
bit_shift.py
bone-orientation-demo.py
cannonball-packing.py
comb.py
convert-quaternion-keyframes-to-euler.py
copy-location-from-vertex-group.py
create-cycles-material.py
demonstrate-decomposition-instability.py
dump-point-cache.py
dump-screen-layout-info.py
expand-nla-strips.py
explore-edge-bevel-weight.py
find-action-users.py
find-green-rectangle.py
find-new-objects.py
fix-scene-layers.py
generate-makefile.py
link-external-data-blocks.py
list-referenced-files.py
material-readout.py
movie-card-stack.py
movies-on-faces.py
next-file-name.py
object-font-from-regular-font.py
operator-mesh-gridify.py
particle-animator.py
particle_loop.py
pose-match.py
pose-sequence-to-fbx.py
prepare-texture-bake.py
raining-physics.py
random-pebble-material.py
reverse-keyframes.py
scale-parallelogram.py
screenshot-sequence.py
select-objects-in-modifiers.py
select-vertices.py
shift-layers.py
snapshot-keyframes-as-mesh.py
sphere-project-texture.py
squish-mesh-axis.py
subdivide-fcurve.py
thicken-texture.py
transform-selected.py
voronoi-madness.py

import bpy
import bmesh
 
 
def findDupImages():
    perPath = {}
    for img in bpy.data.images:
        if img.filepath=='':
            continue
        q = perPath.get(img.filepath)
        if q:
            q["images"].append(img.name)
        else:
            q = { "filepath": img.filepath,
                "images" : [img.name]
                }
            perPath[img.filepath] = q
    return perPath
 
 
 
def rewriteTex(rewrite):

    # do the textures
    for tex in bpy.data.textures:
#        print(tex.name)
        if tex and tex.type=="IMAGE":
            n1 = tex.image.name
            n2 = rewrite.get(n1)
            if (n2):
                print("%s => %s" % (tex.name, n2))
                tex.image = bpy.data.images[n2]

    # this next bit condenses images that show up in the UV/image editor
    for mesh in bpy.data.meshes:
        bm = bmesh.new()
        bm.from_mesh(mesh)
        tl = bm.faces.layers.tex.active
        if tl:
            dirty=False
            for f in bm.faces:
                img = f[tl].image
                if img:
                    n2 = rewrite.get(img.name)
                    if n2:
                        f[tl].image = bpy.data.images[n2]
                        dirty=True
            if dirty:
                 bm.to_mesh(mesh)
       
def buildRewriteDict(perPath):
    rval = {}
    for path,q in perPath.items():
        imgs = q["images"]
        for idx in range(1,len(imgs)):
             rval[imgs[idx]] = imgs[0]
    return rval              
 
 
def hasProblemImage(obj, dict):
    if (obj.type!="MESH"):
       print(obj.type)
       return False
    for m in obj.data.materials:
        if (materialHasProblemImage(m, dict)):
            return True
   
    bm = bmesh.new()
    bm.from_mesh(obj.data)
   
    tl = bm.faces.layers.tex.active
#    print(tl)
    if tl:
      for f in bm.faces:
          img = f[tl].image
          if img and dict.get(f[tl].image.name):
              return True
   
    return False
 
def materialHasProblemImage(m, dict):
    for tex_ in m.texture_slots:
        if (tex_ is None):
            continue
        tex = tex_.texture
        if (tex.type=="IMAGE" and dict.get(tex.image.name)):
            return True
    return False
   
 
def selectProblemObjects(dict):
    for obj in bpy.data.objects:
        if (hasProblemImage(obj, dict)):
            obj.select = True
           
               
#for img in bpy.data.images:
#    print(img.name)      
#print ("done")        
 
perPath= findDupImages()
 
rewriteDict = buildRewriteDict(perPath)
 
print (rewriteDict)
 
selectProblemObjects(rewriteDict)
rewriteTex(rewriteDict)

Blender python API quick-start

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