Release!
Quick Primitive is an addon for interactive creation of primitives.
Default hotkey ctrl + right mouse
Download https://gum.co/MJSlB
Release!
Quick Primitive is an addon for interactive creation of primitives.
Default hotkey ctrl + right mouse
Download https://gum.co/MJSlB
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. … 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 :
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!
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
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
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