[Bf-funboard] Properties tab shortcuts

Bol Bib bollebib at hotmail.com
Sun Sep 22 11:41:39 CEST 2013


mmmh see that is why I initially wanted first letter shortcuts as well as there would be less difference as to which is which.

Imo each number should be "fixed" to the equivalent of the type of tab it should be

0 should always be texture
9 should always be material
8 always object data 
7always modifiers
6 always constraint
etc...


This is a better way to build up muscle memory imo
I went through all the types of tab and about the only one that doesn't play nice with this is bone-types: you would have no shortcut for bones or bones constraints.

 But other than that that seems to me a better scenario then an always changing number depending on type.



if this is an issue then maybe it would still be better to use unchanging letters based on mnemonics.

just my thoughts...

> From: kungfoobar at gmail.com
> Date: Sun, 22 Sep 2013 08:46:06 +0200
> To: bf-funboard at blender.org
> Subject: Re: [Bf-funboard] Properties tab shortcuts
> 
> I've fixed your script. It always sets/cycles on the visible buttons.
> http://www.pasteall.org/45763/python
> 
> The way I'm finding the visible buttons may be a bit too hacky, though.
> 
> DiThi
> 
> 
> 2013/9/21 Pablo Vazquez <venomgfx at gmail.com>
> 
> > This is actually a big time saver.
> >
> > Not fond of the 'first-letter' way, since is harder to find on the keyboard
> > without looking, I quickly implemented such thing using numbers. And
> > Ctrl+Mouse wheel up/down to cycle through the tabs, which I found to be the
> > fastest and most handy.
> >
> > Code, just copy paste on text editor and run script:
> > http://www.pasteall.org/45757
> > Then, on Properties editor press 1,2,3,4,5,6,7 or ctrl+mousewheel up/down.
> >
> > The only issue I found is that the enum for context is limited to those
> > available on the selected object, and it will give an error if not found
> > (for example if we press "7" to go to Material properties and we have a
> > camera selected, something like:
> >
> > Traceback (most recent call last):
> >   File "~/2.68/scripts/startup/bl_operators/wm.py", line 442, in execute
> >     exec("context.%s = advance_enum" % data_path)
> >   File "<string>", line 1, in <module>
> > TypeError: bpy_struct: item.attr = val: enum "BONE" not found in ('RENDER',
> > 'RENDER_LAYER', 'SCENE', 'WORLD', 'OBJECT', 'CONSTRAINT', 'MODIFIER',
> > 'DATA', 'MATERIAL', 'TEXTURE', 'PARTICLES', 'PHYSICS')
> >
> >
> > If somehow this could just skip the error and move on to the next item of
> > the enum, it'd be great! Devs pretty please? :D
> >
> >
> >
> > --
> > Pablo Vazquez
> > CG Artist - Blender Foundation Certified Trainer
> > Twitter: @venomgfx <http://twitter.com/venomgfx>
> > Blender Network: blendernetwork.org/pablovazquez
> > Email: contact at pablovazquez.org
> > Website: pablovazquez.org <http://www.pablovazquez.org>
> >
> >
> > On Sat, Sep 21, 2013 at 12:43 PM, Bol Bib <bollebib at hotmail.com> wrote:
> >
> > > I was wondering if there would be support to just add these as shortcuts
> > > for the properties editor
> > >
> > > Render ->R
> > > Render layers ->E or L
> > > Scene->S
> > > World->W
> > > Objects->O
> > > Constraints->C
> > > Object Modifier->B
> > > Object Data->J or D
> > > Material->M
> > > Texture->T
> > > Particles->P
> > > Physics->H or Y
> > >
> > > They are not used,I think,and they could also speed up work in the
> > > properties editor.
> > >
> > >
> > >
> > > I recently saw this,and this strengthens my belief this is something that
> > > fits inside of Blenders ' way of working.
> > >
> > > http://www.blendernation.com/2013/09/19/quicktip-shortcuts-everywhere/
> > >
> > > You could underline the needed letter shorcut in the tooltipname,or just
> > > show it next to it.
> > >
> > > Feedback would be welcome.
> > >
> > > _______________________________________________
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> > >
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