It’s a known blender issue, you simply can’t create anything in isolate mode.
I don’t use isolate mode, didn’t even know that one. Thanks Stephen!
I use the Isolate-Mode alot.
You could code a workaround: hide every objects exept the selected one, create a floatpoly and then unhinde all the before hided objects again
Well, it could work that way, allthough it feels rather hacky… I’ve been avoiding operations that manipulate objects from the whole scene, should think about that one.
Anyway, i have little to no time for coding at the moment, and that feature should be added to all operators, if anyone feels he could be the man for the job feel free to jump in. The same goes for the nBurn’s pie proposal, it could be a nice UI practise…
hello , i really appreciate what you guys are doing , i hav long experience with sketchup , did you tried to check the program ?
the “float poly” tool of sketchup is really simple to use an really efficient, it act as a knife at the same time , dividing vertex and face easely , its really really handy and really really fast to use
please try it there a live version
please just try drawing a face and then dividing it with the line tool , its my only modeler dream to see this tool implemented into blender
Hi @BD3D, thanks for the support. Also, thanks for standing up for our cause on RClickSelect, i noticed you have some really cool suggestions for precision modelling. I actually wanted to make some of the suggestions you made, well done.
Yes, anyone involved in precision modelling is most probably to be familiar with a lot of mainstream apps, and the NP operators tend to give the best and simplest workflow possible. Unfortunately, the addon is in somewhat ‘freeze’ status right now, due to the daily workload of the authors.
As for the ‘knife’ function you mention, i can suggest an addon that goes well with the float_poly and adds that feature to the workflow - i use it very often - Snap Utilities by @mano-wii. The ‘Line’ version of the addon is free and it is the one i use, called with a shortcut in edit mode.
Also, if you are interested in precision modelling you might want to check out the list of possible features i made for the once suggested CAD app template, as well as some overview posts in this thread.
Hi. I’m a big fan of your tools. At this point the amount of time your addon has saved me could probably be measured in days. It would be great to make this an active tool for 2.8. This would really speed up work when the user needs to snap many objects.
@BD3D, you may also want to try Destructive Extrude for more sketchup style modelling. This allows you to extrude more than one face at a time. Snap Utilities is limited to single face extrudes only but does have other useful tools besides extrude.
Hi @dpdp, thanks for the compliments. It is always nice to see these tools made some positive change or helped someone.
I definitely agree with you that the addon should be updated, not only to 2.8 but with new features as well. However, as i mentioned, there is not much time to do that right now, and the new 2.8 version is still in very early stages and quite buggy. Also, python API for 2.8 is not yet defined, all addons are pretty much on hold.
And yes, @Darcvizer made some nifty and fast extrusion tools with Destructive extrude, worth checking out…
Tired of AutoCAD and Sketchup; hope to use your addon soon, but still learning blender. Will the new feather help architectural modeling? I need something that work well with imperial measurement. I like 2.8 UI, but still have issue with scaling.
Hi @Jakroval. Yes, since this is an addon aimed at precision modelling, new features (when they get on stage) will be helpful in architecture too. Mainly those would be an extension to already present tools.
For work with imperial units, NP Station already has a display unit toggle in the options, see if those can help you with your tasks.
Hi Okavango, thank for your reply. I was watching blender daily by Pablo about the new grease pencil in 2.8, and I like it. I think it is useful for architectural quick visualization. It a step closer to be usable.
When using the point-move tool that snaps to vertexes.
Is there a way to say select a corner of one group, snap it to another corner by holding ctrl - and while doing that enter the distance you’d like to move in that precise direction? See screenshot if that helps.
I.e. that window has to be 112.5mm off the face of the wall. Normally, I’d just use the blender move command, lock it to an axis and enter the distance. But, as this is at an angle, I was wondering whether point-move could serve this purpose better provided you could enter distance as well.
That is an interesting question. NP is not equipped to deal with such a case, but as i can see it is quite needed, for all those cases when the side of a building is not aligned with world axis.
Nb - to make your life easier, when dealing with non - aligned objects, make instanced (linked) duplicates of them somewhere in the scene, and align them with world axis. This way you can edit your objects and work with architectural tasks much easier, most of modelling tools (together with NP station) work better in aligned systems. The original objects will update just as if you edited them directly.
Now, for your question i found a trick that might help. First off, make sure you do not apply transforms to your window group, so it’s local orientation remains aligned with it’s geometry. Then, when you start the point_move command, select your starting point and hit ‘Y’ on your keyboard twice (or ‘X’ if your window’s axis are rotated) and type the desired distance. This should move the window in the desired direction.
Come to think about it, you can do this without the addon, using the standard ‘grab’ tool as well
However, nice suggestion, it would be handy if the NP tools had that ability - designate the direction and enter the distance. Thanks!
Exact Edit should work if you don’t mind working in “Blender units”.
If Exact Edit and Okavango’s suggestion won’t work, the super tedious way I used to do this type of operation was to snap the 3D cursor to one side of the move edge (say the red direction arrow triangle closest to the wall in your screen shot), and create a “throwaway” vertex at the other side (the red direction arrow triangle furthest from the wall). Then I would set the 3D cursor as the pivot and “scale” the throwaway vertex by a decimal value that would result in it moving to the exact location I wanted. After the scale, I would snap the geometry I wanted to move to the throwaway vertex and then delete that vertex.
- i would appreciate an option for automatic snapping in add-on preferences (without pressing ctrl, at least during point_move operation)
- could you add Create float poly, f. rect. and f. box to the 3D View Add menu (Shift + A)?
Yeah, the addon is currently not in a state for re-uploading, id needs some heavy re-factoring first. But what we can do is edit your local downloads, are you ready for some coding?
In your addons folder, find the NP Station folder and open the np_point_move.py file.
In it, you will find a section named: class NPPMPrepareContext(bpy.types.Operator):
Find the line that goes:
bpy.context.tool_settings.use_snap = False
And change it to:
bpy.context.tool_settings.use_snap = True
If you are nit picky, in that file change all the lines with ‘CTRL+SNAP’ to ‘SNAP’
This one is a bit more complex, here’s how we can do it - find and open the__init__.py file
Before the line ‘def register():’ insert this:
class INFO_MT_NP020AddMenu(bpy.types.Menu): bl_idname = 'INFO_MT_NP_020_add_menu' bl_label = 'NP 020' def draw(self, context): layout = self.layout layout.operator('object.np_020_float_poly', icon='MESH_DATA', text='float_poly') layout.operator('object.np_020_float_rectangle', icon='MESH_PLANE', text='float_rectangle') layout.operator('object.np_020_float_box', icon='MESH_CUBE', text='float_box') def NP020AddMenu(self, context): self.layout.menu("INFO_MT_NP_020_add_menu", icon = "PLUGIN")
And then, before the line ‘def unregister():’ insert this (copy it with the indent spaces, it has to align with the lines above it):
Let me know if that worked.
That´s it, it works, thank you a lot
No problem, glad it did the job.
Hi @Okavango, I went ahead and created a mirror of the recent NP Station releases on my Github account here:
I just mirrored the releases as I have not yet found a nice way to mirror all the NP Station commits in the Blender Add-Ons Git repo.
I also did a slight update to the NP Station Pie Menu add-on, mostly just code cleanup and a check to block the Pie Menu activation if NP Station is not enabled.
@Netrieb If you do the changes to the
__init__.py file Okavango mentioned in #2, make sure to also add this at the top of the “def unregister():” code block:
The top part of the unregister block should look like this when you are done:
def unregister(): bpy.types.INFO_MT_mesh_add.remove(NP020AddMenu) bpy.utils.unregister_class(NP020Preferences)
Hey @nBurn, great, thanks!
I checked it out, looks good