Add-ons that extend right-click etc. with pie menu
Pie menu add-on that summarizes frequently used functions by category.
It can be accessed from right click or Shift + S / F / G / T / Q / ctrl + D which is easy to press from the left hand.
By aggregating as a pie menu to a specific key, you do not need to press the enormous and complicated shortcut keys.
It’s one of the add-ons I use most often of all I have created for myself.
|right click||Mesh select mode|
|Right click + Shift||
Adding frequently used primitives and nodes
|Right click + Shift + alt||Shading mode switching|
|Q + alt||Editor type switching|
|Q + Shift + alt||Editor type switching(Other)|
|S + Shift||Switch cursor / origin|
|F + Shift||
modifiers add / merge / separate / modeling tools
|T + Shift||
Alignment / parenting tools
|G + Shift||
various selection methods such as selection enlargement / reduction / inversion / each attribute
|D + ctrl||UV Unwrap|
The following add-on menus can be displayed.
It works without them, but it’s better to have them.
- Hard Ops
- Tex Tools
Explanation of various pie menu
Mesh Select Mode (right click)
- As in Maya, you can switch the selection mode directly from the object mode state and enter edit mode
- Possible with UV editor
- You can access Redo Last
Add Object (right click + shift)
It is a pie menu that I always use when starting modeling.
You can create primitive objects immediately.
In The node editor gives you access to frequently used nodes.
- Also possible in edit mode
- Possible with node editor
At the bottom of the topic there is a small icon list where you can access other items.
- Various lights
- Lighting objet for Eevee
- Cross empety
- Circle primitive
- Single bone
Shading(right click + shift + alt)
At the bottom of the pie menu there is a small icon list that allows you to access the following items.
- Automatic smooth
- Display on top
Pivot(right click + shift + alt + Ctrl)
This will set an existing pie menu as a keymap.
Editor type(Q + alt)
This is a pie menu to be utilized most.
By making it easy to switch between editor types, you can edit comfortably without being tied to the screen.
Editor type switch (others) (Q + alt + shift)
Cursor / Origin (S + shift)
I use a lot of features to place the kernel in the world position and place objects in the kernel position.
- Set the origin at the bottom of the geometry
Tool (F + shift)
We have summarized the various features that support modeling.
It summarizes the functions to determine mode fair settings and operations such as apply / join.
- Apply transformation of rotation and scale
- Convert curves to mesh
- Combine objects
- Bevel, Solidify, Array
- With Hard Ops use option enabled, access Hard Ops function and configure Modifiers.
- Unlike Sharpen which can be executed from the Hard Ops Q key pie menu or array using manipulators, it can be operated with the adjust Bevel function or mouse movement which does not affect the mesh.
- Join BoolTool
- Requires BoolTool Add-on
- Difference of BoolTool
- Requires BoolTool Add-on
Tool misc (T + Shift)
- Align function
- Immediately execute XYZ scale 0
- Immediately execute XYZ scale 0 with active axis
- Function to make the selected surface flat by setting the scale to 0 with reference to the normal
- Material link
- Modifier Link
- Parent Clear
- Parent Clear(Keep transform)
Selection (G + shift)
I often make use of the More-select and Less-select features.
UV Expansion (D + Ctrl)
In combination with selection pie menu, high-speed UV Unwrap can be performed.