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A multi-application marking menu and UI framework for Maya, 3ds Max, and Blender.

Project description

Tests License: LGPL v3 Version

Tentacle

A Qt marking-menu (pie-menu) launcher for DCC apps. Hold a hotkey, flick toward a wedge, release — the tool runs. Submenus open along the gesture path.

Tentacle is the Maya-flavored shell on top of uitk.MarkingMenu. It ships ~60 Maya tool panels (modeling, UV, materials, rigging, animation, rendering, …) and wrapper entry points for Blender and 3ds Max.

Demo

Install

"C:/Program Files/Autodesk/Maya2025/bin/mayapy.exe" -m pip install tentacletk

Or use the bundled mayapy package manager — pick your Maya version, press 1, type tentacletk.

Requires Python 3.9+ and Qt via qtpy (PySide2 or PySide6). The upstream toolkit packages pythontk, uitk, and mayatk are pulled in automatically.

Launch

In Maya's userSetup.py:

from maya.utils import executeDeferred

def start_tentacle():
    from tentacle import TclMaya
    TclMaya(key_show="Z")

executeDeferred(start_tentacle)

key_show accepts bare keys ("Z", "Space") or Qt names ("Key_Z"); if omitted it defaults to F12.

Bindings

Defined in tcl_maya.py; chords are parsed by uitk.MarkingMenu (see uitk/docs/MARKING_MENU.md). The table below assumes key_show="Z" from the example — substitute your chosen key.

Chord Opens
Z hud#startmenu
Z + LMB cameras#startmenu
Z + MMB editors#startmenu
Z + RMB main#startmenu
Z + LMB + RMB maya#startmenu

Ctrl+Shift+R repeats the last command (configurable in Preferences).

How it works

flowchart LR
    A[TclMaya] --> B[uitk.MarkingMenu]
    B --> C[uitk.Switchboard]
    C --> D[ui/*.ui]
    C --> E[slots/maya/*.py]

uitk.Switchboard pairs each .ui file with a slot module of the same basename, then connects each widget's objectName to a method of the same name on the slot class:

ui/materials.ui          ──pairs with──►   slots/maya/materials.py
  └─ widget objectName "b005"  ──calls──►    def b005(self): ...
  └─ widget objectName "b005"  ──setup──►    def b005_init(self, widget): ...  (optional)

That's the whole convention. Widget object names are arbitrary; whatever name a widget has, a method of that name on the slot class will fire when it's interacted with.

Submenu routing: a widget's accessibleName (e.g. "cameras#lower") names the submenu UI to open when the gesture lands on it.

Customization

TclMaya(
    key_show="F11",
    slot_source="my_studio/slots",   # use your own slot library
    log_level="DEBUG",
    bindings={                        # replace defaults entirely
        "Key_F11":               "main#startmenu",
        "Key_F11|RightButton":   "cameras#startmenu",
    },
)

User preferences (theme, repeat-last shortcut, etc.) live in the in-app Preferences panel.

Project layout

tentacle/
├── tcl_maya.py            TclMaya entry point + default bindings
├── tcl_max.py             TclMax  (wrapper, no slot library yet)
├── tcl_blender.py         TclBlender (wrapper, no slot library yet)
├── slots/
│   ├── _slots.py          Slots base — repeat-last-command shortcut
│   └── maya/              ~60 SlotsMaya subclasses
└── ui/                    .ui definitions; maya_menus/ holds Maya submenus

Platform support

DCC Status
Maya 2025+ Full — entry point, slot library, all menus wired.
Blender Wrapper only (TclBlender).
3ds Max Wrapper only (TclMax).

Development

git clone https://github.com/m3trik/tentacle
pip install -e ./tentacle
cd tentacle && python -m pytest test/

CI runs test_package.py, test_slot_integrity.py, test_ui_integrity.py, and module-specific suites — see .github/workflows/tests.yml.

More

License

LGPL v3.

Project details


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