Shorthands to some functions I find myself missing in my day to day Blender work from the comfort of the 3D view (without having to fumblr around in settings panels)
Things available in the sidebar:
- Toggle Simplify and max subdivs
- Change preview and render max samples settings
- Easily change preview render pixel size
- Quickly rename in-game objects weights to match rigify weights names (Only when meshes are selected)
- Addable to Blender's Quick Favorites
- Quick toggle of pose and rest position for armatures (Only when armatures are selected)
- Addable to Blender's Quick Favorites
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Quick cycles render settings | Quick Octane Render settings |
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Objects are selected; allows for renaming of weights | Armature is selected, allows for toggling pose/rest position |
- Blender 4.0
Download this repository as a ZIP file, install in Blender through the "Install" button in the Blender Addon window.
- Floaty64 for giving tons of valuable feedback
- ChaoticPan for volunteering to test this out
- @ranjian0 for the tool of generating Python module stubs to get editor integration in VS Code Intellisense (Blender-PyCharm)
Disregard anything from this point onward unless you're curious about development progress and whatever.
Implement operators out of these scripts:
-
scripts/rename_rig.py
Given the naming schemeTYPE-identifier-rest
, rename theidentifier
part of selected (or all) data-blocks matching it.- Examples: rename
thing
tocappy
;GEO-thing-face
→GEO-cappy-face
- Examples: rename
-
scripts/make_param_nodegroup.py
Create a predefined nodegroup that's used for common character parameters in materials; ink color, skin tone, skin material density, roughness weight, etc. -
scripts/make_ref_environment.py
Create a predefined setup consisting of a camera and a world data-block to make lighting and viewport consistent -
scripts/set_render_output.py
I'm lazy, just set the render output to be 16-bit TIFF by default -
Handled inscripts/con_rename_images.py
na_selected_nodes
-
scripts/na_selected_nodes.py
Given the selected texture image nodes, rename and relabel the images used that match the current material name
- Operator: Convert
OctaneRGBImage
node(s) to legacyShaderNodeOctImageTex
[x] Shader Editor: AddLayout
andGroup
menus to theAdd Node
menu- Already fixed in BlenderOctane
- Enable denoiser for rendering
- Allow fast switching of preview render's pixel size
- Common fixes to an object's modifier stack order (Armature first, Subdivision last)
- Fix issues with
Knee
andElbow
weights- Add (and apply?)
VertexWeightMix
modifier; A=DEF-forearm.L, B=Elbow_L, Vertex Set=All, Mix Mode=Add
- Add (and apply?)
- Ability to easily add character-related properties on rigs (like ink color, skin tone, etc)
- Toggle for mesh symmetry in the X axis
- Create empty vertex groups for the opposite side (
Toe_L
->Toe_R
, for shoes w/ mirror modifier) - Rename vertex groups from one side to the other (rename groups from
_L
to_R
)
- Reorganize
- Make it easier to make a nodegroup or similar that has characer properties for use in nodes (making drivers by hand is boring)