context sensitive hotkeys/pie menus?


#1

okay…i know the rave of modo is in the customization to get a speedy UI/workflow…

so for me the ultimate in speed is if i can have a pie menu or hotkey be context sensitive.

so that no matter what the component is selected…a single hotkey will do an extrude of that component type. say X will extrude face/edge/vert and B will bevel a face/edge/vert
and if a specifice component selected and i bring up a pie menu…only commands relevant to that componet type will be shown.

that saves me from having 3 hotkeys to do one command like extrude…

and i guess i should mention toggles.

or will i have to learn perl to do these things?


#2

if its perl…

could someone post a template that we can use so that we can tweak to our liking?


#3

extrude and bevel are already the way you want, i am really not sure why people are keep asking it, i currentlky use “b” for bevel “shift b” for extrude for all and any component

if you call the commands from windows geometry menu that is how it will work.
if you call those commands from custom “modo tool” menu then it will show up as different commands, it is just the was they designed the menu system


#4

not following you kursad…because if I use a polyface bevel on an edge or vert i dont get any results. or if i have a polygon selected and i do a vertex bevel…it will logically bevel the vertices of the polygon (not the face itself)

modo allows one command per hotkey…so would i need a macro/customized tool to do multiple commands base on selection type like this?

i mean something like this:

if polygon selected
then polygon bevel the selection

if edge selected
then vertex bevel the selection

if vertex selected
then vertex bevel the selection

if nothing selected
then execute pie menu

if material selected
then material editor opens

or a variation such as this

if polygon selected
then smooth shift the selection

if edge selected
then edge extend the selection

if vertex selected
then vertex extrude the selection

if this can be done…i would think its possible to do the same with pie menus?


#5

" that saves me from having 3 hotkeys to do one command like extrude…
"

well answers to this one then, yes so you can have 2 hotkeys total for “global” bevel and extrude. you do not need 3 hotkeys per bevel operation or extrude operation. i am not sure why you say it does not answer your question, if that was your question.

,
i do not have solution for context sensitive menus

“that doesnt really answer the question.
if i have a face selected…i can extrude vert”
and i am not understanding what you meant here,

if you have selected faces that means you are in face mode and you will extrude faces.maya works in that way as well, if you want to bevel a vert you need to goto vertex mode and run the “global” bevel with you assigned “B” shortcut, and you can use same “B” for bevelling in face mode


#6

okay… now i understand a little bit more…

defaults

b
command: bevel “no”

x
command: extrude “no”

(what does the no mean?)

these commands are categorized as “containers” which is why i assume they are smart enough to know what is the selection type but i would like to customize all of that…or have control over it by integrating different commands that are not labeled as a “container”


#7

bevel “yes”

 extrude "yes"
 
 works for all on my modo as global bevel and extrude, give a try
 
 copy paste tto your command line or press f5 , and paste it
 and when you run them from  history-rightclick and assign shortcuts you want to those commands
 
 it should work like piece of cake

btw my previous answer was based on your previous answer-question which you have edited later :)

here is the thing, when i started assigning shortcuts in modo after some latest betas, i had same problem as you and some other people, i felt like it was a drag to assign 3 different shortcuts for every component, until i found that bevel from menu bar was different than bevel from customized tool bar which is default in modo


#8

it has something to do with “bevel” and “extrude” being categorized as “containers” where as “poly.bevel” and “vertex.bevel” will not work on an edge selection. (which is why i had trouble understanding u)

or am i wrong?


#9

for some operations modo does not work for selected component base, rather it works like it is special to kind of component, but for very basic tools like bevel, extrude, rotate, transform etc, modo has global shortcuts, you can call that modo is not component sensitive with those ones, which is good


#10

you maybe right, they have modified versions of bevel extrude etc commands, which may make sense for certain occasions, it is just too bad that those are the commands that were "on your face " available through "modo tools " custom menu. those commands are derivatives of actual bevel and extrude.
but if you realize, they are also very very “helpful”, because they are letting you bevel a vertex or edge while you are in “face” or other modes (by converting your selection to necessary compenent ). so those commands are component independent rather than being sounding as compoenent dependent


#11

yeah, global commands make a lot of sense. I am just trying to integrate new global commands…

In Maya each component type has an ID number which you can use for summoning different menus or execute different scripts. I suspect this would be possible with perl?

Does modo have a way of identifying what you have selected so you can execute a command based upon that selection type.


#12

now that would be question for programmers or perl savy people, because i do not have much or any knowledge of per(l). but i know little bit persian, would that help ? :slight_smile:


#13

lol…

perl and persian? i couldnt tell the differane if you showed me :slight_smile:


#14

yeah i was deceived by with one “l”, if it was not to that one i could have been writing plugins for modo now :wise:


#15

these commands are categorized as “containers” which is why i assume they are smart enough to know what is the selection type but i would like to customize all of that…or have control over it by integrating different commands that are not labeled as a “container”

Containers are collections of related commands. When you execute a container, it actually executes the command in within that matches the most recent selection. These are currently defined coded directly into the application, and cannot be defined by the user.

The “on”/“off” thing (or “yes”/“no”) is used for toggle-style buttons, such as tool buttons. Containers include on/off when used for tools, but the argument is unused for more generic commands like “delete”.

It is possible to use filters to make forms context sensitive, but due to an oversight in the design, it won’t work with pie menus. I’ll have to figure out how to resolve this in the future.

– Joe


#16

Wicked that you are on the forums Joe. I know all to well about oversight in design…things like this only reveal themselves under rigourous testing and even then may not seem important at the time. I am in Game Development…and this happens all the time. I think the appropriate word is “feature creep” and you have to put a cap on it somewhere.

I am accustomed to modelling without any menus or pallettes…just a single viewport and very efficient use of hotkeys.

I just want to mention to you that pie menus feel a bit buggy when the “open immediately” is toggled off…they will quite often open a 2nd time on mouse press but the hotkey is released.

I hope your coders are not getting discouraged.


#17

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