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USER MANUAL 
for creating INSERTS 
FACTORY MODE 
©2018 Altuit, Inc, masterxeon1001 All Rights reserved 
Documentation written by Chipp Walters 
V 1.0 
 
Looking for K ​ IT OPS Using Inserts Manual​? 
   

 
 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 
 
Table of Contents 
 
 
2.8 Users 2 

Introduction 2 

Overall Purpose of KIT OPS FACTORY 2 

How does FACTORY mode work? 3 

How to Create an INSERT for Blender 2.8 4 


Step 1: Start with a clean INSERT file 4 
Step 2: Building your INSERT 5 
Step 3: Testing your INSERT 8 
Step 4: Creating Thumbnails 8 

How to Create an INSERT for Blender 2.79 9 


Step 1: Starting with a new clean INSERT file 9 
Step 2: Building your INSERT 10 
KIT OPS FACTORY panel 12 
First time INSERT builders 12 
Step 3: Testing your INSERT 13 
Step 4: Creating Thumbnails 13 
Thumbnail not cropped right? 14 
 
 
 
   


 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 
 

2.8 Users 
 
Please read the 2.8 install directions at: 
 
https://docs.google.com/document/d/1rjyJ-AbKuPRL-J9-48l5KPNHBkDcFE4UQ51Jsm5eqiM/edi
t#heading=h.d3z7zstapegb 

 
Introduction 
 
Thanks for purchasing​ KIT OPS PRO​ for​ Blender. KIT OPS is no longer being updated for 2.79 
and is now only being updated for Blender 2.8.​. KIT OPS is a product of years of experience in 
both programming for Blender and building Blender products, combined with award-winning 
interface and concept/industrial designers working to create the ultimate in kitbashing toolsets.  
 
We’re very proud of this product and we hope you will have hours of enjoyment and productivity 
using it. 
 
If you haven’t yet, please read the ​KIT OPS Manual​ first before going forward. There you will find 
the necessary information on how to install and use KIT OPS when not in FACTORY mode. 
 

Overall Purpose of KIT OPS FACTORY 


 


 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 

 
This is one INSERT in KIT OPS 
 
The KIT OPS PRO addon is different from the KIT OPS FREE addon. One of the differences is ​PRO 
provides authoring of the KIT OPS INSERTS​. W
​ e call this FACTORY mode​.​ You can create your 
own INSERTS and place them in existing or new KPACKs.​ You are free to do whatever you want 
with your own KPACKs and INSERTS– give them away or sell them or just use them for your own 
designs. 
 
Remember, a KPACK is just a folder which contains special .blend files, called INSERTS, which 
KIT OPS understands how to use in a scene.  
 
Also, FACTORY can automatically create single thumbnails or batch process a whole KPACK of 
INSERTS to create all new thumbnails. 
 

How does FACTORY mode work? 


 
It’s helpful to understand an overview of the basic workflow. Then we can get into specifics. Here 
is the new abridged workflow for 2.8. Please note there are two sets of instructions below, one for 
the deprecated 2.79 and another for 2.8. 
 


 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 
1. Start with Clean Insert file 
2. Build your insert 
3. Save and Test your new INSERT. 
4. Create Thumbnails. 
 
And that’s pretty much all there is to it! You can go to the user prefs, select KIT OPS > File Paths 
tab, and press the refresh button to rescan all the KPACK folders, which will find your new 
INSERT. 
 

You may find it’s easier to build your INSERT in another file, and test it there using modifiers, 
etc.to make sure it works, and then copy/paste it to your INSERT file. 

How to Create an INSERT for Blender 2.8  

Step 1: Start with a clean INSERT file 


It’s best to start by opening an existing s
​ imple​ INSERT (.blend) file from any folder designated as 
a KPACK folder. For an understanding of the definition of KPACK, please review KPACK folders in 
the KIT OPS documentation. 
 

NOTE: When you first open ​any​ file in Blender, KIT OPS checks to see if the file resides in one 
of your designated KPACK folders. If true, then KIT OPS automatically goes into FACTORY 
mode where you can edit and create new INSERTS. 

 
 


 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 
Once open, you should see the KIT OPS 
interface now looks different.  
 
Next, DELETE everything in the file. Make sure 
there are no objects, cameras, lights or 
anything else other than a bland Scene 
Collection. 
 
Do a Save As, and choose a name for your 
INSERT. You can always change it later. 
 
Save to an existing KPACK folder that your 
version of Blender recognizes. It’s probably 
good for now to just save to the same folder 
you opened it from. 
 
 
 

TIP: You may want to open up a second instance of Blender to work with your INSERT and a 
scene file where you can test it. To do this, click the middle-mouse button on the Blender icon 
in your Windows 10 taskbar. Mac users may want to look here: 
https://www.cultofmac.com/200062/run-multiple-copies-of-an-app-at-once-on-your-mac-os-x-
tips/ 
Linux users will need to review best practices based on the flavor of Linux they are using. 

Step 2: Building your INSERT 


When starting to build INSERTS, there are a number of things you’ll need to keep in mind. 
 
Blender 2.8 
 
● All INSERT geometry should reside in the Scene Collection 
● You need to designate one object as the ​Main Object​. All other objects are typically child 
objects. If you do not designate a Main Object, one will be automatically selected for you. 
This may result in non-optimal behavior, so be sure and set a Main Object.  
● The insertion point of the overall INSERT is the Origin point of the Main Object. 


 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 
● You can designate any object ​Boolean​ and assign the ​Type: Difference, Union, Intersect. 
When used as an INSERT on an ​Active Object​, the Boolean designated objects will be 
added as the respective Boolean modifier in the Active Objects modifier stack. 
● Any objects not designated Boolean, will also be attached to the INSERT and shown 
unless​ they have their viewport display property set to D
​ raw wire​ and their camera render 
prop disabled 
● It’s a good idea to try and keep your INSERT within a 2x2 unit grid in Blender (top view). 
This way the Thumbnails will render correctly. Occasionally, this may not be possible, 
especially if you’re creating accurately scaled architectural INSERTS. In those cases, 
please see ​Thumbnail not cropped right? 
 
Note: Currently in 2.8 the thumbnailer may not work correctly. You can still provide any 
256x256 properly named PNG file and it will work. Just create a PNG with the same name as 
the .blend file. 
 
 

TIP: Since there is no lighting in your scene, you may have a hard time evaluating your object. 
You can now work in Look Dev render mode which makes it a snap. You can even create a 
temp object to “cut into” for the main cutter to see how it works. This makes things much 
easier than in 2.79. 

   


 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 
 
1. Author name or initials property. This is part 
of the INSERT properties. OK to leave blank. 
2. Main object property. Checked if the 
selected object is the parent object of the 
INSERT  
3. Status property setting of the object.  
a. Solid: renders as a solid and 
displays as a solid object. 
b. Wire: renders as nothing and 
displays as a wire object. 
c. Cutter: renders as nothing and 
displays as a wire object. 
4. Boolean Type property. The type of Boolean 
modifier created if the property is set as 
Cutter. Select either Difference, Union or 
Intersect. (Note: Cutter objects can also be 
added if you select Union!) B ​ e sure and 
choose the appropriate property even if the 
boolean object is not the main object! 
5. Selection Ignore property: Object will be 
ignored when INSERT is selected. Default is 
OFF. This is used only for upcoming 
SMART features for products. 
6. Animated property. Tells KIT OPS that there 
is an animation included in the INSERT. 
7. Auto parent property. Automatically parents 
all objects to the Main object. This should 
be left on, except in rare instances– such 
as using hooks to dynamically manipulate 
the INSERT. 
8. Render thumbnail. Press it once to render a 
thumbnail image of the current INSERT 
.blend file. It will be stored as a 256x256 
PNG with the same name as the .blend file. 
9. Link to kit-ops.com 
10. Link to this manual 


 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 

Step 3: Testing your INSERT 


 

TIP: You may want to open up a second instance of Blender to work with your INSERT and a 
scene file where you can test it. To do this, click the middle-mouse button on the Blender icon 
in your Windows 10 taskbar. Mac users may want to look here: 
https://www.cultofmac.com/200062/run-multiple-copies-of-an-app-at-once-on-your-mac-os-x-
tips/ 
Linux users will need to review best practices based on the flavor of Linux they are using. 

 
 
Once you have your INSERT set up correctly, you can 
save it. Open up a new instance of Blender and refresh 
the KPACK by clicking on the refresh button as shown. 
 
(Each time you open Blender it will auto-refresh, but once 
open, if an INSERT file changes, you will need to press the 
refresh button.) 

Navigate to your INSERT file you just created. It will have 


a blank icon that looks like the one on the left. Click it and 
then select an existing scene object and then press the 
Add INSERT button. 
 
  Review your INSERT after it is placed. Then go back to the 
original INSERT file and make the necessary changes. 
Iterate until completed successfully. 
 
 

Step 4: Creating Thumbnails 


 


 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 
NOTE: This is not working correctly in Blender 2.8. These docs will be 
updated as soon as this is fixed. You will need to manually create your 
thumbnails for the time being. Just create a PNG with the same name as 
the .blend file. 
 
 
One of the great features of PRO, is the ability to auto-generate thumbnails. And even better, it can 
do it for an entire KPACK of INSERT files! 
 
Here’s how it works. Assuming your INSERT is within the 2x2 unit grid in Blender, it’s easy. Just 
press the R ​ ender Thumbnail​ button. 
 
If you want to change some settings, for instance default materials, then you can C ​ TRL+Render 
thumbnail​ button to load the render scene. From here, you can change default properties and 
other as you wish. A ​ t this time we do not support debugging custom thumbnail scenes you may 
wish to try. 
 
Pressing A ​ lt+Render thumbnail​ will begin a batch render and create thumbnails for all the 
INSERT files in the same folder as the INSERT you currently have loaded. This will ​lock up Blender 
until it is complete. If you want to show the status, you can open the Console (Window > Toggle 
System Console) and see information on which .blend file is currently rendering. 
 
 
 

How to Create an INSERT for Blender 2.79 


 
Let’s walk together through the steps in detail to create a KIT OPS compatible INSERT file. 

Step 1: Starting with a new ​clean I​ NSERT file 


It’s best to start by opening an existing INSERT (.blend) file from any folder designated as a 
KPACK folder. For an understanding of the definition of KPACK, please review KPACK folders in 
the KIT OPS documentation. 
 


 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 

NOTE: When you first open ​any​ file in Blender, KIT OPS checks to see if the file resides in one 
of your designated KPACK folders. If true, then KIT OPS automatically goes into FACTORY 
mode where you can edit and create new INSERTS. 

 
 
Once open, you’ll notice the KIT OPS Tool Shelf tab has a different look and ​there should be a 1 
pixel red rectangle around your viewport​.​ This lets you know that you are in FACTORY mode. 
 

TIP: You may want to open up a second instance of Blender to work with your INSERT and a 
scene file where you can test it. To do this, click the middle-mouse button on the Blender icon 
in your Windows 10 taskbar. Mac users may want to look here: 
https://www.cultofmac.com/200062/run-multiple-copies-of-an-app-at-once-on-your-mac-os-x-
tips/ 
Linux users will need to review best practices based on the flavor of Linux they are using. 

 
Next, F​ ile > Save As…​ and give your new INSERT a new and descriptive name. Be sure and save it 
to an existing KPACK folder so that you remain in FACTORY mode. Next, select everything in the 
file and X ​ -Delete ​it all. You can save again and you now have a blank INSERT scene file from 
which you can work. 
 
The reason we start with an existing INSERT file instead of a new file, is to make sure there are 
no ‘other’ objects like cameras, lights or any of the unique startup scene objects which may get 
in the way of INSERTING at a later time.  
 

TIP: If you like you can also keep cameras, lights and other parts in any Layer other than 1. 
This may help in testing. KIT OPS only looks at Layer 1 when importing an INSERT file. It would 
probably be good practice to delete the contents of the other layers before saving your 
INSERT, but it is not necessary. 

Step 2: Building your INSERT 


When starting to build INSERTS, there are a number of things you’ll need to keep in mind. 
 
Blender 2.79 
 

10 
 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 
● All INSERT geometry must reside in Layer 1 
● You need to designate one object as the ​Main Object​. All other objects are typically child 
objects. If you do not designate a Main Object, one will be automatically selected for you. 
This may result in non-optimal behavior, so be sure and set a Main Object.  
● The insertion point of the overall INSERT is the Origin point of the Main Object. 
● You can designate any object ​Boolean​ and assign the ​Type: Difference, Union, Intersect. 
When used as an INSERT on an ​Active Object​, the Boolean designated objects will be 
added as the respective Boolean modifier in the Active Objects modifier stack. 
● Any objects not designated Boolean, will also be attached to the INSERT and shown 
unless​ they have their property set to D
​ raw wire.​. 
● It’s a good idea to try and keep your INSERT within a 2x2 unit grid in Blender (top view). 
This way the Thumbnails will render correctly. Occasionally, this may not be possible, 
especially if you’re creating accurately scaled architectural INSERTS. In those cases, 
please see ​Thumbnail not cropped right? 
   

11 
 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 
 
11. Author name or initials property. This is part of the 
KIT OPS FACTORY panel  INSERT properties. 
  12. Main object property. True if the selected object is 
When you select any object in  the parent object of the INSERT  
Blender, KIT OPS will populate the  13. Status property setting of the object.  
KIT OPS Tool Shelf with it’s  a. Solid: renders as a solid and displays as a 
current property settings as  solid object. 
shown below.   b. Wire: renders as nothing and displays as a 
 
ire object. 
To the right is the description for 
c. Cutter: renders as nothing and displays as 
each property. 
  a wire object. 
14. Boolean Type property. The type of Boolean 
modifier created if the property is set as Cutter. 
Select either Difference, Union or Intersect. (Note: 
Cutter objects can also be added if you select 
Union!) 
15. Selection Ignore property: Object will be ignored 
when INSERT is selected. Default is OFF. This is 
used only for upcoming SMART features for 
products. 
16. Animated property. Tells KIT OPS that there is an 
animation included in the INSERT. 
17. Auto parent property. Automatically parents all 
objects to the Main object. This should be left on, 
except in rare instances– such as using hooks to 
dynamically manipulate the INSERT. 
18. Render thumbnail. Press it once to render a 
  thumbnail image of the current INSERT .blend file. 
   It will be stored as a 256x256 PNG with the same 
name as the .blend file. 

First time INSERT builders 


It’s probably wise to start your first INSERT in a new file, complete with camera and lighting so 
you can render it and check it to see how it works. This is especially true if using Boolean 
Difference properties as they can get tricky to conceptualize. 
 

12 
 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 
Start by building a cube then create the object(s) you want to cut into it. Apply Boolean Difference 
modifiers to the cube. Add any other solid parts and then test render. Once you have it working, 
you can copy and paste the specific objects to your blank INSERT file, then save it from there. 

Step 3: Testing your INSERT 


Once you have your INSERT set up correctly, you can save it, and then refresh the KPACK using 
User Prefs (or restart Blender) to make your insert available. If you are saving over an existing 
insert, no KPACK refresh is necessary. 
 

To refresh KPACKS: You can go to the user prefs, select KIT OPS > File Paths tab, and press 
the refresh button to rescan all the KPACK folders, which will now make available any new 
INSERTS added. 

Step 4: Creating Thumbnails 


One of the great features of PRO, is the ability to auto-generate thumbnails. And even better, it can 
do it for an entire KPACK of INSERT files! 
 
Here’s how it works. Assuming your INSERT is within the 2x2 unit grid in Blender, it’s easy. Just 
press the R ​ ender Thumbnail​ button. 
 
If you want to change some settings, for instance default materials, then you can C ​ TRL+Render 
thumbnail​ button to load the render scene. From here, you can change default properties and 
other as you wish. A ​ t this time we do not support debugging custom thumbnail scenes you may 
wish to try. 
 
Pressing A ​ lt+Render thumbnail​ will begin a batch render and create thumbnails for all the 
INSERT files in the same folder as the INSERT you currently have loaded. This will ​lock up Blender 
until it is complete. If you want to show the status, you can open the Console (Window > Toggle 
System Console) and see information on which .blend file is currently rendering. 
 
 

13 
 
USER MANUAL 
©2018 Altuit, Inc. All Rights Reserved 

 
 

Thumbnail not cropped right? 


We typically try and create our INSERT within a 2x2 unit grid. This is where the camera is 
targeted. We are looking at creating a better autoscale of the camera frame, but for now, it’s a 
good idea to ​save your INSERT​,​ then resize your INSERT to that grid size ​before​ pressing the 
Render thumbnail​ button. Afterward, select ​FILE > REVERT ​to go back to your original sized 
.blend scene file. D
​ o not save your insert after it has been scaled! 

 
 

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