Macro Sets¶
Selecting a Macro Set¶
Expand the Player panel.
Choose a Category from the dropdown.
(Optional) Choose a Subcategory.
Select the desired Macro Set from the file list.
The set’s description (if any) appears in an info box.
Selecting a macro set in the Player panel.¶
Running a Macro Set¶
Choose the Recall Type (Default, Min, Max, or Random).
Enable No Duplicates if you want to avoid creating duplicate modifiers / constraints / materials.
Enable All Selected if you want the set to apply to every selected object instead of only the active object.
Click Run Set.
The set will execute all entries in order. Progress is shown in the status bar.
Stepping Through a Macro Set¶
Use the Step button to execute one entry at a time. This is useful for debugging or when you only need part of the set.
Select an entry from the Entries dropdown.
Click Step – that entry runs and the selection moves to the next entry.
Editing a Macro Set¶
Click Edit to load the macro set into the Recorder panel. There you can change entries, ranges, names, and then Save Set (which will overwrite the original file).
Duplicating a Macro Set¶
Click Copy to create an exact duplicate of the selected macro set (including its companion .blend, if any). The new file is named original_copy1.json. If that already exists, it becomes original_copy2.json, and so on.
Deleting a Macro Set¶
Click Delete – a confirmation dialog appears. The JSON file and its companion .blend (if present) are permanently removed.
Viewing Requirements¶
Expand the Requirements panel. It lists any external dependencies that are not provided by the set itself or the current scene. For example, if the set refers to an object named “Cube” but does not append or create it, the requirement will be shown. This helps you prepare the scene before running the set.