Something I forgot in my last post:
Your menu will be not as easily browsable as mine. Because you need special means of going back a level. That's not a concern after some training, but affects learning.
If you use a menu per keyboard, the menu is only a map of the keys to type. It's most effective to have traditional pulldown menus with mnemonic keys. So you might type Alt+F, N for File:New_Tab (example taken from my Browser). I think this is superior to any special way of keyboard navigation inside the Toolbox and would make such superfluous.
But how can this be done in blender? alt-o, alt-a, alt-t, alt-r, etc are already hotkeys.
The shortcuts would have to be revised or a special key would have to be used to start keyboard usage.
BTW, the idea is that the menu keys here have a direct spatial relationship with the menus you are navigating.
That's clear from your original post.
I think you should have to press tab beforehand to enter editmode and access the editmode commands (maybe you'd agree).
Sure I agree, remember that it was already decided to make the menu fully context sensitive.
In 2.29, the menus are already broken up into small groups with 5 or less items (usually about 2 or 3) and the groups are separated by gaps. I could get ideas from there and combine and reorganize some of the groups.
Sure the submenus are rather small. But the first levels of "View" and "Mesh" are not! You can't use the same top levels because of that.
Were you might run into problems:
Could be splitted in 2 groups, like "Actors" and "Crew".
But remember that any additional level makes the menu harder to use (oversight ans access times). Or would you leave it out entirely? (I've decided for me to include things relating to the 3D cursor, so these are in.)
Transform (from my proposal, but using the 2.29 organization directly doesn't work anyway, the Mesh menu is loong!):
9. Apply > (Size/Rot ...)
10. Clear > (Loc/Rot ...)
Even without "Clear" and "Apply" which can be placed somewhere else easily, you still have 8!
Grab/Rotate/Scale are not in the menus, because they don't work that good started from menu and are used very often. But because of this, I think they should be in the Toolbox to give hint at the G, R and S keys.
Curve: Control Points:
2. Clear Tilt
3. Toggle Free/Aligned
6. Make Vertex Parent]
7. Hide Selected Control Points
8. Show Hidden Control Points
5. Remove Doubles
6. Make Vertex Parent]
7. Select Connected Vertices
8. Hide Deselected Vertices
9. Hide Selected Vertices
10. Show Hidden Vertices
11. Make Edge / Make Face
2. Beauty Fill
3 .Convert Quads to Triangles
4. Convert Triangles to Quads
5. Flip Triangle Edges
6. Hide Selected Faces
7. Hide Deselected Faces
8. Show Hidden Faces
And keep in mind, that the number of functions available in Blender will only grow!
There could be tiny icons like black circles with a white letter for the menu hotkeys. And maybe if the menu hotkeys aren't used to get past the first level, they could disappear? Or they could just show on the first level for everyone? Or maybe they're not shown there at all but they're a hidden feature?
A little many maybes! I think it's going to be hard to solve this problem. And hidden features are no solution, but a problem (well, at least in most cases).
Well if there is command autocompletion in the toolbox then I doubt the toolbox would be able to be navigatable using the keyboard as fast as you can as with the mouse... (like would be the case with my idea for experienced users).
I think that it is possible to reach very high speed on the Toolbox without keyboard navigation. So there's not that much to gain in speed. In most cases, the user will have one hand on the mouse, the other on the keyboard. Placing your fingers to work some keys that share a spational relationship with something on the screen might cause quite some delay!
I would like to recommend, that you put keybaord navigation aside and work on the organization of menu items. And if you can't fit it into 6, try 8! The maximum number of items recommended for radial menus is 12.