Do you really need all those addons?
That seems neither productive nor beneficial for performance. Having many addons may eventually have a significant toll on responsiveness and available resources.
Features are often grouped for certain steps or stages of a project. You may notice you only need certain addons for certain tasks or worflows, maybe even use a ...
This answer reports the best solution I found so far, I'll be happy to hear from feedback or better alternatives:
I wanted to integrate matplotlib into Blender in its own space, but sadly learned that the Blender 2.80 API can't (yet) create new space types.
Therefore the solution for me was to let Blender's Python3.7 interpreter run a separate matplotlib ...
The bpy.types.WorkSpace.status_text_set() function can only display a plain text string in the status bar. The string is displayed with the highest priority - "on top of" any keymap tips.
It is possible to display the usage tips for first 3 mouse buttons (press and drag event for each button) by registering a proper keymap. Here's an example:
Either from the 3D View Sidebar > Tools tab or from the Properties Window > Active Tool tab there is a workspace panel.
The dropdown menu allows you to define a default workspace mode. After that save the startup file from the File > Defaults > Save Startup File menu entry so it is available next time you start a new session.
"Whack" em all.
Script will "whack" (unregister) any registered Panel, Menu or Header class that follows the naming convention.
classes_to_whack = (
for p in dir(bpy.types)
sep in p
for sep in ("_PT_", "_HT_", "_MT_")
Define the prop.
In as much as I agree with @DRF that using workspace properties as input into drivers is not a good idea...
Appears it is with custom properties, ie those defined via custom props panel or via script with
context.workspace["prop"] = 44.55
on the workspace that create the error. Trying instead the users property of the workspace it "...
Edit : Make sure you are using a mouse with right-click capability.
Right click on the tab and choose Delete
If the popup doesn't appear then there is something wrong with your installation or this is a bug.
You might try resetting Blender to factory settings or there is a hidden feature I do not know in the preferences to disable it...
To reset to ...
Just to clarify (or what I think the problem is): It's annoying to constantly change the active scene when switching between Video editing and any other operation.
The workaround is to use "Window->New Main Window" and use the first window for 'Video Editing' and the second window for everything else. I realize the convenience when you change the scene for ...
Figured it out thanks to iceythe from blenderartists:
for area in bpy.data.workspaces['my_workspace'].screens.areas:
if area.type == 'VIEW_3D':
for spaces in area.spaces:
if spaces.type == 'VIEW_3D':
area.spaces.active.clip_start = 0.1
Start new project using General preset
File -> Open .., locate your .blend, but before you open the file, uncheck the Load UI option
Your old .blend should be opened using the General preset UI, so the workspace should be there
Yes, there is an easy way.
The view you get initially is through the camera in a white background. The dark grey is the passepartout of the camera.
One way it to click the camera icon:
or the shortcut Numpad 0 to enter the camera view.
Ok this isn't possible. What's being show in the video is opening a different Editor Type which is possible. What the question is asking for is opening the same Editor Type but with a different Editor Mode. And this isn't possible: perhaps because the contextual interface on the right would be confusing as it would depend on which editor pane you were in.
solved.Thank you very much NGCHunter2!
Global view shows all 3D objects in the scene. Local view isolates the selected object or objects, so that they are the only ones visible in the viewport.
Numbpad / is use to toggle Local View
Your UI is significantly altered from the default. I noticed one tab labeled “game logic“ and I’m wondering if this is actually leftover UI from an old 2.79 blend file. However, the tab you need might be still there. Hover the mouse over the tab area, and then scroll. If you still don’t see the tab, click the little plus tab at the very end, and you’ll see ...
It turns out that the correct place to change this is "Viewport Overlays" dialog. It's accessible via third dropdown in viewport top right with icon that looks like outline circle and filled circle partially overlapped. The tooltip for the quick toggle says "Show overlays".
Other possible reasons for this behavior can be found at question ...
Here is a quick solution, which allows you to change the workspace from Python:
bpy.context.window.workspace = bpy.data.workspaces['Layout']
All the available workspaces are stored in bpy.data.workspaces, so you need to pick one from those.
Now it is just a matter of putting your favourite into a Python script and register it as an operator, so you can map a ...
I've found you can cause the status bar to redraw by calling:
It will of course also remove any currently set custom status text, but unlike the non 'internal' version it does not remove appended draw functions.
In my case I had two characters on different layers in Blender 2.79 and I used unlink viewport to see them both on the screen at the same time.
In Blender 2.82 there is no unlink viewport button, but since I had the characters in separate layers they were imported in as separate collections.
If you go to you workspace and select the View tab on the right ...
The following script allows you to create a material with the colors you'd like and assign it to a specific object. The material is only created once, if another material with the same name already exists that one is used. If it finds the expected shader node it sets the desired color. The first argument is the object you want the material assigned to, which ...