keKit 1.454 21-09-18
A collection of my scripts for Blender 2.9+ ( Note: only the current stable public release is supported. )
Copyright © Kjell Emanuelsson, Blender GNU license etc. Not PEP8 complient .
Feature documentation: WIKI
+ Latest relase notes below
- You can find your user path in add-on prefs, here
Using 'remove' in prefs/add-ons and re-installing will default shortcut options (enums) unless you export/import keyconfig.
Like when you are migrating installs.Some updates might require proper install (not lately)
Kit Prefs: Between Blender version installs, you can transfer the prefs file from the user scripts folder (prefs location since kit v1.28) This does NOT contain hotkeys.
The kit will appear in the 3d viewport tabs. Mouse-hover over each script in the kit in Blender for tool-tip pop-ups. Click with right mouse button for hotkey assignment: No keKit-default hotkeys are set - you get to manage hotkeys yourself.
Download kit here (or click the banner above...)
Note: Gumroad links - Dont worry, no need to pay me if you dont want to! ;)
ID Materials (Upd)
Merge To Mouse (Fix)
Direct Mode Selection (Upd)
Frame All or Selected (Upd)
SubTools Pie Menu (Upd)
Mouse Mirror (Fix fix)
Mouse Side of Active (Fix)
Maya Connect (Fix)
Fit-Prim Add Pie Menu (NEW)
Mouse Side of Active (NEW)
Select Boundary+ (Update)
Mouse Mirror (Fix)
Mouse Mirror (Fix/Upd)
Korean / Flat Bevels Toggle (NEW)
SubD Tools Pie Menu (Upd)
Maya Connect (Upd)
Loop Cut & Slide (Fix)
Quick Measure (Fix)
Quick Scale (Upd / Fix)
Reworked entire script, as it was mostly half-finisihed anyways.
Maya Connect (Upd.)
UI updates (keKit Panels)
Lock, Lock Unselected, Unlock (NEW)
Unhide or Local Off (NEW)
BBox / Convex Hull (Upd)
TT / Mouse Axis Move (Upd/Fix)
Edit Mode Normal Transform Orientation now works! (Always Z axis)
Selected To Origin (NEW)
As "Geometry to Origin" but also works in Edit Mode for element selection.
Find In keSnapAlign pie-menu or Select & Align keKit panel.
Object Mode uses "Set Origin" - so all the other modes are available in the redo panel :
Get & Set Edit Mode (Fix)
Fixed error msg when there's no selected object in scene
Render Visible / Render Slot Cycle (Fix)
Box/Convex Hull Collision Mesh (Upd/Fix)
Clear Cursor Rotation (New)
Frame All Or Selected (Upd)
Frame All Or Selected (Upd)
Toggle Flat/Smooth Shading (Upd)
Cleaning Tools - Select by Edge Count (Fix)
API Change Fix for "Update Edit Mesh" (Fix)
(A lot of scripts in the kit) Should work in 3.0. Note: Just this one thing. I am not checking for all 3.0 changes yet.
Get & Set Edit Mode (Upd)
Get & Set Material (Upd)
Frame All Or Selected (Upd)
TT / Mouse Axis Move (Fix)
ID Materials (Fix)
Ground or Center (Fix)
Mouse Axis Move / TT Move (Fix)
Direct Loop Cut (Upd/Fix)
TT Dupe (Fix)
Context Delete (Fix)
Shading Mode Toggle (Upd)
TT Tools (Fix)
Quick Measure (Fix)
TT Duplicate (Fix)
Quick Measure (Upd)
VIDEO Note: You dont need to shift-select the verts, and to "connect" a loop you must NOT use shift-select.
Clear Vert Selection 'History': Click in space or hit 'C' to clear.
Known issue: sometimes there is selection garbage from previous mode selections/sessions, just clear.
TT Duplicate Linked Toggle (Fix)
TT Duplicate + Linked (NEW/upd)
DL Toggle will also be displayed in the viewport header. Like this.
(Note: If you dont want to see the header, just click the "hide" toggle in TT Tools )
Simplified behaviour - redo-panel adjustments no longer additive, to behave more as expected.
- Limited offset clamping so you cant set offset beyond 1-49% (the other end is auto-calculated, so it caused issues if you did.
Upd: .429 - Fixed Even adjustment. Now actually toggles.
Cursor Fit & Align (Upd)
- Added Vector Align in Object Mode using 2 objects. To summarize Object Mode behaviours:
Note: there is no selection order - vector objects will be random. Doesn't matter much with 2 objects, other than Z pointing to either object.
Double-cut edge rings with optional middle cut. (Like Loop Cut combined with Offset Edge Slide for the ends)
User customizable presets (auto-named) to use in the panel, as hotkeys or in the MultiCut Pie Menu. Overrides (for the session) in the redo panel.
You can also set fixed offset (in real measurements, like cm etc.)
Note: Saving presets with fixed offset NOT zero will be saved as a fixed offset preset (Dont forget to save keKit prefs)
Version Update Info (NEW)
Added a simple check for when a new version of keKit is available. Runs when you start Blender. It will look like this.
Just click the update notice when it shows up to open a link to the release info & download page (here).
Snapping Combos (Upd)
- Added custom naming for the slots (in the keKit panel / Bookmarks)
- Added "grounding" in Z for Edit Mode, so the mesh selection "doesn't move" when scaling. might need to be optional, but fits my use 100% ;)
- Trimmed down UI space, now only takes one row in the modeling panel. (no sub menu)
Render Slot Cycle (Upd/Fix)
- Will now render to the first slot if all slots are empty and the active slot is set to something else. (Blender saves the current active slot when you save, so that when you restart Blender, all the temp-renders are gone, but you start rendering on the last used slot, instead of the first empty.) This update fits better with the whole slot cycle thing.
Render Visible (Fix)
- Will now take lights and other non-meshes into account as well.
Linear Array (Fix)
- Annoying error message when run in incorrect context fixed.
Get & Set Edit Mode Element Pick (NEW)
(This was actually included in 1.426, but I forgot...)
- Optional checkbox that will also set which type of edit mode based on element under mouse in Edit Mode.
Add-on Prefs Misc (Compatibility Fix)
- Wiki-url will apparently be decprecated, so I had to change the link to my wiki using Doc-url instead. Not sure if this will effect registering the kit, but hey.
(QuickMeasure will need compat. fix to use GPU drawing in the future as well, as it uses Bgl at the moment. TBD.)
Q: "What is it?"
A: The kit is a collection of my scripts for Blender 2.8+. For people only used to the Blender ecosystem, or new to these things in general; a "script" is equivalent to a single-purpose add-on, more or less, and the "kit" is a collection of these. An add-on with lots of add-ons, if that helps.
Q: "But what does everything do? Where is the documentation?"
Q: "Why are you making it?"
The primary purpose, for me, is to optimze my workflow (a lot of "click-reduction") whilst also exploring add-on development for Blender, and doing it the way I like it. I don't focus too much on modifier-workflows, as there are already a lot of add-ons that are more focused on those areas (like Hardops, Fluent, Speedflow etc.)
Q: "Did you know this and that add-on does something similar?"
I do try to just look for other existing add-ons to use at first. Sometimes succesfully, but, sometimes it is not really what I want and I just do my own thing - Usually because the alternative is not exactly right or too complex / clicky (for me).
And sometimes I just dont find existing add-ons that might have sufficed. Such is life.
Q: "Why is it free/donation ware?" (ok I added this, no one ever asked ;> )
I'm mostly doing it for myself, but it is nice to see other people finding what you do useful. It is not a commercial project for me and to be honest, I do not want to be beholden to "customers" for the kit. That said, I do appreciate every donation I recieve - it does give me a little extra motivation.