Settings
Pie Menu Hotkey Setup
Section titled “Pie Menu Hotkey Setup”Put the Pie Menu on the shortcut that feels natural to you. Ctrl + D is enabled by default; use Blender’s native mapping-type and full-event controls to choose a keyboard, mouse, NDOF, tweak, text-input, or timer event with Ctrl, Shift, Alt, or the platform OS modifier, or turn the shortcut off entirely using its checkbox.
Pie Menu Hotkey Conflicts
Section titled “Pie Menu Hotkey Conflicts”Identify overlapping shortcuts before they interrupt your work. Hover the conflict message to see the matching commands, then rebind the Pie Menu or the other shortcut as needed; PivotBreeze’s conflict check does not delete or disable existing keymap entries.
Pie Menu Settings
Section titled “Pie Menu Settings”Build muscle memory around your own eight-direction layout. Assign an action to each Pie Menu slot or leave it empty; the layout stays consistent between editors, with commands disabled wherever their context is unsupported.
Hotkey for Every Tool
Section titled “Hotkey for Every Tool”Give each of the eight main actions its own direct shortcut to skip opening the menu. Enable only the bindings you need, set their complete native events and modifiers, and check conflicts individually; direct shortcuts are disabled by default, and Aim keeps its fixed Shift + Left Click gesture.
Show or Hide the Sidebar Panel
Section titled “Show or Hide the Sidebar Panel”Keep visible tool buttons close by, or clear space for your viewport. Show Sidebar Panel, enabled by default, displays IH PivotBreeze in both the 3D Viewport and UV Editor sidebars; switching it off hides the panel immediately.
Remember Snap Settings
Section titled “Remember Snap Settings”Reuse your preferred pivot snapping without rebuilding it each time. Enabled by default, Remember Snap Settings shares one 3D setup across Object, Edit, and Sculpt, keeps UV-specific settings separately, and saves them with Blender preferences; your outside-session snap setup is restored on exit.
Customize Color
Section titled “Customize Color”Make the pivot easy to spot with your own handle and highlight color. Customize Color affects the 3D and UV center handles plus 3D picking highlights and placement markers; disable it to follow Blender’s Gizmo View Align theme color.
Pivot Placement Vertex Limit
Section titled “Pivot Placement Vertex Limit”Control how much geometry is available for placement and aiming with a default budget of 100,000 vertices. The original selection must fit first; PivotBreeze then uses all visible supported geometry if its total fits, or stays within the selection; exceeding the budget, setting 0, or unchecking the option disables geometry picking while native gizmo editing remains available.
Use Empty Hierarchies for Reset Actions
Section titled “Use Empty Hierarchies for Reset Actions”Give an Empty a useful pivot based on the objects it organizes. Enabled by default, this setting makes each selected Empty reset from its non-Empty descendants’ bounds, while preserving their base geometry placement; an Empty with no usable descendants keeps its position.
On Exit Settings
Section titled “On Exit Settings”Choose the transform setup you return to after applying a pivot. Enabled per mode, On exit keeps Local / Bounding Box Center for Object and Sculpt, Cursor / 3D Cursor for Edit Mesh, Curve, and Surface, and 2D Cursor for UV; disable a mode’s option to restore its previous setup.
On Reset Settings
Section titled “On Reset Settings”Keep the next transform ready after a reset. Enabled per mode, On reset selects Local / Bounding Box Center for Object and Sculpt, Cursor / 3D Cursor for Edit modes, and 2D Cursor for UV Reset Pivot; disable it to reset the pivot without forcing those transform settings.
Python API
Section titled “Python API”Bring PivotBreeze into your own scripts, menus, and tools through its public Blender operators. The Python API section lists ready-to-use calls for activating placement tools, resetting pivots, zero actions, placement limits, and runtime control, so you can build the same workflow into your own interface.