Thats the thing I don’t normally use the buttons on the interface as i have most of them memorized by the hotkey, which isn’t a problem now but when i was first starting to learn blender it was huge, now its more of a convenience thing than anything, and i just picked up scripting like 2 days ago for blender and don’t know how to call a lot of things just yet.
Honestly Uncle Entity my code isn’t that complex thats why I didn’t put it down i’m not afraid of people using it or anything its just
I figured anyone who knew what i was talking about probably knew the correct syntax and or way to implement what i wanted to do.
but if your intrested in my super awesome ultra HQ tool panel ill happily share it with you.
CoDEmanX you nailed it.
Now is there any way i could possibly build a custom panel at the top of the 3d view as i find the side bars annoying and intrusive that and put my tools in that instead like in maya or am i limited to just what’s there, cause if thats the case i could deal with it fine but i just wanted some place for my buttons to display that doesn’t mean i have to scroll for an hour to find what i’m looking for.
anyway its nothing special but I find it useful. should put the shortcut keys in the name just so i won’t forget them lol.
#////////////////////////////////////////////////////////////////////////////////////////////////////
# This custom panel was made by waco using the UnityCookie tutorial located here:
# http://cgcookie.com/blender/2013/07/12/creating-custom-toolbar-panel-python-scripting
# I hope you enjoy the tool bar and the tutorial as I worked hard to dig up the information for the
# rest of the stuff the tutorial didnt cover.
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
import bpy
class customPanel(bpy.types.Panel):
#A custom panel in the viewport
bl_label = "Waco's Modeling Panal"
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="3D Cursor behavour:")
split = layout.split()
col = split.column(align = True)
row = col.row(align=True)
col.operator("view3d.snap_cursor_to_center",text="cursor to center", icon='CURSOR')
col.operator("view3d.snap_cursor_to_selected",text="cursor to Selected", icon='CURSOR')
col.operator("view3d.snap_cursor_to_grid",text="cursor to Grid", icon='CURSOR')
col.operator("view3d.snap_cursor_to_active",text="cursor to Active", icon='CURSOR')
col.operator("view3d.snap_selected_to_grid",text=" Selection to Grid", icon='CURSOR')
col.operator("view3d.snap_selected_to_cursor",text="Selection to cursor", icon='CURSOR')
col.label(text="Object Origin:")
col.operator_menu_enum("object.origin_set","type")
col.label(text="UV Mapping:")
col.operator("wm.call_menu", text="Unwrap", icon = 'TEXTURE_DATA').name = "VIEW3D_MT_uv_map"
col.operator("mesh.mark_seam",icon = 'TEXTURE_DATA').clear = False
col.operator("mesh.mark_seam", text="Clear Seam",icon = 'TEXTURE_DATA').clear = True
col.label(text="Objects:")
col.operator("mesh.primitive_plane_add",text="Plane", icon='MESH_PLANE')
col.operator("mesh.primitive_cube_add",text="Cube", icon='MESH_CUBE')
col.operator("mesh.primitive_circle_add",text="Circle", icon='MESH_CIRCLE')
col.operator("mesh.primitive_uv_sphere_add",text="UV Sphere", icon='MESH_UVSPHERE')
col.operator("mesh.primitive_ico_sphere_add",text="ICO Sphere", icon='MESH_ICOSPHERE')
col.operator("mesh.primitive_cylinder_add",text="Cylinder", icon='MESH_CYLINDER')
col.operator("mesh.primitive_cone_add",text="Cone", icon='MESH_CONE')
col.operator("mesh.primitive_torus_add",text="Torus", icon='MESH_TORUS')
col.operator("mesh.primitive_grid_add",text="Grid", icon='MESH_GRID')
col.label(text="Modifiers:")
col.operator_menu_enum("object.modifier_add","type")
col.label(text="Constraints")
col.operator_menu_enum("object.constraint_add","type")
def register():
bpy.utils.register_class(customPanel)
def unregister():
bpy.utils.register_class(customPanel)
if __name__ == "__main__":
register()