I’m planning to buy this addon, but first i should know is it good for what i’m planning to use:
i would like skip using N panel, because all the addons sits there and finally blender turns into a “one-panel-mess” like zbrush’s tool menü before you make your own custom menus…
So it is time to start to make my UI because blender’s default is so outdated (for me).
So can i make popup menus by your addon from other addons?
Here is a concrete example:
There is texture library addon, which loads multiple textures into blender, the can hide and unhide those image sets. Now, can i
make a popup window, which contains this Texture library window (Yellow) or at least the selector panel of it (Red)?
can i put this Green menü also in that popup?
can i create a brush selector pupup on a different shortcut?
can i make these easily or i sould read hours on forums and sould dig into python to finally get it work?
I use the shading menu as a popup so yes for it. For other requests I would say probably yes but the master will give you better answers…
Congrats for your purchase it really worth it! Have fun!
Hi roaoao.
This is also a rudimentary question, but I’m not sure about Pie Menu Editor’s “if definition”.
For example, I understand that the if syntax is written like this:
if [condition] [execution] [else] [execution 2]
if [condition] [execution] [elif] [condition 2] [execution 2] …
However, in the case of Pie Menu Editor, even if you first write if in the command field as shown in the image, it becomes “Invalid syntax” and you are confused because you do not know the cause of the malfunction.
For example, the syntax for the QuickOrigin Add-On that I often use is written like this:
How can I write the following execution processes in order in the command field?
if bpy.context.object.mode == "EDIT":
saved_location = bpy.context.scene.cursor.location.copy()
bpy.ops.view3d.snap_cursor_to_selected()
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
bpy.context.scene.cursor.location = saved_location
bpy.ops.object.mode_set(mode="EDIT")
if bpy.context.object.mode == "OBJECT":
bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
Hi.
I came to ask another question because there was something I didn’t understand in the specifications of Pie Menu Editor.
How do I write to Poll_cmd to specify a Panel Group that only appears when a specific tool is selected?
tool = C.workspace.tools.from_space_view3d_mode(C.mode); return tool and tool.idname == “BoxCutter”
By the way, it is displayed in this way of writing, but it was not hidden when other tools were selected.
Hi @anminmakura,
Your code works for me. But looks like selecting tools doesn’t update UI. We have to move the mouse over panel in order to trigger poll method.
I tried using panel tools to invoke the default Blender snapping panel with a hotkey. Following that video, this worked but I have an ‘OK’ button below the panel which i have to press to make the panel go away (or i have to click away from the panel). Is there a way to invoke just the snapping panel and have it disappear when I move the cursor away from the panel like with the default blender snapping panel?