q_p

Release!
Quick Primitive is an addon for interactive creation of primitives.

Default hotkey ctrl + right mouse
Download https://gum.co/MJSlB

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Solid Addon. As i said before, i can’t imagine using Blender without this addon anymore! Great job, thanks !

wow… fast… you are the man… thank you.

ideas for future.:slight_smile: … numeric input for precise size… option to keep boolean live… option to keep in interactive draw mode after creation completation (don’t exit tool)… and interactive curve draw…

Great addon, I really like this

Спасибо вам, дорогой Darcvizer за все эти полезные дополнения. Мы думаем о вас чаще!
До скорой встречи и поздравлений.
Патрик

Hi,

Just perfect and so useful . . . tank you :yes:

Thanks for this addon.
One problem - if I draw circle, with spacebar (fix ground) and ctrl for snapping I can nicely snap it to corner. But same thing gives error for cylinder (I didn’t tested other primitives); ignore cursor position - it was messed up in recording :
https://i.imgur.com/GmDzCVj.gif
Also it will give similar error if I use spacebar, ctrl + RMB (difference with snapping and ground lock).
Anyway this is great way of making primitives - remind me of sketchup.
I was also wondering will destructive extrude work after carve booleans will be removed from blender?

thank you, guys!

@JoseConseco I will fix this, thank you.
If boolean bmesh give a good result, I will release a new version. I stopped development because even the CARVE method produced a bad result, and I could not fix it with python

Fix distance error and fix index error

I am using it in 2.79b. some irregularities happen when I use boolean with icosfere or sphere. from the second attempt on a face no longer happens Boolean difference operation.

Unfortunately this is a blender problem, we need to wait for improvements from developers

Fix decrease segments
Fix snap and face constrain https://i.imgur.com/smPLJIp.gif
Add Round cube
and some minor fixes

Fantastic Addon Darcvizer! :slight_smile:
I will definately donate again at a later stage.

For the current version I have a few wishes and questions:

Do you plan to expose the shortcut in the addon preferences?
I know the user could call it through bpy.ops.wm.call_menu_pie(name=“mesh.q_p”)
but it would be more convenient if you could set it in the preferences.

Could we also get a preference option for not collapsing/applying boolean modifiers after RMB-bool mode?
(It would be also cool to offset the bool-primitives position along the planes normal a bit.
Just so bmesh can be used insted of carve.)

In the future, could you append a version suffix to .zip packages? (easier filing)

Minor spelling:
Snaping => Snapping
Premetive => Primitive
Fix Graund => Fix Ground

Yes in the future, i will add a hotkey change in addon preferences.
I will do if use boolean RMB save modifier and LMB apply modifier
I use offset on 0.0001 distance along normal face

Thank you!
Sorry my English…

q_p - quick and practical :wink:

Thanks for this great addon! Creating objects and even empties relative to a face normal is a killer feature!

What is missing is the menu for precise input (F6) and maybe a switch/toggle to work with vertex normals, too.

Really good addon. However I have an issue cased by I don’t know what. When I select a plane to which I snap a primitive, I can scale, but only in Z axis. Couldn’t find any switch to scale them all before LMB to accept it. The effect is that all dimensions remain 0.0002 except properly scaled Z. Maybe I just miss an option or something?
Blender 2.78c.

Hi, I’m running the latest 2.7+ nightly build, and am getting this error when trying to make a Rounded Cube.


In rare cases, noticing does not want to rotate correctly and this effect is obtained.
Next week I’ll try a new way to rotate.

Probably that you do not have an addon “add mesh”.
This addon will not work in test assemblies.

Sorry for my English.

Oh I got it. Yes, I had to enable “Add Mesh: Extra Objects”.

Works now, thanks!

Awesome and really useful Addon! I just discoverd it :slight_smile:

Maybe in a later version you could add “wonder mesh” functionality ( https://github.com/WiresoulStudio/Wonder_Mesh )
Then you would be able to change the subdivisions afterward as seen here:
https://youtu.be/Pf4snW3lX2I?t=188

Cheers Chris

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