The Ctrl- and Shift key will affect the value exactly like it affects the mouse motion. That is, holding control will restrict type rotations to multiples of 5 degrees, and so on.
Martin
The Ctrl- and Shift key will affect the value exactly like it affects the mouse motion. That is, holding control will restrict type rotations to multiples of 5 degrees, and so on.
Martin
I also helped theeth to test it, and seems it work OK and I feel the feature us pretty neat !! ![]()
seems nice. Ok, so all you want me to do is create the code that would parse the mode? Sounds fair enough. As soon as I finish on the numerical input code, I’ll do that.
BTW, that binary works very very nicely. Hope to see it integrated soon!
hope to see the cvs server back soon ![]()
Martin[/quote]
sorry for Quoting it all again ![]()
but in Wings3D you can have two types of menus in the windows, like the one above, but also as advance menu system, with no arrows, but rather if you select like “Move” there are dots on either side, so instead of a new menu tree at either left or right it goes straight down till next tree on how you want to actually move the object, either X/Y/Z/Free/Normal (and some other types too)…and I found it better to work with this ways, since using a 2nd tree at the side confusing that you CAN accidently move back or pick wrong, but you can do this with the other way too, but it is WAaaayyy more inutiative, for me that is, I hope it all make sense ![]()
cheers!
Yeah, I was thinking of the wings ‘standard’ toolbox with that - I never really used the advanced menus much though. However, doing it the ‘advanced menus’ way would be much easier to implement in Blender - no interface code hacking required. You’re right - I think the method you mentioned would suit the rest of Blender’s interface style much more - and also you get the neat features of the press-number-to-select and the last-used menu item gets remembered and is automatically highlighted for you. Thanks for pointing that out ![]()
no problem
can’t wait to see it finished coded ![]()
we artists are here to inspire you the coders ![]()
/me gets all excited! I don’t know why nobody thought about it earlier either. Seems strange to hide all that functionality away like that. If you ever get some free time, you’d be my hero if you could try and work it out! I really want to make something like this pic below (mockup only) - I think I could handle hacking the interface code, adding ability for hierarchical menus etc, but it’s the transform stuff that needs some leet dude treatment:
BTW, that binary works very very nicely. Hope to see it integrated soon![/quote]
dang that’s sexy!!
New version: http://www.clubinfo.bdeb.qc.ca/~theeth/Work/blender.zip
Now with all transform mode working: Grab (normal and PET), Scale (Normal and PET), Rotate (Normal, PET, with axis restrictions and with middle mouse toggle), Shear, Shrink/Fatten and Warp.
Enjoy!
Martin
two years ago wen I was trying o use blender the only reason that I cound´t fully use it was this precision issue, and now this new version can open the program for a much greater market I think, most of people that start 3d learning autocad and use it for modelling buildings or any thing from the real world with real and precise measures can fully use blender now, thanks for your support and I looking foward for the menu implementation
Yeah- I came from using autocad and lightwave- Both have good numeric input, now blender has it too. ; )
Public thanks to Teeth.

Great work on the numeric input!
I too have used autocad previously, and find the numeric input easier for getting/expressing the proportions of objects.
An additional feature, maybe I’m being picky/demanding here, but is there a way to display the distance between two selected points in a object.
A high standard of service has been set during the development of this great addition, well done. No doubt this will appear in the next release.
Thanx theeth,
You saved me i am working on python for this and it’s work only in face mode because because no edit mode access form python.
Now my lovely blender become precise and fast enough numeric input even in maya you can’t enter that fast numeric input u don’t need to touch mouse. really great job really impressive implementation.
I wann see this in next version.
but in Wings3D you can have two types of menus in the windows, like the one above, but also as advance menu system, with no arrows, but rather if you select like “Move” there are dots on either side, so instead of a new menu tree at either left or right it goes straight down till next tree on how you want to actually move the object, either X/Y/Z/Free/Normal (and some other types too)…and I found it better to work with this ways, since using a 2nd tree at the side confusing that you CAN accidently move back or pick wrong, but you can do this with the other way too, but it is WAaaayyy more inutiative, for me that is, I hope it all make sense
Just a note, this menu functionality (non-heirarchical style) is now in tuhopuu2, with the Ctrl Shift T hotkey. Kind of a prototype for part of a new toolbox.
Neato Broken!! 
I am doing a Tuhopuu 2 Compile update now 
That should be neato theeth - he did all the hard work, I just laid it out in a menu ![]()