Dang, ok. I guess I can use other Pie/Method to snap verts to XYZ.
I donāt think this is possible but to make sure what do you mean by context menus? Right mouse button menus?
Yes, the ones that come with Blender by default now. Addons can add entries in there (looptools and meshmachine for instance), so I figure itās just python!
Yes, you can extend existing menus with regular menus:
- Enable
Interactive Panels
- Open some existing menu
- Click
PME Menu Tools
- Click
Extend Menu
- Edit new
Regular Menu
in PME to add new entries to the existing menu
Can PME able to emulate like Press / Hold of Snapping like Maya?
for example if i Press X it will Enable Grid Snap On and if i release X it will turn it Off
Thatās great, I tried to set it up from within the PME window and couldāt figure it out.
Now, Iām having an issue with a few of my sticky keys. For example:
Iāve got a Stack Key set to Z (press) that toggles overlays on and off, and opens a pie menu on āclickdragā. The problem is, if I press Z it toggles the Stack Key correctly, but when I then move my mouse afterwards (without clicking) it also opens the pie menu!
Iād want to have it be one or the other, not bothā¦
No, unfortunately.
Please export and pm me these Z menus.
It is possible to have different topbar menus in different tabs (Layout, Sculpting, Shading ectā¦)
Yes, use 1 button in the topbar with this code (Custom
tab):
Blender 2.8+:
draw_menu(C.workspace.name) or draw_menu("Default Topbar")
Blender 2.7:
draw_menu(C.screen.name) or draw_menu("Default Topbar")
And add new popup dialogs with tab names (Layout, Sculpting, Shadingā¦) and Default Topbar
popup dialog for other tabs.
Hi roaoao.
Also, I came to listen because I was able to wonder various things in Pie Menu Editer
There are three questions.
First, I tried to get Pie Menu Editor using right click, etc.
Iām in trouble because I canāt get the properties of the part surrounded by the red line in the system menu.
The goal of this complete system is to place properties on the Popup Dialog.
The second was to develop the first, and wanted to create a Popup Dialog that would appear when the Render Engine selected Cycles.
At present, when I make a menu that disappears, I only know to write a condition in PMItem.poll_cmd of the function of Pie Menu Editor.
Since this is the case, I have been worried before. Is there a way to switch between displaying and hiding āonly one itemā?
The third does not end with just placing the first property, but it is difficult to create a new property that also switches the property of C.scene.cycles.device in PROPERTIES Editor. Wow?
For example
-If the property of Cycles Render Devices is None, C.scene.cycles.device = āCPUā
-If the property of Cycles Render Devices is CUDA or OpenCL, C.scene.cycles.device = āGPUā
I would like to be able to create a new property using the Pie Menu Editer function.
Not sure. Maybe a bug in windows version of Blender 2.81
Hi @anminmakura.
Use this code in Custom
tab:
L.row(align=True).prop(C.preferences.addons['cycles'].preferences, "compute_device_type", expand=True)
Yes, you can use Custom
tab for this. Eg:
L.row(align=True).prop(C.preferences.addons['cycles'].preferences, "compute_device_type", expand=True) if C.scene.render.engine == 'CYCLES' else None
Yes, you can create a new Enum Property in PME with these 3 items (item_id|item_label
):
NONE|None
CUDA|Cuda
OPENCL|OpenCL
OnUpdate
code:
C.preferences.addons['cycles'].preferences.compute_device_type = props(menu); C.scene.cycles.device = 'CPU' if props(menu) == 'NONE' else 'GPU'
menu
- name of the current PME property
props(menu)
- returns value of PME property by its name
Here is an example of this enum property. Download and import json file.
I have pie menu to toggle side area. Right - Properties and left - outliner.
In 3DView works perfectly but in tab with 3dview and shader editor i have this:
It is possible this pie menu works with all the tabs and keeps layouts of the tabs but only remove outliner/properties?
toggle_area.json (879 Bytes)
Wow, easy-to-understand explanation!
Thank you for help
I was able to resolve a problem I didnāt understand this time.
Your support is always accurate and wonderful!
Please do! Something like a wiki would be even better, and I seem to remember that being possible in this forum software tooā¦
Will add some easy way for this in the next version (a couple of days).
Iām trying to set up my Tab pie, and having some issues with this code thatās meant to allow me to jump straight into vertex/edge/face selection from either Object or Edit mode.
It worked in 2.79, but has issues in 2.8 (and 2.81):
bpy.ops.object.mode_set(mode='EDIT'); bpy.ops.wm.context_set_value(data_path="tool_settings.mesh_select_mode", value= "(True, False, False)")
The issue being that visually nothing happens until I move the viewport or click somewhere.
Iām also using the same code in my GP Tab pie, and there it functions perfectly.
Any idea as to whatās happening, and possible solutions?