keKit for Blender (2.8+)

Hello! I started using blender a few months ago, and I (inevitably) wound up starting a new kit…(I have spent more time in Modo doing python than art the last few years it seems…)

keKit is a wide selection of tools made to tailor the Blender experience for speed & comfort, at your discretion.
Feature documentation: WIKI
Installation/Update instructions (please read) and details, Release log: HERE

(wiki updates tend to lag)

Check it out!
Latest Videos
Premiere Video


Nice tool! Thank you and welcome! I very like itemize funktion.
One suggestion for “bridge or fill tool”.
If you select one edge > nothing happens at the moment
If you select 2 edges >bridge
If you select border > fill or gridfill
If you select one edge > F2 addon behavior
If you select 2 edges >bridge
If you select border > fill or gridfill

This is great! lots of really fantastic tools. I’d love an option for the unrotator to simply set the orientation of the origin to the active selection and not rotate the object, it’s a simple feature I’ve wanted for ages that no script has done in a really simple way.

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Thanks for the feedback guys! I think both of those suggested features are easy enough to add - I will look into them. (currently working on some object features for fitprim (and sphere tool ;> ), so after that)

someguyihate: Just so im understanding you: Would that be like using my “Itemize” script, but on the whole object (=all the faces in the mesh selected) ? (you can do that, though it creates a new obj leaving the old empty)


Amazing !! Thank you very much.

ex modo user (which I left because modo is going in the wrong direction in my opinion) I am really happy to use your Kit unrotator is great :slight_smile:


Updated! (editing first post)


Thank you for the Add-on. One little request is the (FitPrim Cube) is it possible to do a (FitPrim Polygon or rectangle to with in the selected face or faces)

Well, yes, but I’d prob do it as another tool.
Like the one I have in the Modo version:


That is very nice. Thanks
Do you think it is possible to create a separate object from FitPrim? There for the new added geometry is an individual object.

yup, added in the previous update (see first post). if want to do it post-facto, you can use the Itemize script.

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Nice, work really well. Thanks

basically! I essentially just want to update the objects origin (rotation) to the normal of a selected face/edge/vert in the simplest way possible, hopefully just a button, which doesn’t seem far off from what the unrotator script does already, so hopefully it’s easy!

This tool is awesome! Where are you assigning all these hotkeys? I’m having trouble finding open keys in blender. Adding modifier keys in blender is kind of finicky and that’s how I had all the open space for hotkeys in modo

@Cuda_Wilds , I use the tools in “contextual tools” in the kit a lot, each of those then free up about 2-3 “good” hotkeys (with or without modifiers) and I can put tools I never use on ctrl-alt-shift , or nothing. ;>
(no need for three hotkeys for beveling etc. A different approach if you’re used to the blender way, but then there is a lot more hotkeys needed…so…)

But yeah, it does take a fair bit of time & effort to rearrange blender hotkeys (I use my own keyconfig, which is turning out to be a mix of my custom modo setup, a bit of maya, and a fair bit of default Blender still…doubt any one else would like it tho ;>)


Hey Kiellog, I’m getting a strange error when I try to assign copy+ to control C and use the hotkey.

@Cuda_Wilds Looks like a hotkey conflict with that operator - from some kind of add-on I’m guessing. Check prefs, search for the hotkey (under 3dview/mesh) instead of name (ctrl c).


I worked around it by assigning it to spacebar c, spacebar v.

But also I placed the hotkeys in mesh instead of under object. I think by default you’re placing them under object. Any reason for this?

I think this was causing the conflict for Ctrl C

Hmm, no, they should be added to mesh if you are in edit mesh mode when assigning them . were you in object mode when assigning?


Ah that’s probably it. Didn’t realize that’s how blender hotkeys assigned via the menu