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Never could figure this out in Blender, but I've implemented a workaround: My keyboard (Logictech G910) allows me to assign macros to certain keys, so I programmed a single key press to do the following: NumLock > Numpad . > NumLock NumLock toggles the mouse button keypad emulation (a built-in Windows 10 feature). Works like a charm.


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If all you want is to switch objects when in sculpt mode, all you have to do is to hover your mouse over the object and press D. The new object now will be the new focus for the sculpt mode. If you want a quick way to alternate between the two, then Ribbit12's approach is spot on.


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If you have a camera in the scene, and you use and of the commands that align your view with a camera's view, then the 'nudge' mode numpad keys (2, 4, and 8) are "locked out". To be able to resume using them you can use numpad 0 as a toggle. In 2.93 and later you can enable the 3D Navigation built in add-on This adds the 3D Navigation tab to the ...


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I had this same exact problem, so I went into Viewport Shading and was able to see the model. Then I opened another instance of Blender and copy/pasted there and was able to see it and work on it.


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In recent versions, viewport updates are not computed for Objects that: Are disabled in Viewports in the Outliner. Are also not required by any Viewport-enabled Objects in the depsgraph. So to quickly make changes without waiting for viewport updates on every input, you may disable the heaviest objects in the Outliner, then select them in the Outliner. At ...


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You can use Alt + D to detach the node, but in recent versions, it enters move mode automatically. If you wish to prevent that from happening, follow these steps: Under preferences -> keymap, type in detach in the search bar. You'll come across a few in the node editor region. Expand the one with Alt + D assigned to it to expose the command code right ...


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It's up to you but from what you say anything that relates to viewport probably fits in as VIEW3D panel. note you can append to existing panels to reduce clutter.


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The Pie Menu Editor plugin can receive the F13 to F24 keys. Which you can then configure to do almost anything. Build and display pie menus, regular menus, send python commands, you name it.


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I had the same issue and to solve it it was Ctrl + Alt + Space


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first step is to to place each of your ref images into different collections and your objects into a seperate collection Now press 'N' on your keypad and go to the 'View panel' go to the collection section and check the 'local collections' option Now just repeat the same steps in the other section of your splitted viewport


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You should turn on the local collection box before pressing the eye icon


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Just follow this GIF step by step. Hope this Helps By the way please remeber to place each of your ref images into different collections and your objects into a seperate collection and you can view the panel by pressing N on your keypad


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You can add a hotkey in 3D View section, 3D View Generic. It could be a keyboard key as well as it might interfere less with other mouse functions. Just go to the preferences(F4 > P), Keymap Tab, and navigate to 3D View, 3D View Generic and click Add New, then enter view3d.cursor3d and choose a hotkey:


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Here is a python script that accomplishes what you want, along with the bonus of naming every object that contains the material you are looking for. I've spelled out a couple of things that could have been elided, to make it clear what it is doing. import bpy def find_linked_materials(wanted_name): """ returns a list of (object, material,...


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On the side bar (properties), there is a green icon above the material icon, inside that you will find the layers.


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@Gandalf3 answer still applies, this is just update for Blender 2.9+. In Blender 2.9+, to display an object's bounding box, you have to select it (in viewport or through the outliner) and then go to Object Properties Tab > Viewport Display. There you'll find the option Display As with Textured option selected by default. To display the bounding box, you ...


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Numpy version. Changes made in edit mode are not reflected in mesh data until changing back to object mode . How can I check face selection in edit mode If you do not wish to toggle the mode, consider using an edit mode bmesh, especially if the areas are going to be used to update the mesh. As an example thought I'd add a numpy version, as well as ...


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Set the __annotations__ dictionary Further to comment Suspect it is same issue as Python Operator worked until 2.93, now throws " not _PropertyDeferred" error Prob requires setting dictionary to annotations of the property group Wrote, before, pasted after edit to question, anyway shows on the right track. Test example. import bpy from bpy.types ...


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Although align=True is usually the issue, I figured out it was UILayout.use_property_split in this case. I set it to "False" for the row itself and it worked as expected. Edit: UILayout.use_property_decorate specifically adds the space for the keyframe button - I explicitly prevented these props from being animateable, so the decoration didn't show ...


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Just pass align=True when calling the encapsulating layout element like UILayout.row(align=True), UILayout.column(align=True), or UILayout.grid_flow(align=True) to get rid of the padding: ... layout = self.layout row = layout.row(align=True) row.prop(mytool, "my_bool", icon='CAMERA_DATA', text="") row.prop(mytool, &...


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