QBlocker for Blender 2.8

reminds me design spark you need a symmetry plan

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This is very Modo-esq, and I love it. Good work!

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Please just submit this so it can be in master. This is much needed. I love the way the snapping works with the mouse wheel increasing the edge resolution. Really amazing and intuitive. Thank you.

I think the hud is distracting though. It would be great to make this an active tool so that the settings could show up in the top bar and tool settings and the shortcut hints show up in the bottom bar. Otherwise really great work.

HUDs should really be part of master to perform alongside widgets and a strict style guide should be written so that it wouldn’t be a jarring experience for the user to use all of these addons that have different HUDs, UIs and themes. This isn’t any fault of yours, I’m just saying that this is a missing feature of blender that has always resulted in a jumbled interface and haphazard user experience. Style guides are really boring work, so I don’t blame anyone for working on actual features instead of guidelines, but they really contribute to the user experience as much as (if not more than) fancy viewport rendering and a new toolbar could.

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tahnkyoutext

Thank you, it worth donation.

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Thank you:)
I like the idea of making Active Tool, and i checked how i can create one. But I can’t really find anything about the topic. I saw somewhere that the active tool is not yet available in blender api, so I choose a similar GUI as Boxcutter and MeshMachine. But i hope too that in the future they will expose some functionality to create and use header buttons in modal operator. Until that the floater gui is good enough:)

Thank you! :slight_smile:
I hope with future updates it will be more useful :slight_smile:

@Balazs_Szeleczki

I would like to bring to your attention a problem with the method of holding down some keys and moving the cursor …
it is a fantastic and very practical function but

on my laptop and a wireless keyboard with integrated pad, this function is not good, because there’s a damn keylock that locks the pad while holding down a key that is not ctrl or alt or shift :frowning:
and not, there is no way to disable this boring function, especially on the microsoft all in one media wireless keyboard
so … you could add a function to your script that if you press the key once, you activate the function, and then assign it with enter or mouse click.
and if you keep it pressed you activate the functionality that already exists (which is very practical)

the same problem occurred with the pie-menus that work in a similar way … the guys of blender have solved with the bike that I have just described you, so you could take a look at the code of the pie menu to see how it works

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Good idea. I will figure out something for the next version:)

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It would also be nice to be able to enter the lengths (X,Y, Z values) the last value.

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For that i need to write an input system, because it not supported in the api. Maybe later.:slight_smile:

in my head ive been rolling around the idea of a “numerical constraint box” like what if users could input values for a box before drawing then after draw had F6 functionality to adjust xyz length.

But really drawing it in the 3d view ala fus-ion would be the most killer. Or even both. But just throwing the idea out there.

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@Balazs_Szeleczki What do you think about active object duplicate linked using qblocker? This way, it’s easy to deploy many modular parts on the surface that can be edited with a master object.

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Just try to use it today; when press "Ctrl + X " the snap grid is not matching the blender grid if you set the unit to Imperial system. It would be nice if it follow the Bender unit setting system; that way it work for every body.

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Love this idea! I had something in my mind and not too hard to implement. I put in the list:)

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Nice catch:) I never thought it can be a problem. I put in my list and will fix in the next version.

update:
I checked it. Weird… if I switch to Imperial unit the grid scale value stay the same. Well i need to handle it manually.

@masterxeon1001
Hmmm. yeah. Need to figure out something for precise numerical input. And of course some UI for the existing options. Few more versions and You need to use the full keyboard to operate :smile:

Boxcutter is an active tool, did you check how they did it? I agree that this would be best as a tool!
Additionally, there’s an addon called Wondermesh which features nondestructive primitives, any chance you could ever be compatible with that?

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I will check Boxcutter active tool capability. Maybe it just not documented yet, or they did a wonderful work around:)

You mean the created objects should hold some properties to change the geometry even after you closed the operator? Hmm… maybe i can do something like this. But now i have plenty of features to implements.
But i can add to my list for a later version. :slight_smile:

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Well, you could develop that yourself, but Wondermesh already does that and it’s opensource. If you could integrate it so it could use your code to draw new meshes, that’d be great!

Technically all Blender addons are opensource, because contribute the code even in pyc format against the GNU. So anyone can download my tool and sell it for a price legally. The only thing is the moral part. Because if someone start to heavily reuse my hard work without asking it, maybe i will consider to stop put extra time to make it user friendly and will keep myself.
Sadly the addon license option can turn away developers to do something bigger stuff. I know that this opensource thingy can help to learn from each other, but without respecting the developer’s work it feel a little bit like leave your car with open door and key on the street. Some people will just look into it to see how nice it is, but i don’t think you will find there at the morning :smiley:

But anyway, my point is that even if someone did something already and forced to share the source code, it’s not feel okay for me to just grab it and put it into my tool. :confused:
It is even possible to grab for example Boxcutter, tear it apart, implement in my tool and put a price tag on it. But it is so bad and unrespectful.

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Oh sure, I absolutely agree, but you could (as other addons do) just enable your addon to use Wondermesh if it’s installed. That way you respect the original developer, and people who don’t need or use Wondermesh can just disregard it. There are a few addons that list other addons in their addon settings, and can optionally work together with them.

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