This addon is absolutely essential to navigating in Blender if you also work in Unreal. Thank you so much for this! One question: I just installed 2.3.9 for blender 4.3 and my right mouse context menu throws this error: Python: Traceback (most recent call last): File "C:\Users\zoren\AppData\Roaming\Blender Foundation\Blender\4.3\extensions\user_default\right_mouse_navigation\RightMouseNavigation.py", line 66, in modal self.callMenu(context) File "C:\Users\zoren\AppData\Roaming\Blender Foundation\Blender\4.3\extensions\user_default\right_mouse_navigation\RightMouseNavigation.py", line 98, in callMenu select_mouse = context.window_manager.keyconfigs.active.preferences.select_mouse ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ AttributeError: 'NoneType' object has no attribute 'select_mouse'
I'm totally panicking right now. Can't live without this beautiful addon :D
Oh no! I haven't had this error reported before, try uninstalling the extension, restarting Blender and then reinstalling. If it's possible to switch to the Blender keymap, (backup your current keymap and then change it), try that. Outside of that, I'm not sure what else to suggest at the moment. If that doesn't fix the issue, please create an issue on Github, or a thread on BlenderArtists with my username tagged. Sorry you are having issues, hopefully we can get you sorted out quickly!
u are literally my saviour mmmghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
I know how you feel, lol! Thanks for the review!
It should be set to right-click and drag to enter the mode
It was originally set to Right Click Drag, but I changed it to Right Click only because the amount that you needed to drag the mouse to even activate the navigation ended up being the length of my mousepad, and I ended up having to drag twice every time I wanted to move.
You can easily test it out for yourself by opening Edit > Preferences > Keymap, and changing 'Right Mouse Press' to 'Right Mouse Click Drag'.
Or you can edit the addon itself, by opening __init__.py
and changing:
kmi = km.keymap_items.new("rmn.right_mouse_navigation", "RIGHTMOUSE", "PRESS")
to use "CLICK_DRAG" at the end, instead of "PRESS".
Hope that helps, thanks for the review!
i cant figure it out? when i press the right mouse button i just drop straight down under the grid. thats all i can make it do? what am i dont wrong?
You have Gravity enabled - press Tab while you are holding Right Mouse to turn Gravity off.
While you are holding Right Mouse all the available options are listed in the Status Bar at the bottom of the screen - about 3/4 of the way along you will see 'Toggle Gravity' next to a symbol representing the Tab key.
Check out some of the other options like - Shift key for faster movement, Mouse Wheel to speed up and down, or Spacebar to teleport onto surfaces.
Hope this helps!
You give more and more reasons to quit other 3d software's that do not even implement such things even after hundreds of years of development.. kudos to you
🖖
Just installed it and it is awesome. I registered here just to leave this comment. I've been searching for a way to do this for I don't know how long. It's super annoying going back and forth between UE and Blender and having to switch navigation methods.
:)
I just installed it, but I already like it. It's the same as 1real. I recommend it. Acabei de instalar, mas já gostei. Está igual o 1real. Recomendo
:) Obrigado, fico feliz que você tenha gostado!
This addon is amazing i love that is like Unreal for the movement more easy for animating
Thanks, glad it helps!
good tool.It would probably be a good idea for it to become part of blender.
Thanks! And, who knows, maybe it will be someday! ;)
Thank you, this extension is so useful when modeling environments, and it allows me to keep my muscle memory working when switching from Unreal/Godot to Blender.
Thanks so much, I'm glad it was helpful, that's exactly why I developed it!
Very good addon! A lot of ex-SFM artists are going to find this very helpful too, since SFM uses a walk navigation-style system for it's camera controls. All I really have to say is it might be a good idea to check if the user's camera has constraints or not (if thats possible), since while trying to turn on walk navigation like normal gives a message that it doesn't work on cameras with constraints - turning it on via the addon gives a large error message instead. Thats just a visual/quality-of-life thing though.