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  • Published 2 May 2026

Make N-panel menus detachable as floating windows

Allow users to detach the N-panel (or individual tabs within it) from the 3D Viewport and float them as independent, draggable windows, freeing up canvas space without losing access to tools and properties.

The problem

The N-panel is one of Blender's most used UI surfaces, it houses object transforms, add-on tabs, and much more. But it comes with a significant trade-off: it always occupies a fixed slice of your viewport.

Users on single-monitor setups are forced to choose: keep the N-panel open and lose viewport real estate, or close it constantly and toggle it back with N every time. Neither is ideal for active workflows.

Even on multi-monitor setups, Blender currently has no way to send a panel to a secondary screen without duplicating the entire editor which is wasteful and cumbersome.

The proposal

Add the ability to detach the N-panel menu either the entire panel or individual tabs, into a standalone floating window that behaves like a native OS window. This window would:

  • Be draggable and resizable, independently of the main Blender window
  • Stay in sync with the viewport context (selected object, active scene, etc.)
  • Be re-dockable back into the viewport when no longer needed
  • Remember its last position and size between sessions (optional, as a preference)
  • Triggered via the grabber icon that already exists at the top right of the N-panel menu, or via right-clicking a tab → "Detach tab".

Why this makes sense

  • Reclaim 100% of your 3D canvas without closing the panel you're actively using.
  • Park the panel on a second screen for a dedicated properties view, just like other pro DCC tools.
  • Blender already supports floating render output windows and tearable editors, this is a natural extension of that system.
  • Maya, Houdini, Cinema 4D and Substance Painter all support detachable/floating panels as a core UX feature.

Who benefits

This primarily helps single-monitor users who want to tweak transform values or add-on settings without shrinking their workspace, multi-monitor power users who want a dedicated panel screen, and heavy add-on users whose N-panel tabs have grown large (e.g. Geometry Nodes tools, rigging add-ons, etc.). It does not affect users who prefer the current docked behaviour , it would be strictly opt-in.

Implementation notes

Blender's windowing system already creates detached windows (e.g. for render output). Extending this to allow a panel region to be "torn off" into a bpy.types.Window -based floating container should be architecturally feasible. The panel would retain its region draw callbacks and RNA data bindings, the main challenge is ensuring the context pointer ( bpy.context ) correctly mirrors the active viewport. A Python add-on prototype could potentially validate the concept before committing it to core.

This could ship incrementally: first as a floating window tied to a specific workspace, then eventually with full multi-window session persistence.

94.1%

Development Status: Open

Upvote 16 Downvote 1
bruno7
2 May 2026

5 Comments

Loukas-K

The only workaround is to create a new window from the header menu and use it as a floating window just for your N-panel. It is not perfect but it works

CraigJones

"Users on single-monitor setups are forced to choose: keep the N-panel open and lose viewport real estate, or close it constantly and toggle it back with N every time. Neither is ideal for active workflows."

For this reason, it is not a good idea to use a single small monitor when Blending. You need a second monitor which these days are cheap, or a larger widescreen monitor with more real estate. There exist many other options to deal with the N panel clutter with using a per-workspace setting in Properties for what addons show in the N panel as well as addons that allow reordering of panels in the N panel. Toggling with N is the only useful thing when using a 15" laptop screen because floating a panel over the top is still going to be in the way at that size of monitor. A second monitor is a must really.

Non-blocking UI is a good thing for consistencies' sake, and Ton was smart to embrace it back then. With the ability to customize almost everything in Blender's UI, maybe someday the codebase will support this concept but there is a LOT to change under the hood to get there.

sd_alex

Smart idea to implement ui which require second monitor to work comfortably? Huh? Ton with his stupidiest ideas about UI make some absolute crap, blender users - claim its cool just need a second monitor. Thats absolutely hilarous.

CraigJones

You mean in this day and age of incredibly wide screens and cheap HD monitors that you prefer to work on a single 15" laptop screen when working? I keep two monitors for my production needs across several software in use at the same time unless I am at a machine equipped with a rather wide monitor. If you feel the need to run 20 different addons in your N panel while working then the clutter is inescapable unless you set limits per workspace. Put some respect on Ton's name, as I dare say you haven't the foggiest idea to create a software in house and create the open source community to support it where strangers online can code the fixes themselves and do PRs on GIT to make changes to the public codebase. Blender is a gift and you can take it and make something of it or leave it and go back to playing with Autodesk.

sd_alex

Upvoting your idea just for the fun of it. This has been requested numerous times already. Ton has been intentionally against it, mostly because he has absolutely zero understanding of good UI—as well as many other things, as time and insight have shown. It seems the new team hasn't evolved much past his vision.