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Blender 4.1 / BoxCutter compatibility #9
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Yeah as I said, loop cuts are no longer supported when the addon needs to find out which shape it is, I would have to think of a different way, I don't wanna say it's impossible but it's really hard. Can you further explain what's wrong with 4.1, it creates a new object? |
The workaround you can use for now is directly use the reprimitive_circle/cone/cylinder etc because you bypass the find_object_type |
are you sure it's connected to boxcutter or it doesn't work in general |
Okay I'll check why it doesn't work for loop cuts then, |
Actually I'm on 4.0 and it happens to me too, so it's not because of the version |
It also happens with one collection only |
Should be fine now, can you send me the blend where you had the issue with loop cuts? |
I haven't saved it unfortunately, and can't reproduce it now... |
Ok, I could reproduce it: It also happens in B4.0. So it isn't 4.1 related |
As I said in another topic - you might delegate to a user to choose which object type to modify. This might be a huge time/headache saver for you in terms of coding I guess :) |
If it was like that from the beginning people would accept it but right now it's a downgrade if they have to say which object it is |
I could just ignore loop cuts because after all it is destructive workflow |
Oh I'm sorry, I need to send you the other one too |
The same unfortunately: RePrimitive_B4.1.1-BC_02.mp4 |
It's not a collection issue then, that was a separate thing, could you send me that blend file too? Perhaps I need to have boxcutter in order to test it |
Yep, as I said :) |
did u copy paste the object and try on 4.0? |
I opened the file in 4.0 - it works without any problem |
Okay I'm downloading 4.1 to check |
Can you try it now please, your blend file worked fine, there's a slight bug with naming but it was there before the object will shift back and forth between some names. |
At first glance it looks like you fixed it! 👍 |
I'm cooking really big refactors, the addon should be lightning fast next release, also figured out how I'll reapply loop cuts :D |
Can you give it a shot? There's a known bug with scale, if you change the scale and call the reprimitive it will calculate the location wrong but I'll fix it, other than that everything should work fine except I didn't add readding loop cuts yet |
Sure! If you need any testings just let me know - it's the least I can do to help you with the addon :) |
It looks like something is missing - both the hotkey and my pie-menus do nothing with this version. |
it needs to be on a newly added object, doesn't work if the primitive is already there |
Do you mean the same thing I said, for example selecting a torus, cylinder and cone(cone was selected last) |
Wow, you've made it! Cool menu!
Yes, the same thing. And besides selecting the last, it would be handy if it could work with the menu above also |
Yeah I basically rewrote everything past 2 weeks :D Yep it would work with the menu, but by default the last one would be highlighted. |
Is there a default selection in the pie addon you have? It would be really handy as the one I made with Blender doesn't support it I think, my idea was if you just press and release the keybind for pie menu it would run the default option, and the default option would depend on the type of object it is, if you pressed it and held it then you could move the mouse around and pick which one you want(including the default one), but since default options aren't supported the best thing I can do is highlight the default one, the confusing part is if the user releases the button I think they'd expect the highlighted one would be picked but that's not the case, here I'll record a gif so you can see what I mean |
Also the annoying part with the pie menus is the operator shows up where the mouse was when you picked an option, so in the gif the cone got completely covered by the operator |
The thing is that with linked objects there is no need to select all the objects. You just need to select one of them, change it, and all the linked ones will be rebuilt. This is the core idea. LinkedData.mp4
Yes, you're right. It links a mesh to objects. And this objects can have different modifiers. In relation to RePrimitive. Ideally, we should select only one linked object, change/transform it. And after that all other linked objects should be rebuilt accordingly. Regarding mixing selection of linked and standalone meshes. I don't think it would be a common case, but potentially it's |
No, there isn't. All pie-menus in different software I know don't work this way. And, to be honest, I don't really like this idea because a pie-menu is about quick access and muscle memory. I would advice to follow default Blender behavior. Let's take the Shading menu(hotkey Z). If there is Click(Down+Up) event, then it opens and holds the menu - a user should either click to a menu-item or escape. If there is Press (Down+hold) event, then it will run a menu item under the cursor without additional LMB click. |
I use 2 methods:
LoopCuts.mp4 |
I agree with the standard pie menu behavior but the problem is you can't do fast operations with muscle memory because of different presets, if it was just the 6 options for each object without any vertices then you could quickly select all 6 directions Okay then the only way to do it would be to run the calculations on each object, I'll see what I can do and how fast it performs Going to be a bit trickier for cones then |
If it can help you to dig into the menu stuff I can attach a file with this menu. It's from MACHIN3tools addon, the addon is v1.4.1(old version for pre-Blender 4 builds) and free. I don't think there are any violations on this regard. |
With this variant you can utilize everything with one hotkey - both the menu and the main RePrimitive command. Or you can add Cube instead of RePrimitive. It's up to you :) |
Interesting, I have to dig into the code, I think this could potentially work and instead of having presets shown in the menu immediately, I'd show them in the big menu like that one, also it wouldn't just be verts but it could be an entire preset, with radius, height, etc, what do you think about that one? |
Oh nevermind the entire menu is always drawn, I thought it would be drawn on selection |
I've posted this menu for you as an interesting and complex example of coding. |
This would kinda solve it except the bottom one, you can still go over the menu accidentaly and use a preset instead, but yeah I think there's no way around it. It feels very limiting what you can do with the default blender pie menu |
the empty row would help, you're right |
Yep, it's quite possible. Lets say we need to mitigate shading issues, and we need to restrict the area around a cut. |
No news for a long time. How are things going? |
Sorry, I've been real busy with work since everyone else went for a vacation and I'm the only one left, so I didn't work on addon a lot. |
Yeah, "hot" season's coming with all vacations and holidays. With plusses and minuses it brings :)) Regarding selection - everything is correct. It's the best solution that can be. But I don't see anything bad if the addon could work separately either for single objects or linked. I hardly can imagine selection all of these objects and convert them at once. |
Hi, I actually have similar issues even without Boxcutter. When I change the number of vertices I get a new object for each number... and every object produces an error, |
Hello, the gumroad version should work. The problem was Blender changed how autosmoothing works in newer versions. |
Hmmm, yeah the duplicating is fixed. But FixRotation for objects like cubes which worked up until 1.2.1 and did not in 2.0 and 2.0.1, now doesn't make it a default cube, but a cube rotated by 45° because it turns it into a cylinder set to 4 vertices and radius sqrt(2) which you can see when using "RePrimitive" on the object (what did not work at all on cubes earlier). It's a bit confusing :) |
Rotating cube was never even planned, I only made the fix rotation because I needed to do it in case it was applied for objects. |
Doing it in Edit Mode gives the same result as in Object Mode... Well, I understand what you're saying, a cube is always a cube, but with an applied rotation it is a similar hassle to revert it as it is for other objects, find faces where you know how they should be oriented etc. And let's say with a somehow rotated cube manually scaled to some arbitrary other size than default, then scale and rotation applied afterwards... and now you want to change the edge length to exactly 3 m... not an easy if not impossible task for the average user. Something which your addon would be perfect for if it did with cubes what it does with cylinders. ;) |
Hey Damjan,
Today I've finally installed the latest Blender 4.1.1. There are some compatibility issues with BoxCutter.
https://github.com/eXzacT/RePrimitive/assets/84742853/7100afea-e345-4c9c-88f8-d3de24c63a9c
And also get errors sometimes (50/50) if a mesh has a loop cut:
https://github.com/eXzacT/RePrimitive/assets/84742853/53a49373-4fd6-4a06-a1f6-6184d35d7d89
Take a look please
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