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TL;DR: Core changes to Blender 2.80 broke the addon, this update fixes things! Onward and upward!
Since Blender 2.80 is still in beta, the Python API for addons is subject to change. This small update fixes another error caused by a change in the Blender Python API.
Since Blender 2.80 is still in beta, the API is subject to change. This version fixes an error caused by a change in the Blender Python API. Onward and upward!
New in v0.5.0
Mesh Align Plus has been updated for Blender 2.80, and a new feature for "Align Planes" (flat alignment) has been added! PLEASE NOTE: The installation process is now different, and the default behavior for "Align Planes" has changed! Full details below.
New feature + default behavior for "Align Planes"
The "Align Planes" tool lets you pick flat surfaces and stick them together, by picking 3 points as a source and 3 points as a destination. The new default behavior changes the final location of your item. The tool now matches "Point A" (the FIRST src point selected) on your source, to "Point A" on your destination (the FIRST dest point selected).
The old "Classic" tool behavior matched "Point B" on the source (the SECOND src point selected), to "Point B" on the destination (the SECOND dest point selected). You can go back to the old behavior (shown below) by unchecking the "Pivot is A" checkbox in the tool options box.
Changes for 2.80
New installation process!!
The addon is now a Python package (it's a folder full of .py files), so installation is different now. See the installation page for more info, or TL;DR: You can install from the zip file provided in this release notes post:
New location in the Blender UI
Due to 2.80 changes, the addon's panels have moved to a new location in Blender: The 3D View > Properties (N) Panel > Mesh Align Plus Tab.
Custom transform orientations for "Align Planes" is currently (temporarily) disabled. If people complain enough, I'll fix it sooner :D This feature enabled the ability to drag your target around the target plane after using "Align Planes".
New in v0.4.0
Huge upgrades were made to advanced editing and measurement features. These improvements mean faster, more flexible and more lightweight workflows for complex operations. The Wiki has also been completely rewritten for this release (now here on Github).
Easily incorporate measurements into your transformation workflows. This brings advanced measurement features into the Quick Tools tab:
There are 2 slots to store things in (points, lines or planes), and based on what you load into the slot(s), you can find things like the angle between 2 lines, a plane/line intersection point, the distance between points, length of a line, etc. You can use the new auto-copy/paste features (detailed below) to load resulting geometry and/or values into your operators.
Quick Geometry Editing
This brings advanced coordinate grabbing and editing functionality into the Quick Tools tab. Simply click the triangle next to any reference feature to expand and edit it, or add modifiers to change its properties. This makes it easy to manually set the start/end points of an axis, for instance, change the direction of a normal after you grab it, multiply a line's length (etc.), all from within the operator panel.
New Ways to Grab Coordinates
You can now define a line by selecting a face and grabbing its normal. This is useful for aligning two objects by a flat surface on each, defining a plane to rotate in, etc.
Grab Average Coordinates
This grabs the average position of all the selected points. Makes it easy to grab the midpoint of an edge or the center of a ring, for instance.
You can now copy and paste reference features into and out of an internal clipboard. So if you grab a line for an Axis Rotate operation, and want to use the same line in another operator, just expand that item, hit copy, then hit paste at your destination. By default, calculation results are automatically copied to the internal clipboard (for instance, if you calculate a Line/Plane Intersection, the resulting Point will be copied into the internal clipboard, which you can then paste into the source or destination for Quick Align Points)
Scale Match Edge Numeric Mode
Grab an edge, type in the desired length, and the target will be scaled so that your reference matches that length (the scaling factor is auto-calculated for you). Remember, your reference doesn't have to be a literal edge (start/endpoints of your line can be anything, so you can scale match arbitrary start/endpoint pairs to a desired distance).
Quick Tools "Grab" icons now reflect the type of item they grab (Point, Line, Plane or Any). Point coordinate layouts (Start and End points for lines, for instance) and their related attributes and tools in the UI have been refined/updated for better spacing and usability (the icon for "Send Point to Cursor" has also changed). Added some wayfinding icons to each Quick Operator, to aid in menu navigation during complex editing operations.
New in v0.3.0
Select multiple objects to apply your operator to all of them. For Quick Tools, the active object (the yellow outline, in Blender) in a selection will be used to grab the source geometry when "Auto Grab Source" is enabled. Useful, for instance, when you need to move an object but want to maintain the relative positioning of some related items.
New "Quick Align Objects" operator
"Quick Align Objects" allows you to align selected items to the active object. See it in action below:
New Calculation/Measurement types
Use "Intersect Line/Plane" to find the point where a line intersects a plane. This adds a new point item at the location of the intersection.
Angle of Lines
Use "Angle of Lines" to measure the rotational difference between lines (the difference in angle between lines if each line sat at the world origin).
Ordered Vertex Grabbing
To quickly summarize: more predictable behaviors for everything.
The selection sequence is now respected when grabbing geometry for Line and Plane items. A Plane (with points A, B and C) will now set its point coordinates using the first, second and third vertex selected, respectively. For the new, improved version of Quick Align Planes (for instance), this means that the first and second points selected on both the source and destination plane will form the leading edge for each plane (which will be aligned to each other when the operator is applied, see "Align Planes" improvements below).
"Align Planes" operator improvements
Edge-Aligned default behavior
The "Align Planes" operator now rotates the source plane after alignment so that the leading edge is in-line (collinear) with the leading edge on the destination (Seen in action in the Ordered Vert Grabbing GIF above).
Destination plane transform orientation
You can now slide your target around on the destination face after it has been aligned using a new auto-generated transform orientation. After applying your alignment, a new transform orientation with the name "MAPlus" will appear, aligned to the destination face. You can have Blender automatically switch to the new orientation when the alignment is applied by enabling the "Use Transf. Orientation" checkbox in the operator options box.
"Scale Match Edge" operator improvements
Pinned source edge default behavior
The source edge now stays pinned (at the line's starting point) when the operator is applied.
Rewritten/improved core systems
A complete overhaul of the Geometry modifier system means that modifiers are now supported by Calculation items, and are handled universally and consistently in all parts of the addon.
All operators have also been rewritten for improved code consistency and readability.
'Not enough vertices' and other geometry grabbing errors are now properly handled in the Blender interface from the Quick Tools.
Fixed a bug with the Advanced Tools 'Align Lines' operator using data from the quick tools
Fixed a bug with Advanced Tools Plane items, where the "Send Plane C to Cursor" function was not working.
New in v0.2.0:
A set of fast, low-click, minimal setup operators in the 3D View > Tools Panel > Mesh Align Plus Tab. Mesh Align Plus features in the Properties Editor > Scene Context are now designated "Advanced Tools". Each basic transformation type has a Quick and an Advanced version.
"Calculation" item type (in Advanced Tools)
These items can be used to measure quantities and can also be used to compose new geometry targets for transformations (by modifying existing).
-New line at point (shifts a line to a new starting location)
-New line from origin (shifts a line item to the origin)
-Get plane normal (returns a new line item)
-Add lines (new line, by vector addition)
-Subtract lines (new line, by vector subtraction)
-New line from point (makes a new line from a single point item)
-New line from points (makes a new line from two points)
Duplicate items (in Advanced Tools)
Geometry items can now be duplicated (operator at the bottom of each geometry item).
Apply Geometry Modifiers (in Advanced Tools)
Modifers on geometry items can now be applied, which will unset modifiers and apply their effects directly to the item's coordinates.
"Add New" buttons for each item type (Advanced Tools)
Items can now be directly added by type in one click in the Advanced Tools. A button for each type is beside the main item list. The type selectors have been replaced by a drop down next to the item's name, should users want to change the type of an existing item.
The SPRIG Tools addon is designed to help artists construct 3D models from mesh pieces, and to build scenes from objects, by moving parts around with precision.
This first release contains basic tools for tagging geometry to use during transformations, and 6 initial operations:
–Fix parts together by matching vertex (point) locations
–Fix parts together by aligning edges (lines)
–Fix parts together by aligning faces (planes)
–Slide parts in the direction of a line/edge
–Rotate parts around an axis/edge
–Scale an object so that one if its edges matches a target length
Giving artists flexibility is a major priority. So, for instance, the addon allows you to specify imaginary geometry (like an axis of rotation or implied plane of alignment) by grabbing coordinates for geometry from a variety of places:
–From real verts, edges and faces
–From the 3D cursor
–By typing coordinates in manually
–By measuring quantities/locations from the scene (such as the rotational difference between two edges or a third of the distance between two points) and the geometry it contains (future releases)
Future releases will aim to provide more flexibility, speed and customization to enable artists to move parts around in strange and abstract ways to suit needs specific to their individual use cases, needs that the system could not have anticipated when it was designed.
Hopefully, you will find it useful, and have fun :>