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Modules MultiCut SubD Tools Unrotator FitPrim ID Materials

Wiki Last Updated: 2023-04-17 ISO8601

What is keKit?

keKit is a General Tool-Kit Blender Add-on
• The Add-On provides extensive options for customizing & optimizing workflows.
• An all-in-one collection of Scripts, Tools, Macros and Pie-Menus, etc.
Modular - The kit is composed of separate modules that can be enabled or disabled.
• At your discretion - No preset shortcuts.

How do I use it?

Download & Install
Check the keKit blender page for download & installation instructions. (+updating instructions) That page also contains the latest update information in the release log (as the Wiki may lag)
For more general questions, try the FAQ.

Manage your own Shortcuts
As many of the scripts are often intended to replace default shortcuts, there is no predefined add-on keymap. Such solutions are common with other (more special purpose) add-ons, but this is not feasible in this case: (There's a LOT of scripts - It would be like replacing half the default keymap)

You assign whichever operator you like, to whichever shortcut you like:
Right Mouse Button to assign shortcuts on keKit panel items

- The Shading Pie Menu has a custom class operator with a preset shortcut (Temporary, for you to change).

• Some scripts require a mouse position or other in-viewport action;
   Assign a temporary (unused) shortcut for features you want to try out first.
• Mouse-over items in the keKit panels for tool-tip descriptions.
Modal keKit Operators will have modal shortcuts displayed in the bottom status bar.

Note: The images of menus, panels etc. on this page are not updated to always be 100% up to date.

Search Wiki

Just use your browsers page search: CTRL-F / ⌘-F

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Add-On Preferences


Import / Export / Reset Preferences
Auto-Export : Automatically exports to a JSON-file when you close blender.
• You can also use the manual export button during a blender session.
• The keKit prefs is automatically created in your user config folder.
Transferable : When moving to a fresh/different Blender,
   take your settings (the kekit-prefs.json file) with you.
Import will launch a filebrowser, to choose which kekit-prefs.json file to import.
   The imported settings will be saved as stated above.

Cursor Menu
Display the keKit Cursor Menu in the viewport header or not.

Outliner Extra Buttons
VIDEO - If you prefer buttons to shortcuts or nested context menus for:
• Show Active
• Show One Level / Hide One Level

Experimental Mode
• Enable/disable experimental features (that work, but may have quirks/issues)
• Menu items may have "N/A" placeholder text if Experimental Mode is OFF.
• Currently only affects certain interactive property controls in Menus.
   Issue: Error spam in console when using 'Menu Search'.
   Note: They all work just fine besides this. Fix TBD.

Viewport TT-Toggle Icons
Visibility for TT Toggle Mode icons in the viewport.
(Only relevant if Transform Tools Module is active)

Modules Enable / Disable
- Pick whichever ones you want loaded
- Press 'Reload Add-ons" to apply changes

Modal UI Scale / Text Colors
- Extra text size control on top of the general Blender UI scale
- Colors on keKit modal operator UI text. Example: IMAGE

Main Panel Header

keKit Operator Preferences

Auto-saving - All your changes to keKit N-panel presets will be persistantly saved (with the add-on prefs) - you do not have to manually save any prefs.

Update Check - Click the url-icon to open a broswer window to check out the latest keKit updates. (No automatic update check)

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Duplication Module


Cut+ or Copy+ stores selected elements/objects in a buffer (temp external blendfile) in Edit or Object Mode,
which you can then Paste+ into another mesh in Edit Mode (merge), or into a new object in Object Mode.

The buffer is stored until a new Copy+ or Cut+ operation. (Paste+ unlimited nr of times.)
(Uses Blenders "Copy Objects" & "Paste Objects" copybuffer)


"P" Paste+ Mouse Point (Toggle Button):
(Object Mode) ON:Paste+ geo is placed at mouse pointer. OFF:Original location

"M" Paste+ Merge (Toggle Button):
(Object Mode) ON:Paste+ geo will be merged with selected object, or pasted as a new object if nothing is selected
OFF:Not merged, selected or not.

Extract & Edit

Instantly cut (extract) elements into a new Object & set Edit Mode.
• Customize default extraction behaviour in the Shortcut-settings. IMAGE


Select Connected
• Automatically selects geo connected to your initial selection

• New object orientation is calculated from active element.

• Duplicates selection before extraction

Set Object Mode
• Does not enter Edit Mode in the new extracted Object
• Note: Only possible to set in the shortcut editor - Not available in the Redo-panel.
   Set Object Mode + Itemize (+ whatever else) replaces the old Itemize operator

Extract & Extrude (ExEx)

• Extracts mesh selection, offsets and extrudes.
• Offset & Extrude distances are automatically calculated by (shortest) edge length, unless overridden.
• Options & adjustments in the redo-panel


MouseMirror & MouseFlip

Mirror or Flip selection based on mouse position (for direction) and Orientation type selected. (recalculated)

Global: Mirror using world origo
  Edit Mode: 'BBox mode' global axis.
  Object mode: 'BBox local mode', rotation w. Ind.Origins. Any other; not.
  Normal: Edit Mode - Only takes the Active Element into account for rotation/center and auto-selects connected mesh.
  Cursor: Uses the cursor for center, and rotation if Pivot is also set to CURSOR, otherwise cursor rotation is ignored.

Old Modo version VIDEO for reference (close enough)

Linear Array

Creates an array modifier in a line,
spaced automatically to where you point the mouse.

Note: The local orientation the Object will be used.

Modal: Modal shortcuts are listed in the status bar.
Update: Numerical input is now always available for LA: Input mode not required.

Adjustment Mode: Run LA again on existing LA array to re-enter modal state
Note: Adjustment Mode is no longer availabe when finalized to instances:

Linear Instances:
- Finalizes the array turning all objects to linked duplicates.
- Available as a LA preset variant that directly finalizes to instances with Apply in modal, or as a shortcut in the regular LA modal ("F")
(Yes, the difference is marginal)

Radial Array

A modal tool for setting up a circular Array Modifier solution.
The cursor defines the circle center location and rotation
(Cursor Z-axis = "Hub" axis)

Adjustment Mode: Run RA again on existing RA array to re-enter modal state

Option : Automatic arrange (as the video), or not.
- Auto-Arrange is on by default
- The Auto-Arrange option can be toggled in the shortcut editor

Modal shortcuts are listed in the status bar

Radial Instances

A modal tool for circular duplication of linked mesh data objects (aka Instances)
• Does not use Geometry Nodes or Modifiers.
• Is a separate operator from Radial Array.

Adjustment Mode: • A pseudo-non-destructive re-activation feature:
Run RI again on an existing RI setup (select Emtpy or Object) to re-enter modal.

• Place the Cursor as center point (location)
• The center point 'Hub' axis (rotation):
  Uses the selected Object's (closest) axis facing you/view


Main Module

Get & Set Edit Mode

Selects object under the mouse pointer and switches selection to Edit Mode. VIDEO
Optional modes:
• "Extend" variant will extend the selection (multi-object editing)
• "Element Mode Pick" toggle will set the edit mode to the type of element directly under the mouse (vert, edge or face)

Get & Set Material

Grabs material from any object's face under the mouse pointer and applies it to the current selection. VIDEO

Local Mode by Distance

Include/Exclude objects in local mode from selection by distance. Options in redo-panel for:
• Same Object Type Only (as selection)
• Invert Range
• Frame View on filtered selection


Zero Local

Temporarily stores & zeroes an objects Location & Rotation & enter Local Mode
Run Zero Local again to exit Local Mode & restore Location & Rotation.
Zero Local R: Rotation only

Unhide or Local Off

Unhide hidden objects, or set Local Mode off - if currently in Local mode. Compatible with Zero Local.

Quick Measure

Contextual Measurement Tool by type of selection. VIDEO

Vertex - Two modes:
  - BBox dimensions of selection
  - Distance between 2 verts.
  Update: You can select any number of verts (shift select not needed).
  Space-click/Clear if garbage data is cached. VIDEO

Edge - Each Edge's length and combined length.
Face - BBox dimensions of selection.
XY Area - Displayed in BBox dimension modes.
Round Snap - Built in snapping feature.
Freeze Mode - Stores initial selection calculations, for geo tweaks. VIDEO
QM FreezeMode - QM starts in freeze mode.

Render Module

Render Visible

Render Image of only what is currently visible in the viewport - Regardless of outliner object render toggles.
Optional: Toggle for using Slot Cycling
(Temporarily sets render-toggles & uses a modal-timer hack to enable visible render progress.)

Render Image Slot Cycle

Render Image to the first empty render slot (supports any nr of slots*).
Wrap toggle on: Cycle overwrites existing slots, looping back to slot 1 after the last slot.
Wrap toggle off: No overwrites, you will be notified when all slots are full.

* Tip: You can add extra slots in the render window + save in your startup scene to use as default (Set Slot 1 as active!)

BG Sync

• Sync the Viewport Preview shading EXR to world render (incl. built in EXR's) with rotation and strength values.
• It will file/node-manage for you, and reuse when possible. IMAGE
• It is also available in the extended shading pie menu

Bookmarks Module

Cursor Bookmarks

Store Cursor - Saves Cursor Loc & Rot into slot.
Recall Cursor - Uses stored Cursor Loc & Rot from slot.

Default/Blank Slot is the reset Cursor position (0 loc, 0 rot)

To Clear Slot: Assign reset (zeroed) Cursor position.

View Bookmarks

Store View - Saves current View transform into slot.
Use View - Uses stored View transform from slot.
Get View - Grabs current View transform (to input slot)
View Input - Copy/Paste View data. Mail your coworker.
Set View - Applies View transform (from input slot)

To Clear slot:
Use stored view, dont move the view, overwrite the same slot to clear.

Added - Cycle View Bookmarks. As the name suggests.

Snapping Combos

Bookmarks the current snapping settings in one of 6 slots.
• Hotkey the stored slots (1-6), or use the snapping pie menu

The combo tools are located in the regular Blender snapping menu
The combos can be renamed (for the pie menu) in the Bookmarks panel

Orientation & Pivot Combos

Set up 6 combo-operators that will set Orientation & Pivot to your most commonly used combinations.

O&P Operator (Assign Hotkey and/or use in pie menu)
Set Orientation & Pivot for OPC1 Object Mode
Set Orientation & Pivot for OPC1 Edit Mode

Note: You can rename the Combos (for the O&P pie menu)

Select & Align Module

Cursor Menu

Adds a custom 3D-Cursor Menu in the viewport header.

Contains tools to manipulate the 3D Cursor:
• Align To View
• Local Cursor Axis Step/Snap Rotation via preset steps or custom step value
• Align towards an object selected in menu
• Match rotation of the object
• Direct access to Cursor Location & Rotation
  (same as N-Panel/View/3D Cursor menu, for ease of access in one place)
• Snap To items (as in the pie menu)
• CM Header icon placement/disabling in Add-on prefs.

Cursor Fit & Align

Edit Mode:
• Snaps 3D Cursor to selected elements (average position) and calculates 3D Cursor rotation from FACE/VERT/EDGE selection.
• No selection = Cursor reset

Object Mode:
No object selected and mouse is over nothing resets Cursor.
Pointing at ANY object will align the cursor to the face under the mouse, regardless of obj selection.
1 Object selected and pointing mouse over NOTHING will align cursor to the selected objects location & rotation.
2+ Objects selected and pointing mouse over NOTHING will align the cursor between the objects.
   (Using rotation along the selection Z-axis towards the 2nd object)
3+ Objects selected uses active object for rotation, with averaged location.

Option: O&P Toggle - Also sets Orientation & Pivot to Cursor mode(s).

(Release) VIDEO
Also availabe in pie menu

Note: This is meant to supplement to standard cursor placement tool (which has snap-drag for offset, for example), not a complete replacement.

Step Rotate

• Rotates selected Object(s) depending on viewplane facing the camera: VIDEO
• Intended for shortcut assignment (Panel buttons just for shortcut assistance)
  Note: Adjust step-values manually in prefs: IMAGE

• Also availabe in the Step Rotate Pie Menu

Cursor Ortho Snap

Snap-Aligns the Cursor Z-axis to the nearest world (ortho) axis, relative to the viewport camera.
Found in the Cursor Menu: IMAGE
Only found in the Cursor Menu.

Align View

Align the viewport to:
Cursor: Orthographic Toggle. Run again to restore view. (Cursor Fit & Align recommended for correct rotation)
Selected: (Active) Orthographic Toggle. Run again to restore view.("Align View To Active" SHIFT-NUM7 replacement)
Ortho Snap: 1 Snaps view to nearest Ortho View. Not a toggle - Just rotate view to go off ortho.

Frame All or Selected

Frame selection in View, or everything if nothing is selected
Geo Only Toggle: With nothing selected, will ignore non-geo objects (Lights, Cameras etc).

Align Origin(s)

Align selected objects' origin Location/Rotation to:
Cursor (Edit & Object Mode)
Selection: Selected element normal (Edit Mode) with inverted z-axis (toggle)
Sel.Loc: Selection Location average (Edit & Object Mode)

Quick Origin Move

Run grab tool for selected objects origin (in modal) to avoid having to set "Affect origin only" on and off.
Auto Axis Variant : Will use Mouse Axis instead of default.

Align Object(s)

Align selected Object(s) Location/Rotation to:
Cursor (Cursor Fit & Align recommended)
Active Object (Location, Rotation, Scale)
Origin (Selected to Origin)
As "Geometry to Origin" but also works in Edit Mode for element selection.
Will work with multiple selected objects (In Edit Mode too); Each object will use its own origin.
Find In keSnapAlign pie-menu or Select & Align keKit panel.

Object Mode uses "Set Origin" - so all the other modes are available in the redo panel :
Origin to Geo, Origin to Cursor, Origin to Center Mass (Surface & Volume)

(old) VIDEO

Match Active Bounding Box

• Scales selected object(s) to last selected object's bounding box (along axis - set in redo-panel)
• Place & Rotate origin(s) beforehand for scaling operation to behave as expected - if needed.
• Scale will be auto-applied (Note: Does not check for negative scale, flipping normals.)


• Snap an objects rotation to the nearest 90 degree angles.
• Set custom degree override in the redo panel.
• Also available in the Step Rotate Pie Menu

Swap Places

Swap places (transforms) for two objects. loc, rot & scale. (Apply scale first if you dont want to swap scales.)

Lock, Lock Unselected & Unlock
• Easy acces to assign shortcut(s) for locking (Same as "Disable Selection" in the Outliner).
• Unlock (Selection Enable) applies to all locked objects.

Select Boundary+

Select Boundary ('region_to_loop') that also sets one edge to Active. (Handy for scripts that need an Active edge.)
Inner Region Toggle: When you have a boundary selected, you can run again to toggle between region & boundary)


Select Inverted Linked

Edit Mode: Inverts element selection - but only on connected / linked mesh geo.
Object mode: Regular Invert-select

Mouse Side of Active

Like vanilla Side of Active, but using mouse position to automatically calculate which side of the active element to select.


Show in Outliner

• Locate the selected object(s) in the outliner
• Appended to Object Context Menu (intended use location)

Set Active Collection

• Set selected object's parent collection as Active
• Appended to Object Context Menu (intended use location)

Select by Display Type

Select visible objects in scene by viewport display type.
Option: "Active Collection Only" toggle

Select Objects by Vert Selection

In Multi-Object Edit Mode: Selects only objects that have vertices selected, and set object mode

Modeling Module

Solo Cutter & Solo PreCutter

"Cutter" = An object used in (any) boolean operation by a boolean modifier (not only to "cut").
"Solo" = Hides all other modifiers except the boolean modifier used by the selected "cutter".
PreCutter variant only hides other modifiers after the boolean in the modifier stack.

Also available in keKit SubD Pie Menu


Show Cutter Modifier

• Set objects as active that use the selected 'cutter object' in a boolean modifier.
• Open, unfold and set modifier as active in properties panel for quick access.
• Run again to cycle through objects, if cutter is used in many different objects.

Also available in keKit SubD Pie Menu


Flat/Smooth Shading Toggle

Toggle for selected object(s) in Object or Edit mode.
Triangulate Modifier Toggle Option: Can be used for more accurate shading.

Merge To Mouse

Vert & Face Mode: Merge selected vertices to the selected (or edgelinked) vert closest to the Mouse Pointer.
Edge Mode: Collapse selected edges to edge(s) closest to the Mouse Pointer.


Merge To Active

• Similar to Merge To Mouse, but using Active Element selection instead
• Vert Mode will use "Merge To Last" if an Active Vertex is found, otherwise "Merge Collapse".
• Face mode is always Collapse.
• Edge mode - Collapses edges towards the Active Edge.

Merge Near Selected

• Merges other verts near selected verts to them (in any element mode!) at set link-depth and distance (Adjust in redo-panel)
• Useful for boolean clean-up & such.


Ground or Center

Ground or Center selected elements or objects.
Select Operation in redo panel -->

Custom Z: Set custom Z-pos as ground.
Group: Treat all selected objects as one. VIDEO
Raycast: Stops on collision down the Z axis.
Ignore Selected: Selected objects do not collide with each other



Remove (or "re-bevel") beveled corners on meshes: VIDEO
- Select the the edges of the bevel you wish to "unbevel"
- You can also select a row of faces.
   Note: Use Auto-Ring / Edge mode for multi-ring operations.
- Adjust settings/options in redo-panel.

Auto-ring - Runs edge ring selection before unbevel.

Rebevel Options:
Keep Width - Keeps the size of the bevel (uncheck for custom offset value)
Count - New segment count
Profile - as regular bevel profile
Merge UVs - As regular bevel option

BBox & Convex Hull

BBox: Generate mesh for the selection's Bounding Box.
Convex Hull: Generate a convex hull mesh for the selection.
- Supports Instance Collections
- Reference Style Shading viewport shading option. (Wire & not render)


Fit 2 Grid

Snap each vert in selection to nearest grid position.
Define grid spacing to use in redo-panel
Fit2Grid pie menu(s) are available with preset grid sizes.


Scales selected geo to zero (flatten on Z axis) using the cursor for location and rotation. IMAGE
Using Cursor Fit & Align or similar is recommended.

ZeroScale variants (Zero Scale V / H / Normal / Cursor:
Scales selected elements to axis nearest screen vertical or horizontal. Normal: Using active element as basis. Or cursor.
Available in the Snap-Align pie menu


Scale from Face

- Select 1 Face per Object in Multi-Edit mode & run Scale from Face to scale selected object(s) by the size(area) difference factor of selected faces to the last selected face (active face): VIDEO

- Scale will be auto-applied (Note: Does not check for negative scale, flipping normals.)

Quick Scale

- Set dimension (in current scene unit)
- Unit size from chosen axis button
- Obj & Edit mode (selection)

E.g: A selected model needs to be exactly 1.835m on Z. Enter length and hit Z button (with unit size option on to avoid stretching/squashing).

Nice Project

Knife Project, but nice (to use). VIDEO

Edit mode: Element selection is cutter
Object mode: Active Object is cutter. All other visible mesh objects will be cut.

Use All Edges option (Edit & Object Mode), treats all edges as boundary edges to use for cutting: VIDEO
Note: Object Mode cutters with no boundary edges will automatically switch to "Use All Edges" mode, as seen in the video above.

Cut-through (same as regular Knife Project)
Edit Mode Only:
Keep Cutter Geo (or delete it post op)
Keep Cutter Selected (or select resulting geo)

Tip: As Nice Project uses the regular Knife Project, it also works with Curves as Cutters (in Object Mode).

Note: Redo will use the current view = If you redo after you have changed the view since the last execution, the current view is the view that will be used.

Edge Extrude+

Edge extrude with modes for every situation (almost):
Vertex Normals - Use each vertex own normal
Face Average - Use average normal of edge-linked faces
Orthogonal - Use the orthogonal of the Face Normal. Use for border edges etc.
2D - Guess a general 'Up' from edge selection and extrude the edge crossproduct (the 'Up' axis being flattened)
(Will use Face Average as a fallback for a straight line selection)
Active Edge - Use Active Edge normal for all the edges
Cursor - Use Cursor Z-Axis direction as extrude normal for all the edges


Direct Loop Cut Module

Direct Loop Cut

Insert an edge loop on an edge at the mouse pointer. No selection needed (option).

Slide: Uses built-in Edge Slide afterwards
Center Cuts: With edge(s) selected & with the mouse over nothing or another object, a center-cut will performed
Multi-Cuts: Center Cuts, as above, on all selected edges' edge rings.
Limit Faces: Selected faces (on the edge ring) will limit the cut to those faces. Point the mouse over intended starting edge (or near it in space for mid-cut). Note: This works on "checker-selected" faces too.

It also works on Loose Edges (select and point, or multi-cut as above)

Option: Selection-Only or Mouse Pick Toggle.

Direct Insert Vertex

Variant of Direct Loop Cut that just inserts a single vertex.
Slide: Uses built-in Vertex Slide afterwards
Option: Selection-Only (or Mouse Pick) Toggle. (Shared with Direct Loop Cut)

MultiCut Module


Double-cut edge rings with optional middle cut. (Like Loop Cut combined with Offset Edge Slide for the ends)

User customizable presets to use in the panel, as hotkeys, or in the MultiCut Pie Menu
The Presets will be named automatically based on the values (--> )
or, use the "Manual Rename" button to name manually.

You can use relative (%) or fixed offset (in real measurements, like cm etc.) The one value will be used on both ends of the edge.

Note: Saving presets with fixed offset value NOT zero will be saved as a fixed offset preset. And vice versa.

SubD Tools Module

SubD Tools

Step Viewport Level +/-
Set render subD level on selected Object(s) one step

Set VP Level
Set viewport subD level on selected Object(s)

Set Render Level
Set render subD level on selected Object(s)

SubD Toggle
Toggle (modifier visibility) or Assign subD modifier if none exists.
Toggle options: Set up your new subD's exactly how you like them -->

AutoSmooth Option (using SubD Toggle):
    Autosmooth is turned off by toggle when subD is on - and vice versa

Flat Shade Option (using SubD Toggle):
    Will set shading to Flat when subD is OFF.

Unrotator Module


Unrotates selected geo using active element as new 'bottom' (rotation)
Places selection (with active element) to the face normal on other geo (same or different object) under mouse pointer - if different geo than selected - with active element as new bottom (rotation & location)
- Update: Added grid placement, when pointing mouse over nothing:VIDEO


Object Mode: Resets rotation or places on mouse over.

Uses modal to temporarily use object face snap in object mode.
LMB to place, RMB to cancel. SHIFT-LMB to center on face-snap
(to the center of the face under the mouse pointer)
Previous snapping settings will be restored after the modal.

Group Move Feature: Using temp-parenting to place multi-object selections. VIDEO
• Multi Object Clear Rotation support: All selected objects are rotation-cleared, when pointing at a selected object.
"Randomize Z rotation duplicate" option: VIDEO

- Rotation tweak (in the redo-panel) will not work if you move the viewport camera
- Modal Shortcuts info in the status bar (also seen in the video above)

FitPrim Module


Creates (unit or unit+height) box or cylinder primitive based on element selection. (or face under mouse in Object Mode)

Vert Mode: Fits *along* 2 Selected verts.
Edge Mode: Fits *inbetween* selection/s.
Face Mode: Fits *on* selection/s."

- Numerical input for cylinder modal mode
- Plane Primitive is also available: VIDEO
- Void Size Clone When you mouse over nothing and have object(s) selected,
FP will use bounding box (total) for the new unit primitive's (FitPrim box, cylinder etc.) size. (Nothing selected: FitPrim default size as before) - VIDEO
Note: You can void-clone non-mesh objects too.

Assign shortcuts for fast operation or use FitPrim Pie Menu

Context Tools Module

Context Bevel

Launches appropriate bevel tool based on what selection mode you are in:
VERTEX: Vertex bevel Tool
EDGE: Edge bevel
FACE: Inset (Tip: Ctrl-drag to extrude --> effectively "Extrude Region Faces Along Normal" Tool)

Korean / Flat Bevels Toggle: Global toggle for 'Korean' (aka 'Flat Bevels') or regular. Also available in the SubD Pie Menu

Context Extrude

Launches appropriate extrude tool by selection mode:
VERTEX: Vertex Extrude
EDGE: Edge Extrude
FACE: Face Extrude Region Normal

Update: Toggle for TT Toggle support for transform tool mode.

Context Delete

Deletes elements by selection mode: VERTEX, EDGE or FACE
Or Objects, in Object Mode.
Optional modes (Toggle Buttons):
- Smart Dissolve (S): Dissolves Verts & Edges, Deletes faces.
- Hierarchy Delete (H): (Object Mode) Deletes child-objects too.
- Use Cut+ Buffer (+): Deleted object(s) (or faces in Edit Mode) are stored in the Copy+ buffer (so that they can be used by Paste+) This essentially combines Cut+ and Context Delete.

Context Dissolve

Dissolves elements by selection mode: VERTEX, EDGE or FACE

Context Select / Extend / Subtract

Performs different selection by selection mode:
VERTEX: Select Boundary Edges on mesh or Linked Select if no borders (Or Option below)
EDGE: Loop select
FACE: Linked select

- Collection Select: Selects all objects in the coll. that the selected object is in.
- Vertex Mode Toggle: Boundary edges select OR linked select only
- Full hierarchy: Object Mode selection will select all the children too.

Tip: Intended for Double-click LMB: Assign dbl-click in preferences / Shortcuts
Shortcut Mapping Example

Bridge or Fill

Grid Fill: When one continous boundary edge-loop (aka "hole") is selected.
Bridge: Between selected (non-continous) edges.
F2 mode: 1 Edge or 1 Vert selected
Face Add Mode: Create a new face with:
• 2 edges sharing a vert
• 3 or more verts selected - in Vertex Mode.

Context Connect

Connect path between selected verts, subdivide geo, or activate the Knife tool.

Knife Tool:
- No elements are selected
- Only 1 vert selected

Vertex Mode:
- Connect path between selected verts
- 2 selected verts, already connected (a vertex mode "edge selection") subdivides the edge.

Edge Mode:
- 1 Edge : Subdivide (Switches to vertex mode to see added vert)
- >1 Edge: Subdivide, with options (+Selects new center edge loop afterwards)

Face Mode:
Splits middle along selection. Single face selection uses relative mouse position for direction.

Options: (Redo-Panel only in edge/face modes):
• Adjust Nr of evenly spaced cuts
• Square Corners


Triple Connect Spin

Performs different operations depending on Edit Mesh selection mode:
Vertex: Connect Verts: Smart Path, Vertex Pair or Selected to Active
Edge: Spin Edges
Face: Triangulate

Context Slide

Alternative one-click option for double-G slide. Should you need that.
(Vert Slide in vertex mode, Edge slide in edge mode)

Transform Tools Module

TT Toggle

Transform Tools Toggles will set in which way the transform tools are launched:
Blender Default ("Grab" with or without handles)
Mouse Axis - See description below
ViewPlane - See description below

TT Move, TT Rotate and TT Scale can then replace each standard transform tool shortcut.

TT Dupe: Launches duplicate as per TT Mode.

The TT Mode (+Linked Global Toggle) can be be set with TT viewport icons: IMAGE
(or use shortcuts with the icons just identifying the current mode.)
Note: These icons can be disabled in the keKit Add-On Preferences.


    Use Handles: Use handles. or not.

    Use Mouse Axis Scale (MAS):
    Uncheck to override MAS behaviour to unlocked (all) axis default.

    Hide Icons: Hides the TT-viewport icons
    (Also available in keKit Add-on Preferences)

    TT Dupe Linked Toggle: Will make linked duplicates.
    This will also affect Mouse Axis Dupe and VP Dupe.

    Force Linked/Unlinked Dupe: Overrides the toggle value.

Mouse Axis

Runs Grab, Rotate or Scale (Resize) with Axis auto-locked based on your mouse direction using recalculated* orientation based on the selected Orientation type (except Gimbal).

*Not the "current" viewport orientation. There is no API access to this and orientation must be recalculated. E.g: If you set Normal Orientation from a face in Edit Mode and go back to Object Mode it will result in Local being used. Only "fresh" orientations will behave 'as expected'.

Move Dupe: Duplicates selection first. Intended for "drag-copy" operation. For example, hotkey assigned like THIS

Move Cursor: Moves the cursor with Mouse Axis.

View Plane

VPDupe - Duplicates selection before running VPGrab.

VP Grab, Rotate or Resize - View Planes auto-locked based on your viewport rotation. VIDEO

Global Or Tool:
Grab, Rotate or Resize in auto locked view plane (like VPGrab etc. above) when in Global Orientation - otherwise launches blender default transform tools. IMAGE

Auto Global: Will always set Global transform.
Note: Overrides Global or Tool.

ID Materials Module

ID Materials

Applies simple "ID" Material to Object(s) / Faces.
A common masking/baking utility. Baking use-case example: IMAGE

Transparency: Applies automatic Alpha Blend (& no shadows) setting when using transparency - for not-baking use cases (retopo, collision mesh etc.)

Also available in the ID Materials pie menu

Clean-Up Tools Module

Macro Mesh Clean

All the important bad geo* cleaning operations in one click.
*Bad Geo Example Image

• Run on Selected Object(s) in Object mode.
Select Only Mode or Clean Mode

Tiny Edges
Selects edges under the set minimum length limit (of usefulness).
Select only: If any "valid" edges under the limit remain after Cleanup, these will always only be selected, not removed.

Purge Tools
• Purge unused data blocks by category - or All

Selection Tools
• Select Collinear Verts (Edit Mode)
• Select Flipped Normal Faces (Edit Mode) - Options in Redo Panel
• Select Elements by vert count - in selected Object(s) (Edit or Object Mode)
    E.g: Use 5+ to select all Ngons.

Pie Menus Module

ke Pie Menus

The keKit Custom Pie Menus either expands (and replaces) the default Blender counterparts, or tool-specific pie menus.
(old) VIDEO

Tip: "Transparency on pop-up/over menus in the viewport is a terrible idea"-Fix: IMAGE

Blender Default Pie Menus
These are listed here mostly for shortcut reference & handling (RMB).

Note: The images of menus, panels etc. on this page are not updated to always be 100% up to date.


Snapping layout using built in snapping tools with an options panel.

Complete blender snapping settings & Snapping Combos


1cm to 1m preset values for Fit 2 Grid

keFit2Grid Micro

1micrometer to 1cm preset values for Fit 2 Grid


Blenders Orientation & Pivot panels + OPC Combo Slots


Shading pie replacement with extra options for quick access.

BG Sync, Studio Lighting, HDR backgrounds etc.

Note: Custom category operator
Comes with a pre-defined shortcut (CTRL-SHIFT-ALT-0),
for you to change.


Viewport shading pie menu -
for quick access to scene & object shading options.

All Edge Overays: Toggles the 4 edge shading modes at once.
All Overlays: Toggles all overlay options on or off.

(old) VIDEO


Snap/Align menu replacement with more functionality.

Cursor Fit & Align
Align Origin to Selected / Cursor
Align Object to Active / Cursor
Swap Places

Zero Scale V / H / Normal / Cursor:
    Scales selected elements to axis nearest screen vertical or horizontal.
    Normal: Using active element as basis. Or cursor.


Pie Menu for FitPrim

Edit & Object Mode layouts.

Note: New Objects can also be created from the Edit Mode pie.

keFitPrim Add

Fit prim (FitPrim operator) pie menu variant,
with a custom "Add" objects menu.

Object Mode: FitPrim on the left, "Add Menu" on the right.
Edit Mode: as regular keFitPrim Pie Menu above.

Tip: If you are using the default blender theme: IMAGE


Menu for ID Materials combined with Material Utils menu,
(if you have the Material Utils add-on enabled)

Automatic column sorting for large amounts of existing materials: IMAGE

Max Nr of materials displayed can be set in Material Utils add-on prefs.


Preset step rotations for selected object(s)
45, 90 and 180 degrees (either way), axis plane based on the view.
(Global, Local, Cursor & View Orientation - all else defaults to Global)

• Clear Rotation
• Clear button for each axis
• Mini-box rotation values (Experimental Mode Only)

View & Cursor Bookmarks

Pie menu access for View & Cursor Bookmarks


Pie menu access for MultiCut presets.


Useful things for a simple semi-procedural Subd-Workflow
(WIP - This entire pie menu is Experimental Mode Only)

keMisc (Modeling)

• Miscellaneous scripts (& vanilla blender tools) for modeling.
   - that I don't use often* & are not mouse dependent.

* Not often enough for shortcuts, or I keep forgetting them.
(Some I do use shortcuts for, but they fit well, and may be of use to others)

• Also features icon-only Edit & Object Mode Tool Options.

(Other items will also change in Edit vs Object Mode) -->

*    *    *

keKit © Copyright - Kjell Emanuelsson
Blender GNU General Public License [GPLv3]