7

Open the dropdown menu with the arrow button right below the minus button. There, select the Cleanup entry to remove the dead entries.


6

Answering the actual question It seems the closest thing to what you want is region.view_distance Here's how to display it and other relevant informations about the current 3D viewport to the user : import bpy from math import pi class HelloWorldPanel(bpy.types.Panel): """Creates a Panel in the Object properties window""" ...


6

Disable Load UI in Preferences when opening a file with an earlier version that was saved with Blender 3.0 and higher. The elements have changed places. When loading the new positions in older versions there are problems in the display.


6

You probably have 'Affect only origins' checked on the Transform drop-down I've marked below:


5

About thousands mark: These are not normally used, but are used for eg scene statistics in the statusbar. The commas appear to be inserted by the function BLI_str_format_int_grouped_ex, which hardcodes comma as the separator. So you cannot change this. About decimal mark: AFAICT, most numbers in the UI are printed by the standard snprintf function with ...


5

That's the Outliner and Properties editor areas. Here's how to open new areas (Splitting) after which you can switch the Editor Types to Outliner and Properties. This answer is for Blender 3.0 (the current version), and may be different if you're using something else.


5

Answer: In Python, the command to set the alignment is bpy.context.preferences.edit.object_align = 'VALUE' where VALUE can be one of WORLD, VIEW, or CURSOR. This will affect any objects added after you've made the change. Background: The way to find such things in preferences is to enable Developer Extras in the Interface panel. Then if you hover over the ...


5

I guess this solution is not as easy as desired, but here's what you can do: Make sure all objects are deselected with Alt+A. Now, usually Blender creates collection called RigidBodyWorld which is not shown as collection in the Outliner, but it exists. So in 3D Viewport press Shift+G > Select Grouped > Collection and from the collections choose "...


4

As mentioned in my previous answer, name is instantiated by default. Notice that the coding style/quality of the example given is not particularly beautiful, try to revise the code under consideration of Create an interface which is similar to the material list box. import bpy from bpy.types import PropertyGroup from bpy.props import ( ...


4

Here's a self-contained suggestion that you can iterate from : import bpy class MyPG(bpy.types.PropertyGroup): bone_filter_mode: bpy.props.EnumProperty( name='Bone Filter', items={ ('NONE', 'None', 'All bones will be exported.'), ('BONE_GROUPS', 'Bone Groups', 'Only bones belonging to the selected bone groups and ...


4

Have a look into Text Editor -> Templates -> Python. Quickly combined Operator Mesh UV and UI Panel Simple templates. You can never be sure, but no crashes while testing... import bpy import bmesh class HelloWorldPanel(bpy.types.Panel): """Creates a Panel in the Object properties window""" bl_label = "Hello ...


3

As it turns out, for reasons I should have known, you can't do precisely what you want. Perhaps this will work well enough in its place. The problem is that in order to add properties to a class, that class has to inherit from one of three classes and NlaStrip, the class you would like to add properties to does not inherit from any of them. However, every ...


3

That setting can be changed in the Preferences. Go to Edit > Preferences, then adjust your Resolution Scale. That should help! There's a keyboard shortcut to change it on the fly so you may have done that by accident.


3

In your script, as shown above, the type of the current area is switched to Outliner. That´s the area you´ve run the script (Texteditor). Now you have two areas with type outliner and as Cod3R wrote in his answer, there´s no selection in the new one. Not so important, because only operators can get a list of selected data-blocks via bpy.context.selected_ids -...


3

You can catch the left-click event when the button is pressed to differentiate between UI and hotkey call, using event.type == 'LEFTMOUSE': https://docs.blender.org/api/current/bpy.types.Event.html#bpy.types.Event.type import bpy # https://blender.stackexchange.com/a/24002/ class OBJECT_OT_CustomOp(bpy.types.Operator): """Tooltip"&...


3

have some ability to scroll left and right Blender in any situation except when a tool like Boxcutter is being used, does have scroll functionality. I guess the inability to scroll when external plugin tools are enabled could be considered a bug. Might be useful to flag this as a potential issue to the development team .


2

To filter UI there is a nice tool in Sidebar(N) > Tool > Workspace When ticked Filter Addons, the unmarked addons no longer displayed in sidebar, but continue to work.


2

you can scale the y scale as you would do in viewport (zoom in and out)


2

Have a look into Create an interface which is similar to the material list box (possible duplicate) These examples are way better and much more complete than the ones you will find in the templates / documentation / blogs and can be customized to any requirement. ###################################################### The name property (string) is ...


2

You can also add a (hidden) property, IE Bool or Enum to the operator (as you already do) which will be set when the button is pressed. https://docs.blender.org/api/current/bpy.types.KeyMapItem.html#bpy.types.KeyMapItem.properties import bpy # https://blender.stackexchange.com/a/24002/ class OBJECT_OT_CustomOp(bpy.types.Operator): """...


2

If you define "active" as "cursor is in the area", then you need to have an actual test for where the mouse is. Here's a demonstration of an operator that figures out if the mouse is in the 3D Viewport. You need to modify it so that it puts the value somewhere appropriate to your needs rather than just reporting it. You then need to ...


1

shift–A is a shortcut in the outliner. It executes the Expand/Collapse All command. That command is a toggle, meaning that repeating the operation undoes it. If the outliner is collapsed down to a single entry then shift–A will open up the entire view. If the outliner is open up, showing every entry, then shift–A will collapse it down. Note that pressing ...


1

Click here on "Object" Choose here a color and set alpha e.g. to 0.5 result:


1

Pie menus are arranged in the order West, East, South, North, Northwest, Northeast Southwest Southeast; as you said. If you have more than 8 entries, the cycle repeats, causing entries to lie on top of each other. To skip an entry, insert a separator() layout element. Since you want North and South with two item, something like this fragment works: def ...


1

Hard to tell from your question, but what you're calling “the Collections Panel” is probably the Outliner editor area. Either switch the Editor Type of one of the open areas (upper left corner) to Outliner, or open a new area and switch its Editor Type to Outliner. This answer is for Blender 3.0 (the current version), and may be different if you're using ...


1

In detail, here's the problem: I made a Python programming mistake. As pointed out in a comment on the question ordered.reverse() reverses the order in place and returns None. The bug doesn't show up at the call site, or within the function that makes the call, because the result is immediately returned but not used in the function. My confusion stemmed ...


1

Did you notice that your selection is different when you switch text editor to outliner? I think you have to code an operator and run it in the current outliner (f3) or add a button. import bpy class SimpleOperator(bpy.types.Operator): """Tooltip""" bl_idname = "outliner.simple_operator" bl_label = "...


1

This is adapted from Using UILists in Blender One way is to create a class that holds the custom properties for each list item. Each item should have a name, so you might want a class with three items in it: from bpy.props import StringProperty, FloatProperty from bpy.types import PropertyGroup class ListItem(PropertyGroup): """Group of ...


1

You would have to modify Blender's source code for any built-in operator to change the operator's adjustment menu; but you can create the details for your own operators using Custom Drawing. There's an example on that manual page. You need to do three things specifically: Add the invoke method's call to the window manager to pop up the menu. Write the draw ...


1

There is (yet another one) add-on for that: https://chippwalters.gumroad.com/l/simpletabs Using it, you can consolidate tabs, so that the total number of them will be reduced.


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