keKit for Blender (2.8+)

By the way, could you add axis input to the mouse mirror tool?
It works like 50% of the time in the right direction, if you are in perspective view.
If it had the option to set the axis whit a short cut like xyz, than you could easily correct wrong mirrors.

There is no modal state in mouse mirror, no way to add axis input.
It -has- worked 100% of the time for me, but:
-I did find a bug in Global Orientation, where it does not mirror correctly along world axis. Not sure how long this has been the case. will fix.

BL 3.6 is my pet peeve, but I’m really interested in the description of the last update anyway )

Sorry, the webpage update apparently did not ā€œtakeā€ for the 3.09 notes.
Should work now.

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I do not understand? (I cannot parse that sentence, sorry :slight_smile: )

I mean that despite I stucked on blender 3.6 I very interested to know about your last update but can’t find description anywhere)

Ayt. ke-code.xyz should be updated correctly now (hit F5/reload on the blender page if it does not autoload)

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Kieloog, just bought Pro. What does Ayt. ke_code xyz mean?

ā€œAytā€ is short for ā€œAll rightā€
(I should stop using internet-slang. sorry ;> )
ke-code.xyz It is the URL to my site. (.xyz is the domain)

Thanks Kiellog. Thanks for Kekit.

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I wonder how geometry tools can influence future improvements too tools… All a bit early, but I experiment on a tool that creates loft extrusion for me. Also I do not want to have that work with curves or procedural. I work mostly with SubD mesh all the time and I think there is a lot of space for supporting workflow here in an add-on. For example Korean Bevel (with keKit) is my Swiss knife for nearly every object.

v3.1 Pro is out! (+ 3.09 bumped to Standard )
The new ā€œGround Connectedā€ should be pretty useful! (It sure was for me - real world use case ;))

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Thanks. When I click ā€˜HERE’ image doesnt load for me
image

Whoops, missed uploading a file ;> Thanks for letting me know.
(Fixed.)

Guys, do you know any script/addon that can toggle on/off modifiers in the stack taking into account the current state of the modifiers? So lets say we have 14 modifiers in total, 6 of them are disabled. What is necessary is toggle off/on 8 active only.

I know a solution that can toggle off/on everything regardless of the state.

If the answer is no, then probably a request to Kjell :wink:

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It looks like there isn’t any analog for such a script :arrow_up:
I also asked about its development in more modifier-specific topic (Modifier List addon). The answer was no.

Kjell, could you please create such a switcher for keKit?

There is also Mod Tools that comes with Blender, it is perhaps most suitable as the functions are similar:
image

I could make one, but I’d want to be added there, splitting the Viewport Vis button, (I use this one!) Though I’d probably have to append it or something.
This would prob need to be properties stored on the object.
Is it acceptable that anytime you add/rename/remove a modifier it stops working? (potentially)

I couldn’t find original support topic for Modifier Tools. There is some topic for a new branch/continuation of the addon: Tweaked Modifier Tools. But it doesn’t look like it’s original developer. Should I ask there?

Yes, no problem. It shouldn’t be something complex, storing states of an object/history/naming etc. Just a switcher with one step back/forward.

I see 2 use cases for the script:

  1. find out the initial state of an object (to know what is what among multiple boolean objects)
  2. disable modifiers for faster interaction with a mesh (like your Solo Cut, but for all active modifiers)

With such a switcher we can safely preserve the state of an object without worries that your can ruin current configuration of the object:

Should I ask there?

Hmm, it seems the whole mod tools thing can be considered a ā€œfeature completeā€ project, and I don’t want to use the 3rd party one. So unless you plan to, no.
It is not a complex script, I can just add a button in the kekit mods panel to start with.

No plans to

Super! :+1:

By the way, regarding the buttons in Mod Tools. Let me give you friendly advice - you might try to use hotkeys for such operations :slight_smile: It’s veeeery convenient/efficient.

I use these :
MMB: Viewport Vis
Alt+WheelUP/Down: move mod Up/Down
Ctrl+Alt+WheelUp/Down: move to first/last
Shift+WheelUP/Down: open/close mod (analog of Toggle Stack)

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