Docs

Every AnimBox action with what it does, the shortcut, and (where available) a tutorial video. Click "Watch on YouTube" to open the full clip in a new tab.

  • Video coming soon
    A tutorial walkthrough is on the way.

    Bake Clip To Skeleton

    Animation

    Bake a control-rig clip to bone animation

    Details

    Bakes the active control-rig clip to a skeleton clip ("<name> (baked)") — exportable to FBX/GLB and playable without the rig.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Delete Keyframes

    Animation
    Delete

    Delete selected keyframes from curves

    Details

    Removes all currently selected keyframes from their curves. Select keyframes in the graph editor first.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Frame Playback Range

    Animation
    Shift+R

    Frame graph editor to playback time range

    Details

    Zooms the graph editor to show the full playback time range, from the start frame to the end frame.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Lock Tangent Weight

    Animation
    Ctrl+L

    Lock/unlock tangent weight on selected keyframes

    Details

    Toggles weight locking on selected keyframes. When locked, tangent weight handles cannot be dragged.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Next Frame

    Animation
    .

    Step forward one frame

    Details

    Advances the playback time by one frame (1/fps seconds).

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Play/Pause

    Animation
    Alt+V

    Toggle animation playback

    Details

    Starts or stops animation playback.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Previous Frame

    Animation
    ,

    Step backward one frame

    Details

    Moves the playback time back by one frame (1/fps seconds).

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Retarget Animation…

    Animation

    Open the Retarget wizard — import foreign FBX/GLB animation and map it onto this rig

    Details

    Opens the Retarget wizard (non-modal): queue foreign animation files with per-file validation, auto-map their skeletons onto the rig, and bake retargeted clips. The viewport stays interactive while it is open.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Set Key All Channels

    Animation
    Shift+S

    Set keyframe on all 9 transform channels of selected controls

    Details

    Sets keyframes on all 9 transform channels (translate XYZ, rotate XYZ, scale XYZ) for every selected control at the current time.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Set Keyframe

    Animation
    S

    Set keyframe on selected controls at current time

    Details

    Creates keyframes on all channels of the selected controls at the current playback time. Uses the default tangent type from editor settings.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Tangent: Auto

    Animation
    1

    Set selected keyframes to auto (Catmull-Rom) tangent

    Details

    Sets the tangent type to Auto (Catmull-Rom) on all selected keyframes. Auto tangents smoothly interpolate between neighboring keys.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Tangent: Flat

    Animation
    4

    Flatten tangents (zero slope) on selected keyframes

    Details

    Sets the tangent to flat (horizontal) on all selected keyframes. Creates a plateau effect at each key.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Tangent: Linear

    Animation
    2

    Set selected keyframes to linear tangent

    Details

    Sets the tangent type to Linear on all selected keyframes. Linear tangents create straight-line interpolation between keys.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Tangent: Plateau

    Animation
    5

    Set selected keyframes to plateau tangent (auto-clamped)

    Details

    Sets the tangent type to Plateau on all selected keyframes. Plateau tangents auto-clamp to prevent overshooting neighboring key values.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Tangent: Step

    Animation
    3

    Set selected keyframes to step (constant) tangent

    Details

    Sets the tangent type to Step on all selected keyframes. Step tangents hold the value constant until the next keyframe.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Toggle Auto-Key

    Animation
    Ctrl+Alt+K

    Toggle automatic keyframe creation on transform changes

    Details

    When auto-key is enabled, moving/rotating/scaling controls automatically creates keyframes at the current time.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Bake Animation

    Bake

    Bake curves to uniform keyframe spacing

    Details

    Opens the Bake Animation popup in the timeline bar. Samples curves at uniform frame intervals and replaces original keyframes with baked ones using Auto tangents.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Bake Animation To Skeleton

    Bake

    Bake the composited pose (all layers + space switches) to a skeleton clip

    Details

    Opens the Bake → Skeleton popup in the timeline bar. Samples the LIVE composited skeleton pose — the active clip with ALL animation layers and constraint/space-switch results — and appends a fresh self-contained skeleton clip; a skeleton-kind clip is copied with a notice.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Bake Between

    Bake

    Bake the gap between the nearest keyframes around the current playhead

    Details

    Opens the Bake Between popup in the timeline bar. Finds the nearest keyframes left and right of the current playhead and fills the gap with baked keys.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Bake Infinity

    Bake

    Convert pre/post infinity extrapolation into real keyframes

    Details

    Opens the Bake Infinity popup in the timeline bar. Samples the pre and post infinity regions of curves into real keyframes, then sets infinity modes to Constant.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Bake Scene

    Bake

    Bake all curves in the scene over the playback range

    Details

    Opens the Bake Scene popup in the timeline bar. Bakes ALL curves in the active clip over the full playback range. Always prompts for confirmation.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Bake Space

    Bake

    Re-express control animation into a different space (world-preserving)

    Details

    Opens the Bake Space popup in the timeline bar. Re-expresses the selected controls' animation into a chosen space (world / parent / control / bone / object) across a frame range while preserving the world result; supports snap-to-space, on-existing-keys density, dynamic switch handling, and the Convert-to-World / Rebase-to-Parent retarget presets.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Copy Control Animation

    Copy/Paste

    Copy all animation channels from selected control

    Details

    Copies all 9 TRS channels from the first selected control. Paste retargets to the current selection.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Copy Keyframes

    Copy/Paste
    Ctrl+C

    Copy selected keyframes to clipboard

    Details

    Copies all selected keyframes to the animation clipboard for later pasting.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Copy Pose

    Copy/Paste

    Copy current pose of selected controls

    Details

    Copies the current values of all channels on selected controls at the current time. If no controls are selected, copies all controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Copy/Paste Keyframes

    Copy/Paste

    Copy, paste, and cut keyframes with smart retargeting

    Details

    Opens the Copy/Paste popup. Smart copy collects from selected keys, timeline range, or selected controls. Smart paste retargets to different controls by property name.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Copy/Paste/Mirror Pose

    Copy/Paste

    Copy, paste, and mirror control poses with auto-key support

    Details

    Opens the Pose popup. Copy Pose snapshots all TRS values. Paste Pose restores values. Mirror to Left, Mirror All, and Mirror to Right flip poses across the YZ symmetry plane. Creates keyframes only when auto-key is on.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Cut Keyframes

    Copy/Paste
    Ctrl+X

    Cut selected keyframes (copy + delete)

    Details

    Copies selected keyframes to the clipboard and deletes them from the curve.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Export Clip Data (.abclip)

    Copy/Paste

    Export animation clips as native AB clip data

    Details

    Exports the active clip (or named clips) as a .abclip file — native AB clip data, re-importable onto any asset by clip id.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Import Clip Data (.abclip)

    Copy/Paste

    Import .abclip files — merge clips by id into the shared asset

    Details

    Opens a .abclip file and merges its clips into the shared asset: same-id clips are replaced, new clips append.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Paste Keyframes

    Copy/Paste
    Ctrl+V

    Paste keyframes from clipboard at current time

    Details

    Pastes keyframes from the clipboard at the current playhead time.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Paste Pose

    Copy/Paste

    Paste copied pose at current time

    Details

    Pastes the copied pose at the current playhead time. Always targets the original clipboard controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Sculpt Keys

    Graph Editor

    Radial brush to push or smooth keyframe values in graph editor

    Details

    Opens the Sculpt Keys brush in the graph editor. LMB drag pushes keyframe values within the brush radius. Shift+LMB smooths values toward neighbors. Adjust radius with Ctrl+Scroll.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Select Opposite

    Selection

    Mirror selection to opposite side (L/R)

    Details

    Mirror the current control selection to its opposite side.

    Detects mirror pairs via rig naming conventions (L_/R_ prefixes or .L/.R suffixes). Unpaired controls stay unchanged.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Toggle Selection Sets

    Selection

    Show or hide the selection sets widget

    Details

    Show or hide the selection sets timeline bar.

    Selection sets let you save named control groupings and restore them with one click. Create and edit sets via the widget itself.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Set Inbetweens

    Timeline

    Re-space selected keyframes with a fixed frame gap

    Details

    Opens the Set Inbetweens popup in the timeline bar. Redistributes selected keyframes with equal frame spacing. First key stays, subsequent keys are spaced by the gap value.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Open Project

    Tools
    Ctrl+Shift+O

    Open a 3D file or project (GLB, FBX, OBJ, PLY, STL, ABC, STEP, .abasset)

    Details

    Open any supported project or 3D file.

    Supported formats: GLB, GLTF, OBJ, FBX, PLY, STL, ABC, STEP, .abasset, .controlrig

    Routes to the correct import pipeline based on file type and current editor mode.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Blast Skeleton & Skin Data

    Control Rig

    Remove all skeleton bones, skin weights, and control rig data; keep meshes only

    Details

    Removes ALL skeleton and skinning data from the scene: • All bones • All skin weights • All control rig modules/controls/guides • All animations

    Meshes are preserved. Use this to start fresh after importing an FBX with unwanted rig data.

    One Ctrl+Z restores everything.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Biped Arm Module

    Control Rig

    Open control-mode popup to pick joints and create a bipedArm module (IK/FK/tweaks + optional clavicle)

    Details

    Opens a popup to pick joints (shoulder, elbow, wrist + optional clavicle), set name/side, then creates the Biped Arm module with FK + IK + pole + tweak + optional clavicle IK controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Biped Leg Module

    Control Rig

    Open control-mode popup to pick 3 joints and create a bipedLeg module (IK/FK/tweaks)

    Details

    Opens a popup to pick 3 joints (start, mid, end), set name/side, then creates the Biped Leg module with FK + IK + pole + tweak controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Biped Rig

    Control Rig

    Open the Biped Builder dialog to create a full biped rig from scratch or from existing joints

    Details

    Opens the Biped Builder dialog with two modes:

    "New Rig", configure spine/neck count, clavicle, hands, feet, and fingers, then create a T-pose biped with all modules.

    "From Joints", auto-analyze an existing skeleton to identify biped bones, review/edit the mapping, then create modules with guides snapped to bone positions.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create FK Chain Module

    Control Rig

    Open control-mode popup to pick bones and create an FK chain module

    Details

    Opens a popup to pick start/end joints, set name and side, then creates the FK chain module with guides snapped to the bone chain.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Foot Module

    Control Rig

    Open control-mode popup to pick ankle/ball joints and create a foot module (FK/BK/pivots/roll)

    Details

    Opens a popup to pick ankle + toe chain joints, set name/side, then creates the Foot module with FK, BK (reversed), ankle tweak, pivots, roll, and IK effector controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Global Control Module

    Control Rig

    Open control-mode popup to create a Global Center module

    Details

    Opens a popup to set name, optional root bone, and offset control options, then creates the Global Control module with a guide at the origin.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Hand Module

    Control Rig

    Open control-mode popup to configure finger count, presets, and create a hand module

    Details

    Opens a popup to configure finger count, joint layout, splay/curl features, then creates the Hand module with FK + metacarpal + splay controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Look At Module

    Control Rig

    Open control-mode popup to create an eye look-at module (slave + target controls)

    Details

    Open control-mode popup to create an eye look-at module (slave + target controls). With explicit params, runs headlessly in one undoable step.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Neck & Head Module

    Control Rig

    Open control-mode popup to pick neck start and head joints and create a neck & head module

    Details

    Opens a popup to pick neck start + head joints, auto-detects middle bones, then creates the Neck & Head module with HeadIK + FK controls on a spline curve.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Quad Front Leg Module

    Control Rig

    Open control-mode popup to pick bones and create a quadruped front leg module (elbow/carpus/fetlock)

    Details

    Open control-mode popup to pick bones and create a quadruped front leg module (elbow/carpus/fetlock). With explicit params, runs headlessly in one undoable step.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Quad Hind Leg Module

    Control Rig

    Open control-mode popup to pick bones and create a quadruped hind leg module (hip/stifle/hock/metatarsus)

    Details

    Open control-mode popup to pick bones and create a quadruped hind leg module (hip/stifle/hock/metatarsus). With explicit params, runs headlessly in one undoable step.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Quadruped Rig

    Control Rig

    Open the quadruped one-click builder popup (spine/neck/tail/ears/legs, or From-Joints auto-detect)

    Details

    Open the quadruped one-click builder popup (spine/neck/tail/ears/legs, or From-Joints auto-detect). With explicit params, runs headlessly in one undoable step.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Single Control Module

    Control Rig

    Open control-mode popup to pick a bone and create a single control module

    Details

    Opens a popup to pick a bone, set name and side, then creates the single control module with a guide snapped to the bone.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Sphere Roll Module

    Control Rig

    Open control-mode popup to create a sphere-roll module (translation-driven auto-roll)

    Details

    Open control-mode popup to create a sphere-roll module (translation-driven auto-roll). With explicit params, runs headlessly in one undoable step.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Spine Module

    Control Rig

    Open control-mode popup to pick start/end joints and create a spine module

    Details

    Opens a popup to pick start/end joints (min 3), set name and side, then creates the Spine module with COG + 3 IK guides.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create StretchyAim Module

    Control Rig

    Open control-mode popup to pick start/end joints and create a stretchy aim module

    Details

    Opens a popup to pick start + end joints, set parent targets, then creates the StretchyAim module with linked twist and automatic up-vector.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Vehicle Module

    Control Rig

    Open control-mode popup to create a vehicle module (body + wheels + steering)

    Details

    Open control-mode popup to create a vehicle module (body + wheels + steering). With explicit params, runs headlessly in one undoable step.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Vehicle Rig

    Control Rig

    Open the vehicle one-click builder popup (New-Rig wizard params, or From-Joints auto-detect)

    Details

    Open the vehicle one-click builder popup (New-Rig wizard params, or From-Joints auto-detect). With explicit params, runs headlessly in one undoable step.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Delete Module

    Control Rig

    Delete the selected module (controls + guides + solvers) in one undoable step

    Details

    Deletes the module resolved from the selection (or the { module } param) through the controlrig.deleteModule op — ONE undo restores it.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Edit Control Shape

    Control Rig

    Enter shape-edit mode for the selected control (gizmo edits the visual shapeOffset, not the rig pose)

    Details

    Toggles shape-edit mode on the selected control — drag the gizmo to reposition/scale the drawn control shape without posing the rig.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Exit Guide Mode

    Control Rig

    Construct all modules from their guides and return to control mode

    Details

    Exits guide mode by constructing every module from its guides (rebinds skin at the current pose, mints the controls) and returning to control mode.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    IK/FK Match

    Control Rig

    Match IK↔FK pose on the selected limb module and switch the blend

    Details

    Snaps the limb’s IK/FK counterpart to the current pose and flips the blend — ONE undo reverts both.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Lock & Limits

    Control Rig

    Open the channel lock & limit editor for the selected control

    Details

    Opens the per-channel lock & limit editor (lock TRS channels, set min/max limits) for the selected control.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Module Settings

    Control Rig

    Edit the selected module’s settings (headless with explicit params, or opens the settings surface)

    Details

    With { module, settings } params, writes module settings through the op (undoable). From the UI, opens the module’s settings surface (guide-mode panel or the limb settings popup).

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Retarget Animation to Rig

    Control Rig

    Reproduce the asset's skeleton clips on the control rig (non-destructive)

    Details

    Retargets every skeleton clip onto the control rig (drives the rig controls). Originals are kept; new control-rig clips are appended in one undoable step. Use RigEditor.retargetClips({ output: 'skeleton' }) to bake into the rig skeleton instead.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Transfer Rig to Target Mesh

    Control Rig

    Open the Transfer popup to wrap the control rig onto a different target mesh

    Details

    Opens the Transfer popup: pick a target mesh, preview the guide wrap (before/after with a displacement heatmap), and transfer the rig onto it in one undoable step.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create DeltaMush

    Deformers

    Add DeltaMush smooth deformer to selected mesh

    Details

    Add a DeltaMush deformer that smooths deformation artifacts while preserving surface detail. Rest-preserving: it never changes the mesh at bind pose — it only cleans up skinning under pose.

    Requires: 1+ objects selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Compute Automatic SkinWeights

    Skin Cluster

    Compute automatic skin weights using Heat Diffusion or BBW algorithms

    Details

    Compute automatic skin weights for the active mesh using WASM algorithms.

    Heat Diffusion: Fast (seconds), good quality for most meshes. BBW (Bounded Biharmonic Weights): High quality, slower (1-5 minutes), requires watertight mesh.

    Requires: Active mesh with skin cluster and skeleton.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Isolate Selected

    Skin Cluster

    Show only selected meshes in the Weight Paint mode, hide all others

    Details

    Isolate the selected meshes, hiding everything else.

    Press Alt+Q or use Exit Isolate Mode to return.

    Requires: Active mesh or selected mesh(es)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Mirror Weights

    Skin Cluster

    Mirror skin weights across the symmetry axis (direction defaults to L→R)

    Details

    Mirrors weights through the skincluster.mirror-weights op (pass { direction } to flip) — ONE undo reverts.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Relax Weights

    Skin Cluster

    Smooth skin weights on the selected components (Laplacian relax)

    Details

    Relaxes weights on the current vertex/edge/face/island selection through the skincluster.relax op — ONE undo reverts the pass.

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    Reset to Bind Pose

    Skin Cluster

    Reset all bones to their original bind pose transforms

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Rigidify Weights

    Skin Cluster

    Push skin weights toward a single dominant influence on the selected components

    Details

    Rigidifies weights on the current component selection through the skincluster.rigidify op — ONE undo reverts the pass.

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    Transfer Weights from Active Mesh

    Skin Cluster

    Transfer weights from the active mesh to all other skinned meshes

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    Transfer Weights to Active Mesh

    Skin Cluster

    Transfer weights from all other skinned meshes to the active mesh

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Exit Paint Weights Mode

    Skinning

    Exit skin weight paint mode and return to control rig editing

    Details

    Exits paint weights mode, syncs weights back to the asset, and returns to control rig editing.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Paint Skin Weights

    Skinning

    Enter skin weight paint mode for the active mesh

    Details

    Enters paint weights mode so you can brush skin weights on the active mesh.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Clear Scene

    Tools

    Remove all meshes and scene data

    Details

    Remove all meshes, curves, and scene data.

    Shows a confirmation dialog before clearing.

    Model Editor / Control Rig: clears the working model + DG scene graph + selection. Previewer: clears the previewed asset + animation state.

    Available in: Model Editor, Control Rig, Previewer.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Export File

    Tools
    Ctrl+Shift+E

    Geometry + skeleton + materials (+ animation in Previewer). Formats: GLB, GLTF, OBJ, FBX, PLY, STL

    Details

    Export the scene to a file.

    Exports the SHARED scene — the same reconciled data every editor sees. A dirty scene runs the Changes Detected dialog first (skin transfer, deformer bake, UV choices), so the file always matches the reconciled scene.

    Animation clips can be exported from ANY editor: choose pose mode, clip, reframe and retime in the dialog.

    Supported formats: GLB, GLTF, OBJ, FBX, PLY, STL.

    Available in: Model Editor, Control Rig, Previewer.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Open File

    Tools

    Open a 3D file or project (loads geometry + skeleton + materials). Formats: GLB, GLTF, FBX, OBJ, PLY, STL, STEP, .abasset

    Details

    Open a 3D file or project into the scene.

    Supported: GLB, GLTF, OBJ, FBX, PLY, STL, STEP, .abasset, .controlrig.

    .abasset files (the AnimBox project format) REPLACE the entire scene. Other formats merge into the existing scene.

    Available in: Model Editor, Control Rig, Previewer.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Save File

    Tools
    Ctrl+S

    Save the project scene to a .abasset file (geometry + skeleton + materials + animations + editor state)

    Details

    Save the entire project to a .abasset file.

    Preserves all data: meshes, materials, textures, skeleton, animations, curves, measurements, draw lines, image planes, and editor state.

    Note: a dirty scene (unbaked deformers, edited skinned meshes) routes through the Changes Detected dialog first — apply the choices to save, or cancel to abort.

    Hotkey: Ctrl+S Available in: Model Editor, Control Rig, Previewer.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Add Image Plane

    Create
    Requirements:Nothing selected · Object mode

    Add a reference image to the viewport

    Details

    Add a reference image plane to the scene.

    Useful for modeling reference, placing a background image in the viewport.

    context: object-mode, empty-selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Arch

    Create

    Create an arch with rectangular cross-section

    Details

    Create an arch shape (partial ring with rectangular cross-section).

    Supports adjustable arc angle, optional legs, and inner/outer radius.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Arrow

    Create

    Create an arrow or chevron shaped primitive

    Details

    Create an arrow primitive.

    Opens a dialog with length, shaft width, head width, and style controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Box with Lid

    Create

    Create a storage box and matching lid (2 meshes)

    Details

    Create a storage box and matching lid as separate meshes.

    Supports flat and lip lid types. Tolerance parameter controls fit gap.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Bracket

    Create

    Create an L-shaped bracket with optional gusset

    Details

    Create an L-shaped bracket with optional gusset.

    Gusset can be solid (triangle fill) or cutout (diagonal slab).

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Capsule

    Create

    Create a capsule (pill) primitive

    Details

    Create a capsule (pill shape) primitive.

    Opens a dialog with radius, length, and segment controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Channel

    Create

    Create a U-shaped channel profile

    Details

    Create a U-shaped channel profile extruded along its length.

    Optional inner corner radius for filleted corners.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Compartment Grid

    Create

    Create a grid of walls forming compartments

    Details

    Create a grid of thin rectangular walls forming compartments.

    Designed to fit inside a Storage Box. Adjustable divisions and optional floor.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Cone

    Create

    Create a cone primitive

    Details

    Create a cone primitive.

    Opens a dialog with radius, height, and segment controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Cross

    Create

    Create a cross (plus) shaped primitive

    Details

    Create a cross (plus) primitive.

    Opens a dialog with arm length, arm width, and height controls.

    context: any selection
  • Animated demo of Cube

    Cube

    Create

    Create a cube primitive

    Details

    Create a cube primitive.

    Opens a dialog with width, height, depth, and subdivision controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Curve to Mesh

    Create
    Requirements:Object mode

    Convert curve to mesh with interactive extrude

    Details

    Convert the selected curve(s) into a mesh.

    Single-curve: creates a flat double-sided polygon (top + reversed bottom cap), enters face mode, selects the top face, and opens the interactive extrude tool. Multi-curve: creates one plane per curve in a single undo frame and SKIPS the interactive extrude (select one curve to extrude interactively).

    Original curves are preserved.

    Requires: 1+ curves selected.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Curve to Pipe

    Create
    Requirements:Object mode

    Convert curve to tube/pipe mesh

    Details

    Convert the selected curve(s) into tube/pipe meshes.

    Opens an interactive popup with controllable START / END thickness (taper), TWIST start / end (barber-pole), segments, cap ends, and advanced path sampling. Multi-curve: confirm applies the settings to every selected curve as a single undo frame.

    Press Enter to confirm, Escape to cancel. Original curves are preserved.

    Requires: 1+ curves selected.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Curve to Plane

    Create
    Requirements:Object mode

    Convert curve to flat polygon mesh

    Details

    Convert each selected curve into a flat polygon mesh (single N-gon face).

    Open curves are automatically closed before conversion. Original curves are preserved. Multi-curve: each selected curve produces one plane; all produced in a single undo frame.

    Requires: 1+ curves selected.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Cylinder

    Create

    Create a cylinder primitive

    Details

    Create a cylinder primitive.

    Opens a dialog with radius, height, and segment controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Draw Box

    Create
    Requirements:Object mode

    Click and drag to draw a box on the ground plane

    Details

    Draw a box interactively in the viewport.

    Click and drag to set the base, then drag up to set height.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Draw Circle (Curve)

    Create
    Requirements:Object mode

    Click and drag to draw a circle curve

    Details

    Draw a circle curve interactively in the viewport.

    Creates a closed circle CurveData. Use "Curve to Mesh" or "Curve to Pipe" for further operations.

    Hold X for snap Shift+click for topo snap Esc to cancel

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Draw Circle (Primitive)

    Create
    Requirements:Object mode

    Click and drag to draw a circular polygon mesh

    Details

    Draw a circle interactively in the viewport.

    Creates a circular N-gon polygon mesh.

    Hold X for snap Esc to cancel

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Draw Cylinder

    Create
    Requirements:Object mode

    Click to set center, drag to set radius, then extrude height

    Details

    Draw a cylinder interactively in the viewport.

    Click and drag to set the base radius, then drag up to set height.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Draw Rectangle

    Create
    Shift+R
    Requirements:Object mode

    Click and drag to draw a rectangle on the ground plane or mesh surface

    Details

    Draw a rectangle interactively in the viewport.

    Click and drag to set the size. Supports ground plane and surface modes.

    Shift+R to activate Hold X for snap Esc to cancel

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Draw Rectangle (Curve)

    Create
    Requirements:Object mode

    Click and drag to draw a rectangle curve

    Details

    Draw a rectangle curve interactively in the viewport.

    Creates a closed rectangle CurveData. Use "Curve to Mesh" or "Curve to Pipe" for further operations.

    Hold X for snap Esc to cancel

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Fill Boundary

    Create
    Requirements:Curve selected

    Cap the selected closed curve with a single planar face

    Details

    Fill the selected closed curve(s) with a single planar n-gon face.

    Use this to build floor tiles, sign faces, logo plates, or any flat shape defined by an outline. Multi-curve: each selected curve is filled.

    Original curves are preserved.

    Requires: 1+ closed curves selected.

    context: curve-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Funnel

    Create

    Create a hollow funnel (cone + spout) primitive

    Details

    Create a funnel primitive with hollow cone and tube spout.

    Opens a dialog with diameters, heights, and wall thickness controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Gear

    Create

    Create an involute spur gear

    Details

    Create a gear (involute spur gear) primitive.

    Opens a dialog with tooth count, module, pressure angle, and bore controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Heart

    Create

    Create a heart-shaped primitive

    Details

    Create a heart primitive.

    Opens a dialog with width, height, hollow, and resolution controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Hemisphere

    Create

    Create a hemisphere (half sphere) primitive

    Details

    Create a hemisphere primitive with flat base.

    Opens a dialog with radius, segments, and flat base toggle.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Hex Nut

    Create

    Create a hexagonal nut with internal threads (screws onto a screw)

    Details

    Create a hex nut primitive.

    Opens a dialog with hex size, bore diameter, and thread controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Hook Profile

    Create

    Create a J-shaped hook profile

    Details

    Create a J-shaped hook profile extruded to width.

    Hook angle controls how closed the hook is (180=J, 270=nearly closed).

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Knob

    Create

    Create a knob primitive (smooth, fluted, or star style)

    Details

    Create a knob primitive with smooth, fluted, or star style.

    Opens a dialog with diameter, height, style, and dome controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    L-Shape

    Create

    Create an L-shaped profile primitive

    Details

    Create an L-shape primitive.

    Opens a dialog with arm lengths, thickness, and depth controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    OpenSource CAD Parts Library

    Create
    Requirements:Object mode

    Browse and import off-the-shelf open-source CAD parts

    Details

    Browse the OpenSource CAD Parts Library and import ready-made parts (fasteners, hardware, mechanical assemblies, props).

    Search by name; click Import on any card to drop the part into the current scene.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Plane

    Create

    Create a flat plane primitive

    Details

    Create a flat plane primitive.

    Opens a dialog with width, height, and subdivision controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Pyramid

    Create

    Create an N-sided pyramid primitive

    Details

    Create a pyramid primitive with configurable sides and truncation.

    Opens a dialog with base radius, height, sides, and truncation controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Revolve

    Create
    Requirements:Curve selected

    Revolve the selected profile curve into a surface of revolution

    Details

    Revolve the selected profile curve around an axis to build a surface of revolution — vases, bottles, wheels, goblets, turned legs.

    One click performs a full revolution about the default axis. For explicit axis / angle / segments, use the API: `curve.revolveAround("y", { angle: 180, segments: 32 })`.

    Original curve is preserved.

    Requires: 1 profile curve selected.

    context: curve-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Ring

    Create

    Create a flat hollow disc (ring) primitive

    Details

    Create a ring (flat hollow disc) primitive.

    Opens a dialog with outer/inner radius and height controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Rounded Box

    Create

    Create a box with rounded vertical edges

    Details

    Create a box with rounded vertical edges.

    Flat top and bottom, smooth rounded corners when viewed from above.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Screw

    Create

    Create a screw with head, helical threads, and pointed tip

    Details

    Create a screw primitive.

    Opens a dialog with head type, shank dimensions, and thread controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Screw & Nut

    Create

    Create a screw and hex nut with matching threads

    Details

    Create a screw and hex nut together.

    Thread pitch, depth, and bore/shank radius are kept in sync so the nut threads perfectly onto the screw.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Sphere

    Create

    Create a sphere primitive

    Details

    Create a sphere primitive.

    Opens a dialog with radius, segments, and rings controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Spring

    Create

    Create a helical coil spring

    Details

    Create a spring (helical coil) primitive.

    Opens a dialog with coil radius, wire radius, pitch, and turn controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Star

    Create

    Create a star-shaped primitive with configurable points

    Details

    Create a star primitive.

    Opens a dialog with point count, radii, height, and hollow controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Storage Box

    Create

    Create a hollow rounded box with walls and floor

    Details

    Create a hollow storage box with rounded corners.

    Walls, floor, and open top. Specify inner dimensions and wall/floor thickness.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Sweep Along Path

    Create
    Requirements:Object mode

    Sweep a profile curve along a path curve into a tube mesh

    Details

    Sweep a profile curve along a path curve to build a tube/extrusion mesh.

    The popup opens empty: assign the PROFILE (cross-section) and PATH (centerline) curves with the two + pickers. Think rope, moulding, pipe runs, or rail extrusions.

    Original curves are preserved.

    Requires: 2 curves in the scene.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    T-Shape

    Create

    Create a T-shaped profile primitive

    Details

    Create a T-shape primitive.

    Opens a dialog with top width, stem height, thickness, and depth controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Text

    Create

    Create a text primitive — extruded 3D glyphs.

    Details

    Create extruded 3D text.

    Opens a live-preview popup with text, font, size, depth, bevel, and layout controls. Choose from bundled fonts or upload your own TTF/OTF.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Torus

    Create

    Create a donut-shaped torus primitive

    Details

    Create a torus (donut) primitive.

    Opens a dialog with major radius, minor radius, and segment controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Tube

    Create

    Create a hollow cylinder (tube) primitive

    Details

    Create a tube (hollow cylinder) primitive.

    Opens a dialog with outer/inner radius, height, and open-ended toggle.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Wedge

    Create

    Create a triangular prism (wedge) primitive

    Details

    Create a wedge (triangular prism) primitive.

    Opens a dialog with width, height, and depth controls.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Delete CVs

    Curve
    Requirements:CV mode

    Delete the selected control vertices

    Details

    Delete the selected control vertices from the active curve.

    If all CVs of a curve are deleted, the curve itself is removed. Undoable via Ctrl+Z.

    Requires: 1+ CVs selected.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Move CVs

    Curve
    Requirements:CV mode

    Translate selected control vertices by an offset

    Details

    Translate the selected control vertices by the entered offset.

    Handles move rigidly with their anchor CV. Undoable via Ctrl+Z.

    Requires: 1+ CVs selected.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Set Curve Degree

    Curve
    Requirements:Object mode

    Change the selected curve degree (1=linear, 2=quadratic, 3=cubic)

    Details

    Change the polynomial degree of a curve.

    1 = linear segments, 2 = quadratic Bezier, 3 = cubic Bezier. Existing CV positions are preserved; handle behavior reshapes to match the new degree.

    The popup opens empty: + a curve, pick the Degree, Create. Requires: 1+ curve in the scene.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Toggle Closed

    Curve
    Requirements:Object mode

    Toggle whether the selected curve is open or closed

    Details

    Toggle whether the selected curves are open (endpoints free) or closed (endpoints connected).

    Open curves can be converted to pipes or extruded; closed curves can also be filled with a plane. Multi-curve: each curve flips independently; all flip in a single undo frame.

    Undoable: Ctrl+Z restores the previous open/closed state on every curve.

    Requires: 1+ curves selected.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Bend

    Deformers
    Requirements:Object mode

    Add bend deformer to selected mesh

    Details

    Add a bend deformer to the selected mesh.

    Bends geometry along a circular arc.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create FFD Lattice

    Deformers
    Requirements:Object mode

    Add FFD lattice deformer to selected mesh

    Details

    Add an FFD (Free-Form Deformation) lattice deformer to the selected mesh.

    Creates a 3D grid of control points around the mesh. Moving control points deforms the enclosed geometry smoothly.

    Supports Bernstein (global) and B-spline (local) basis functions.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Normal Push

    Deformers
    Requirements:Object mode

    Add normal push deformer to selected mesh (inflate/deflate)

    Details

    Add a normal push deformer to the selected mesh.

    Pushes vertices along their normals by a distance.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Shrinkwrap

    Deformers
    Requirements:Object mode

    Project vertices onto a target mesh surface

    Details

    Add a shrinkwrap deformer to project vertices onto a target surface.

    Select 2 meshes: first = deformed mesh, second = target surface. Or select 1 mesh and set target in the popup.

    Modes: Nearest Point, Project Normal

    Requires: 1+ objects selected, 2+ meshes in scene

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Sine

    Deformers
    Requirements:Object mode

    Add sine wave deformer to selected mesh

    Details

    Add a sine wave deformer to the selected mesh.

    Applies sinusoidal displacement along the deformer axis.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Smooth

    Deformers
    Requirements:Object mode

    Add Laplacian smooth deformer to selected mesh

    Details

    Add a smooth deformer to the selected mesh.

    Opens a dialog with smoothing iterations and factor.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Squash

    Deformers
    Requirements:Object mode

    Add squash deformer to selected mesh

    Details

    Add a squash deformer to the selected mesh.

    Squashes/stretches geometry with volume preservation.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Taper

    Deformers
    Requirements:Object mode

    Add taper deformer to selected mesh

    Details

    Add a taper deformer to the selected mesh.

    Scales geometry along the deformer axis.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Twist

    Deformers
    Requirements:Object mode

    Add twist deformer to selected mesh

    Details

    Add a twist deformer to the selected mesh.

    Twists geometry around the deformer axis.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Vertex Snap

    Deformers
    Requirements:Object mode

    Snap vertices to closest vertex/point on target mesh

    Details

    Add a vertex snap deformer to snap vertices to a target mesh.

    Select 2 meshes: first = deformed mesh, second = target. Or select 1 mesh and set target in the popup.

    Modes: Closest Vertex, Closest Point

    Requires: 1+ objects selected, 2+ meshes in scene

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Create Wave

    Deformers
    Requirements:Object mode

    Add concentric wave deformer to selected mesh

    Details

    Add a wave deformer to the selected mesh.

    Creates concentric ripple waves from the deformer center.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Volumetric Wrap

    Deformers
    Requirements:Object mode

    Cage deformer using Mean Value Coordinates or Green Coordinates

    Details

    Create a cage-based volumetric deformer.

    Pick a cage mesh and one or more driven meshes, then Build. Supports MVC (fast) and Green Coordinates (shape-preserving).

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Center Pivot

    Object
    Requirements:Object mode

    Move pivot to center of bounding box

    Details

    Move the object's pivot point to the center of its bounding box.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Combine Meshes

    Object
    Requirements:Object mode

    Merge selected meshes into one

    Details

    Combine multiple meshes into a single mesh.

    Pick 2+ meshes in the popup; they merge into one object.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Copy

    Object
    Ctrl+C
    Requirements:Mesh selected · Object mode

    Copy selected objects to clipboard

    Details

    Copy selected objects to the clipboard.

    Paste re-inserts at the same world position (zero-offset; never offset from source).

    Requires: 1+ objects selected Shortcut: Ctrl+C

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Curve to Ribbon

    Object
    Requirements:Object mode

    Sweep a flat, optionally banked ribbon strip along the curve centerline

    Details

    Sweep a flat ribbon strip along each selected curve (the curve is the centerline).

    The ribbon is gravity-aware — a ground-plane curve yields a flat strip. Width is in the active working unit; banking rolls the strip into corners. Original curves are preserved.

    Requires: 1+ curves selected.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Cut

    Object
    Ctrl+X
    Requirements:Mesh selected · Object mode

    Cut selected objects to clipboard

    Details

    Cut selected objects (copy then delete) with undo support.

    Paste re-inserts at the same world position (zero-offset). Undo restores the cut objects + original selection.

    Requires: 1+ objects selected Shortcut: Ctrl+X

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Duplicate

    Object
    Ctrl+D, Shift+D
    Requirements:Mesh selected · Object mode

    Duplicate selected objects

    Details

    Create a copy of the selected object(s).

    The duplicate is placed at the source's exact position.

    Requires: At least 1 object selected

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Duplicate Along Curve

    Object
    Requirements:Object mode

    Distribute copies of a mesh evenly along a curve

    Details

    Distribute copies of the selected geometry evenly (by arc length) along a curve.

    Opens a popup to pick the PATH CURVE (← Set from the viewport selection) and the TARGET GEOMETRY, then set count / align-to-tangent / closed-loop.

    Requires: at least one curve in the scene.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Exit Isolate Mode

    Object
    Alt+Q

    Restore all hidden objects

    Details

    Exit isolate mode and restore all previously-hidden objects.

    No-op when not currently in isolate mode (the action is only applicable when isolated).

    Requires: Currently in isolate mode

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Freeze Transform

    Object
    Requirements:Mesh selected · Object mode

    Bake transforms into geometry

    Details

    Bake the current transform into the mesh vertices.

    The object's transform becomes identity while geometry stays in place. Opens a dialog to choose which transforms to freeze (translate/rotate/scale).

    Requires: 1+ objects selected

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Grid Duplicate

    Object
    Requirements:Mesh selected · Object mode

    Create grid-pattern copies of selected objects

    Details

    Create a grid array of duplicates.

    Opens an interactive popup to set X/Y/Z count and spacing with live preview.

    Requires: Exactly 1 object selected

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Group

    Object
    Ctrl+G
    Requirements:Object mode

    Create a group node (optionally containing selected objects)

    Details

    Create a group node. With objects selected, the group wraps the selection; with nothing selected, an empty group is created.

    Groups are the default DAG building block.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Hide

    Object
    H
    Requirements:Mesh selected · Object mode

    Hide selected objects

    Details

    Hide the selected objects from the viewport.

    Hidden objects are deselected. Use Show All to reveal them.

    Requires: 1+ objects selected

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Merge Duplicate Materials

    Object
    Requirements:Object mode

    Merge BRICK.001/002 duplicates back to BRICK

    Details

    Merge duplicate-named materials (regex `/[.](\d+)$/`) into the canonical material (Instant-Clean parity).

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Paste

    Object
    Ctrl+V
    Requirements:Object mode

    Paste objects from clipboard

    Details

    Paste objects from the clipboard at their original world position.

    Supports multi-object paste with a single undo frame. Zero-offset: pasted meshes appear exactly where the source meshes were copied from.

    Requires: Clipboard has content (run Copy or Cut first) Shortcut: Ctrl+V

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Radial Duplicate

    Object
    Requirements:Mesh selected · Object mode

    Create radial-pattern copies of selected objects

    Details

    Create radially distributed duplicates around an axis.

    Opens an interactive popup to set count, angle, axis, and radius with live preview.

    Requires: Exactly 1 object selected

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Remove Empty Vertex Groups

    Object
    Requirements:Object mode

    (AnimBox: no-op — uses skin clusters, not arbitrary vertex groups)

    Details

    AnimBox uses skin clusters with joint indices instead of arbitrary vertex groups. Empty-vgroup cleanup is part of the skinning workflow, not the mesh repair flow. (No-op for Instant-Clean parity.)

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Remove Unused Materials

    Object
    Requirements:Object mode

    Remove materials from the asset that no mesh references

    Details

    Remove materials from the asset that no mesh references (Instant-Clean parity).

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Reset Transform

    Object
    Requirements:Mesh selected · Object mode

    Reset position, rotation, and scale to defaults

    Details

    Reset the selected object's position, rotation, and scale to defaults.

    Position → (0,0,0), Rotation → (0,0,0), Scale → (1,1,1)

    Requires: 1+ objects selected

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Separate Mesh

    Object
    Requirements:Mesh selected · Object mode

    Split mesh into disconnected components

    Details

    Separate disconnected components into individual meshes.

    Each island of connected geometry becomes its own object.

    Requires: 1+ objects selected

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Show All

    Object
    Alt+H

    Show all hidden objects

    Details

    Show all hidden objects in the scene.

    Reveals all previously hidden meshes.

    Requires: At least one hidden mesh

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Ungroup

    Object
    Ctrl+Shift+G
    Requirements:Mesh selected · Object mode

    Dissolve selected group, moving children to parent level

    Details

    Remove the selected group, keeping its children as individual objects.

    Requires: A group selected

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Apply Weighted Normals

    Position Modifiers
    Requirements:Object mode

    Compute weighted vertex normals (face-area / angle / combined)

    Details

    Apply weighted vertex normals.

    Three modes (face-area / angle-at-vert / combined). Default = combined (Blender default).

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Auto-Smooth Normals

    Position Modifiers
    Requirements:Object mode

    Smooth vertex normals with crease-angle-aware smoothing groups (folded to one normal per vertex)

    Details

    Smooth vertex normals with angle-based smoothing groups. Faces meeting at angles steeper than the crease threshold form separate smoothing groups; each vertex stores ONE normal (the fold of its group normals), so topology never changes — steeper thresholds bias normals toward dominant face groups rather than producing faceted flat shading. Use Recalculate Normals first if face winding is inconsistent.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Bend

    Position Modifiers
    Shift+Alt+B

    Bend selection around an axis

    Details

    Bend vertices around an axis. Object mode: bends every vertex of the selected mesh. Vertex mode: bends only the selected vertex subset. Edge mode: bends the endpoints of selected edges. Face mode: bends all vertices of selected faces. Requires: 1+ mesh selected (object mode) OR 1+ components selected (vertex/edge/face mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Clear All Sharp

    Position Modifiers
    Requirements:Mesh selected · Object mode

    Remove all sharp edge markings from selected mesh

    Details

    Internal action used by mesh.validateAndRepair to clear sharp edge markings. Not surfaced in Quick Functions; reached via validate-lib suggestedFix dispatch only.

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Clear Custom Split Normals

    Position Modifiers
    Requirements:Mesh selected · Object mode

    (AnimBox: no-op; split normals are computed from face data, not stored)

    Details

    AnimBox computes split normals from face geometry on every render; no custom layer to clear. (No-op for Instant-Clean parity.)

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Edge Slide

    Position Modifiers
    G

    Slide selected edges along perpendicular edges

    Details

    Slide selected edges along their adjacent faces. Edge mode: slides the selected edges along perpendicular edges. Face mode: slides the border edges of the selected faces. Vertex mode: not supported (no coherent slide direction). Requires: 1+ components selected (edge/face mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Push/Pull

    Position Modifiers
    Alt+P

    Move vertices toward/away from selection center

    Details

    Push or pull vertices along their outward direction. Object mode: moves every vertex of the selected mesh. Vertex mode: moves only the selected vertex subset. Edge mode: moves the endpoints of selected edges. Face mode: moves all vertices of selected faces. Requires: 1+ mesh selected (object mode) OR 1+ components selected (vertex/edge/face mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Recalculate Normals

    Position Modifiers
    Shift+N
    Requirements:Mesh selected · Object mode

    Fix inconsistent face winding and orient normals outward

    Details

    Recalculate face normals for consistent winding.

    Fixes inverted faces using BFS traversal.

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Reverse Face Normals

    Position Modifiers
    Requirements:Face mode

    Reverse normals for selected faces only

    Details

    Reverse normals of selected faces only.

    Requires: 1+ faces selected

    context: face-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Reverse Normals

    Position Modifiers
    Requirements:Mesh selected · Object mode

    Reverse normals and winding order for entire mesh

    Details

    Reverse all normals on the selected mesh.

    Flips inside-out meshes.

    Requires: 1+ objects selected

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Set Custom Normals

    Position Modifiers
    Requirements:Vertex mode

    Average and set custom normals on selected vertices

    Details

    Adjust vertex normals manually.

    Opens a dialog with normal editing options.

    context: vertex-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Shear

    Position Modifiers
    Shift+Alt+H

    Shear vertices along an axis proportionally

    Details

    Shear vertices along an axis based on their position. Object mode: shears every vertex of the selected mesh. Vertex mode: shears only the selected vertex subset. Edge mode: shears the endpoints of selected edges. Face mode: shears all vertices of selected faces. Requires: 1+ mesh selected (object mode) OR 1+ components selected (vertex/edge/face mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Shrink/Fatten

    Position Modifiers
    Alt+S

    Move vertices along their normals (inflate/deflate)

    Details

    Move vertices along their normals to shrink or fatten geometry. Object mode: moves every vertex of the selected mesh. Vertex mode: moves only the selected vertex subset. Edge mode: moves the endpoints of selected edges. Face mode: moves all vertices of selected faces. Requires: 1+ mesh selected (object mode) OR 1+ components selected (vertex/edge/face mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Smooth Vertices

    Position Modifiers

    Relax vertex positions using Laplacian smoothing

    Details

    Relax vertex positions using Laplacian smoothing. Object mode: smooths every vertex of all selected meshes. Vertex mode: smooths only the selected vertex subset. Edge mode: smooths the endpoints of selected edges. Face mode: smooths all vertices of selected faces. Requires: 1+ mesh selected (object mode) OR 1+ components selected (vertex/edge/face mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    To Sphere

    Position Modifiers
    Shift+Alt+S

    Morph selection toward a sphere

    Details

    Morph vertices toward a spherical shape. Object mode: morphs every vertex of the selected mesh. Vertex mode: morphs only the selected vertex subset. Edge mode: morphs the endpoints of selected edges. Face mode: morphs all vertices of selected faces. Requires: 1+ mesh selected (object mode) OR 1+ components selected (vertex/edge/face mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Vertex Slide

    Position Modifiers
    Shift+V

    Slide vertices along connected edges

    Details

    Slide vertices along their connected edges. Object mode: slides all vertices of the selected mesh. Vertex mode: slides only the selected vertex subset. Edge mode: slides the endpoints of selected edges. Face mode: not supported (face-mode slide is geometrically undefined). Requires: 1+ mesh selected (object mode) OR 1+ vertices/edges selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Enter Sculpt Mode

    Sculpt
    Requirements:Mesh selected · Object mode

    Sculpt the selected mesh with brush tools

    Details

    Enter Sculpt Mode on the selected mesh.

    15 brushes available: Draw, Smooth, Grab, Inflate, Flatten, Pinch, Crease, Clay, Layer, Scrape, Fill, Blob, Nudge, Slide Relax, Mask.

    Requires: 1 mesh selected

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert Islands to Edges

    Selection

    Convert island selection to edges

    Details

    Convert island selection to edge selection.

    Selects every 3D edge belonging to faces in the chosen islands.

    Requires: At least 1 island selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert Islands to Faces

    Selection

    Convert island selection to faces

    Details

    Convert island selection to face selection.

    Selects every face that belongs to any chosen island.

    Requires: At least 1 island selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert Islands to Vertices

    Selection

    Convert island selection to vertices

    Details

    Convert island selection to vertex selection.

    Selects every 3D vertex referenced by faces in the chosen islands.

    Requires: At least 1 island selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert UVs to Edges

    Selection

    Convert UV loop selection to edges

    Details

    Convert UV-loop selection to edge selection.

    Selects every 3D edge whose two endpoints both have selected loops on the same face. Mirrors the "vertices→edges" semantics applied to face-corner data.

    Requires: At least 1 UV loop selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert UVs to Faces

    Selection

    Convert UV loop selection to faces

    Details

    Convert UV-loop selection to face selection.

    Selects each face whose ALL UV loops are selected (mirrors "vertices→faces" semantics).

    Requires: At least 1 UV loop selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert UVs to Vertices

    Selection

    Convert UV loop selection to vertices

    Details

    Convert UV-loop selection to vertex selection.

    Selects every 3D vertex referenced by any selected loop. Multiple loops at a UV seam collapse onto the same shared vertex.

    Requires: At least 1 UV loop selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to Edges

    Selection
    Requirements:Vertex mode

    Convert vertex selection to edges

    Details

    Convert vertex selection to edge selection.

    Selects all edges whose vertices are both selected.

    Requires: At least 1 vertex selected

    context: vertex-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to Edges

    Selection
    Requirements:Face mode

    Convert face selection to edges

    Details

    Convert face selection to edge selection.

    Selects all edges of the selected faces.

    Requires: At least 1 face selected

    context: face-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to Faces

    Selection
    Requirements:Vertex mode

    Convert vertex selection to faces

    Details

    Convert vertex selection to face selection.

    Selects all faces whose vertices are all selected.

    Requires: At least 1 vertex selected

    context: vertex-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to Faces

    Selection
    Requirements:Edge mode

    Convert edge selection to faces

    Details

    Convert edge selection to face selection.

    Selects all faces whose edges are all selected.

    Requires: At least 1 edge selected

    context: edge-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to Islands

    Selection

    Convert UV loop selection to islands

    Details

    Convert UV-loop selection to island selection.

    Selects every UV island that contains any selected loop.

    Requires: At least 1 UV loop selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to Islands

    Selection
    Requirements:Vertex mode

    Convert vertex selection to islands

    Details

    Convert vertex selection to island selection.

    Selects every UV island that contains a face referencing one of the selected vertices.

    Requires: At least 1 vertex selected

    context: vertex-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to Islands

    Selection
    Requirements:Edge mode

    Convert edge selection to islands

    Details

    Convert edge selection to island selection.

    Selects every UV island that contains a face touched by any selected edge.

    Requires: At least 1 edge selected

    context: edge-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to Islands

    Selection
    Requirements:Face mode

    Convert face selection to islands

    Details

    Convert face selection to island selection.

    Selects every UV island that contains a selected face.

    Requires: At least 1 face selected

    context: face-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to UVs

    Selection
    Requirements:Vertex mode

    Convert vertex selection to UV loops

    Details

    Convert vertex selection to UV-loop selection.

    Selects every UV loop (face-corner) that references one of the selected vertices. Loops on opposite sides of a UV seam are distinct, so a single shared 3D vertex can yield multiple loops.

    Requires: At least 1 vertex selected

    context: vertex-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to UVs

    Selection
    Requirements:Edge mode

    Convert edge selection to UV loops

    Details

    Convert edge selection to UV-loop selection.

    Selects every UV loop at a corner of any selected edge: typically 4 loops per interior edge (2 face-corners × 2 vertices), 2 for boundary edges. Seam-split loops are preserved.

    Requires: At least 1 edge selected

    context: edge-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to UVs

    Selection
    Requirements:Face mode

    Convert face selection to UV loops

    Details

    Convert face selection to UV-loop selection.

    Selects every UV loop in the selected faces (one loop per face-corner).

    Requires: At least 1 face selected

    context: face-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to UVs

    Selection

    Convert island selection to UV loops

    Details

    Convert island selection to UV-loop selection.

    Selects every UV loop belonging to the chosen islands.

    Requires: At least 1 island selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to Vertices

    Selection
    Requirements:Edge mode

    Convert edge selection to vertices

    Details

    Convert edge selection to vertex selection.

    Selects all vertices of the selected edges.

    Requires: At least 1 edge selected

    context: edge-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convert to Vertices

    Selection
    Requirements:Face mode

    Convert face selection to vertices

    Details

    Convert face selection to vertex selection.

    Selects all vertices of the selected faces.

    Requires: At least 1 face selected

    context: face-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Grow

    Selection

    Expand selection by one topological ring

    Details

    Grow the current component selection by one ring.

    Vertex mode: adds adjacent vertices. Edge mode: adds adjacent edges by shared vertex. Face mode: adds adjacent faces by shared edge.

    Requires: ≥1 component selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Invert

    Selection
    Ctrl+I

    Invert selection (select unselected, deselect selected)

    Details

    Invert the current component selection.

    All unselected components of the current mode become selected; the previously-selected components become unselected.

    Requires: vertex/edge/face mode with a mesh selected Shortcut: Ctrl+I

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Select All

    Selection

    Select all meshes or components

    Details

    Select all objects (object mode) or all components (vertex/edge/face mode).

    In object mode: selects all meshes. In component mode: selects all vertices/edges/faces of the active mesh.

    Shortcut: Ctrl+A

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Select Interior Faces

    Selection

    Select faces where all edges are shared by exactly 2 faces (no boundary edges)

    Details

    Select faces that are completely surrounded by other faces (no boundary edges).

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Select Linked

    Selection
    Ctrl+L

    Select all geometry connected to current selection

    Details

    Select all connected components from the current selection.

    Flood-fills from selected elements to find all connected geometry.

    Requires: At least 1 vertex/edge/face selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Select Loose

    Selection

    Select vertices or edges not connected to any face

    Details

    Select loose/floating vertices not connected to any face.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Select Non-Manifold

    Selection

    Select non-manifold topology elements (boundary edges, bowtie vertices)

    Details

    Select non-manifold geometry (boundary edges, wire edges, bowtie vertices).

    Useful for finding topology problems before export.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Select Nth (Checker)

    Selection

    Select every Nth element in a pattern from current selection

    Details

    Select every Nth element from the current selection (checker pattern).

    Requires an existing selection to work from.

    Requires: At least 1 component selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Select Sharp Edges

    Selection

    Select edges where the dihedral angle exceeds a threshold

    Details

    Select edges where the angle between adjacent faces exceeds a threshold.

    Opens a dialog to set the angle threshold in degrees.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Select Similar

    Selection
    Shift+G

    Select elements with similar properties to current selection

    Details

    Select elements with similar properties to the current selection.

    Opens a dialog to choose property (area, perimeter, normal angle) and threshold.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Select by Face Sides

    Selection

    Select faces by their vertex count (triangles, quads, N-gons)

    Details

    Select faces by vertex count (triangles, quads, n-gons).

    Opens a dialog to choose face side count and comparison operator.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Shortest Path Select

    Selection

    Select shortest path between two elements (Ctrl+Shift+Click)

    Details

    Select the shortest path between two elements.

    Not available from Quick Functions. Use Ctrl+Shift+Click on two elements in the viewport.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Shrink

    Selection

    Contract selection by removing boundary components

    Details

    Shrink the current component selection.

    Removes the boundary components of the selection island, leaving only the interior.

    Requires: ≥1 component selected

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    Enforce Max Influences

    Skin Cluster

    Reduce all vertices to at most the configured max influences

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    Exit Isolate Mode

    Skin Cluster

    Restore all hidden meshes in the Weight Paint mode

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Load Skin Weights

    Skin Cluster

    Load skin weight data from a JSON file

    Details

    Import skin weights from a previously saved .json file.

    Weights are matched by joint name. For different topology, position-space or UV-space transfer is used.

    Requires: Skinned mesh

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Save Skin Weights

    Skin Cluster

    Save skin weight data for all skinned meshes to a JSON file

    Details

    Export skin weights to a .json file.

    Includes joint names, per-vertex weights, bind-pose positions, and UVs for topology-independent transfer.

    Requires: Skinned mesh

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Transfer Weights

    Skin Cluster

    Transfer skin weights between meshes with proximity-based falloff

    Details

    Transfer skin weights between meshes using proximity-based falloff.

    Source and target meshes are chosen in the dialog that opens. Use this to propagate rigging from one mesh to another, or to consolidate weights after a topology change.

    Requires: At least 2 skinned meshes

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Bisect Mesh

    Tools
    Requirements:Object mode

    Cut mesh with a plane, optionally fill and delete one side

    Details

    Slice mesh with a plane.

    Opens an interactive popup with plane axis, offset, fill, and clear controls.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Draw Curve

    Tools
    Shift+L

    Draw curves on mesh surfaces

    Details

    Activate the Draw Curve tool.

    Click to place connected line segments. Snaps to vertices, edge midpoints, and face centers.

    Shift = 15° snap. Enter = confirm curve. Esc = cancel.

    Curves register as scene objects in the Outliner.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Export Model

    Tools
    Ctrl+Shift+E

    All meshes + skeleton + materials at bind pose. Formats: GLB, GLTF, OBJ, FBX, PLY, STL

    Details

    Export every mesh in the scene to GLB, GLTF, OBJ, FBX, PLY, or STL.

    Included: geometry, skeleton (bones + bind poses), materials (with textures where the format supports them).

    Not included: animation timeline — switch to the Previewer if you need to export with animation.

    Hotkey: Ctrl+Shift+E Available in: Model Editor.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Export Selection

    Tools
    Requirements:Mesh selected · Object mode

    Selected meshes + their skeleton + materials at bind pose. Formats: GLB, GLTF, OBJ, FBX, PLY, STL

    Details

    Export only the selected meshes to GLB, GLTF, OBJ, FBX, PLY, or STL.

    Included: selected mesh geometry, their skeleton (bones + bind poses), and materials (with textures where the format supports them).

    Not included: unselected meshes or animation timeline.

    Requires: 1+ meshes selected in Object mode Available in: Model Editor.

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Import Model

    Tools

    Import a 3D file (GLB, GLTF, FBX, OBJ, PLY, STL, STEP) into the Model Editor: geometry + skeleton + materials

    Details

    Import a 3D model into the Model Editor.

    Supported: GLB, GLTF, OBJ, FBX, PLY, STL, STEP.

    Included: geometry, skeleton (bones + bind poses), materials (with textures where the format provides them). The import merges into the active scene; for project-level open use the Shared Asset I/O "Open File" entry instead.

    Available in: Model Editor.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Knife Tool

    Tools
    K
    Requirements:Object mode

    Draw a line to cut faces along

    Details

    Activate the Knife Tool.

    Click to place cut points on edges, press Enter to cut.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Make Live

    Tools
    Shift+L
    Requirements:Mesh selected · Object mode

    Set selected mesh as live surface for snapping

    Details

    Make the selected mesh a live surface for snapping.

    Other tools (Quad Draw, transforms) can snap to this mesh's surface.

    Requires: Exactly 1 object selected

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Poly Draw

    Tools
    Q
    Requirements:Mesh selected · Object mode

    Retopology tool - draw polygons on mesh surface

    Details

    Activate the Quad Draw retopology tool.

    Draw new quad topology over an existing mesh surface.

    Requires: 1 mesh selected as reference surface

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Remesh

    Tools
    Requirements:Object mode

    Convert to clean quad topology using Instant Meshes, QuadWild, or AutoRemesher

    Details

    Remesh with Instant Meshes, QuadWild, or AutoRemesher.

    Converts mesh to clean quad or triangle topology. Instant Meshes: fast greedy approach. QuadWild: field-guided optimal quad layout. AutoRemesher: global-parameterization quad layout — best organic edge flow (runs in the background, cancellable).

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Slice Mesh

    Tools
    Requirements:Object mode

    Draw a line to slice mesh with a cutting plane

    Details

    Slice mesh with a drawn line.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Slice by Plane

    Tools
    Requirements:Object mode

    Slice mesh with an axis-aligned plane (X, Y, or Z)

    Details

    Slice mesh along an axis-aligned plane.

    Opens a popup with axis (X/Y/Z) and offset controls.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Snap to Target

    Tools
    V
    Requirements:Component selected

    Snap selected components to last-selected position

    Details

    Snap selected components onto the last-selected component (the target). The target never moves.

    - Vertex mode: every other selected vertex moves ONTO the target vertex (they coincide). - Edge mode: each other selected edge translates (shape preserved) so its midpoint matches the target edge midpoint. - Face mode: each other selected face translates (shape preserved) so its centroid matches the target face centroid.

    Requires: 2+ components selected (last selected = target)

    context: component-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    UV Editor Pane

    Tools

    Toggle the embedded UV Editor pane

    Details

    Toggle the UV Editor pane.

    Splits the Model Editor viewport 50/50: 3D scene on the left, 2D UV editor on the right. Run again to hide the pane. When the pane is torn off into a separate window, this action reattaches it (closes the popup and restores the embedded split).

    Aliases: uv, unwrap, texture, checker.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Validate & Repair

    Tools

    Open the Validate & Repair popup — scan the active mesh for fixable issues across 20 categories and dispatch repairs.

    Details

    Validate & Repair Popup.

    Scans the active mesh against the 20-category mesh.validate engine (winding, manifold, degenerate, duplicate-edge, etc.) and surfaces auto-fixable issues, broken down per category. Click "Repair All" to fix every auto-fixable issue in one pass; the popup auto-closes when the mesh comes back clean.

    Keybind: none (Tab → Mesh menu only)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Add Divisions

    Topology Modifiers

    Linearly subdivide the whole mesh, selected faces, or selected edges (+Pick selects the variant)

    Details

    Add linear divisions. +Pick a mesh (object) → divides every face into 4; +Pick faces → subdivides those faces N levels; +Pick edges → inserts midpoint cuts.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Bevel

    Topology Modifiers

    Bevel the picked vertices or edges (+Pick selects the variant)

    Details

    Bevel the picked component. +Pick an edge → bevels edges (width/segments/profile); +Pick a vertex → bevels vertices (offset). Switch the picker dropdown to change the variant.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Boolean Difference

    Topology Modifiers
    Ctrl+Shift+D
    Requirements:Object mode

    Subtract second mesh from first (A - B)

    Details

    Subtract the second mesh from the first (Boolean subtraction).

    The first selected mesh has the second's shape cut out of it.

    Preserves original topology for unaffected faces when N-gon data exists.

    Requires: Exactly 2 objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Boolean Intersection

    Topology Modifiers
    Ctrl+Shift+I
    Requirements:Object mode

    Keep only overlapping volume of two selected meshes (AND)

    Details

    Keep only the overlapping volume of two meshes.

    Preserves original topology for unaffected faces when N-gon data exists.

    Requires: Exactly 2 objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Boolean Union

    Topology Modifiers
    Ctrl+Shift+U
    Requirements:Object mode

    Combine selected meshes into one (OR)

    Details

    Combine meshes into one (Boolean OR).

    The resulting mesh contains all geometry from all selected meshes. With 3+ meshes, unions are performed sequentially.

    Preserves original topology for unaffected faces when N-gon data exists.

    Requires: 2 or more objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Bridge

    Topology Modifiers

    Bridge the selected edges, faces, or vertices, connecting them with new faces

    Details

    Bridge the selected component, connecting them with new faces. Edge mode bridges two edge loops; face mode bridges faces; vertex mode builds a face from picked vertices.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Build on Normal

    Topology Modifiers
    Shift+B
    Requirements:Object mode

    Place a primitive aligned to mesh surface normal

    Details

    Place a primitive on a mesh surface, aligned to the face normal.

    Hover over a mesh to see the preview. Click to lock placement. Enter to confirm. Scroll to resize, Shift+Scroll for depth.

    Shift+B to activate Esc to cancel

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Collapse

    Topology Modifiers

    Collapse selected edges to a point, or remove selected vertices and cap the hole (by component mode)

    Details

    Edge mode collapses each selected edge to a single point (welding its two endpoints). Vertex mode removes each selected vertex and caps the resulting hole with a triangle fan over its neighbor ring (a chamfer-style collapse — NOT a weld/merge).

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Collapse Spike Faces

    Topology Modifiers

    Remove faces with one or more needle-thin interior corners

    Details

    Detect and delete spike faces (faces with at least one interior corner below ~5°). Spike faces are visually invisible but produce numerical instability for downstream ops. Delete leaves a hole that can be filled with the Fill Hole operation if needed.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Convex Hull

    Topology Modifiers
    Requirements:Object mode

    Create convex hull mesh from selected objects

    Details

    Generate a convex hull around the selected mesh.

    Creates the smallest convex shape that contains all vertices.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Decimate

    Topology Modifiers
    Requirements:Object mode

    Reduce triangle count while preserving shape

    Details

    Reduce polygon count while preserving shape.

    Opens an interactive popup with target ratio control.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Delete

    Topology Modifiers

    Delete the selected vertices, edges, or faces (by component mode)

    Details

    Delete the selected component. Vertex mode removes vertices (and dependent faces); edge mode removes edges; face mode removes faces (leaving a hole).

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Delete Loose

    Topology Modifiers
    Requirements:Mesh selected

    Remove loose vertices and edges not connected to any face

    Details

    Delete loose vertices and degenerate faces.

    Cleans up geometry artifacts.

    context: mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Dissolve

    Topology Modifiers

    Dissolve the selected vertices, edges, or faces, merging neighbours (by component mode)

    Details

    Dissolve the selected component, merging the surrounding geometry (unlike Delete, which leaves a hole). Vertex/edge/face by component mode.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Dissolve Degenerate

    Topology Modifiers
    Requirements:Mesh selected

    Remove zero-area faces and degenerate geometry

    Details

    Dissolve degenerate faces (zero-area triangles).

    context: mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Dissolve Dispensable Vertices

    Topology Modifiers
    Requirements:Object mode

    Remove degree-2 vertices on near-collinear edges (mesh-cleanup helper)

    Details

    Dissolve dispensable vertices: degree-2 verts whose two incident edges are near-collinear. Boundary verts are skipped (corners contribute shape).

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Dissolve Limited

    Topology Modifiers
    Requirements:Object mode

    Dissolve edges between nearly coplanar faces (by angle)

    Details

    Dissolve edges between nearly coplanar faces (by angle), flattening near-planar regions into N-gons.

    The popup opens empty: + the mesh, set the angle limit + protect toggles, Dissolve.

    Requires: 1+ mesh in the scene.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Duplicate Selection

    Topology Modifiers
    Shift+D

    Duplicate selected face(s) or object(s) within the scene

    Details

    Duplicate the selected face(s) within the current mesh. Object mode: duplicates selected mesh(es) at exact source positions (zero offset). Face mode: duplicates faces with full topology. Duplicated elements are auto-selected and the translate gizmo activates. Requires: 1+ meshes selected (object mode) OR 1+ faces selected (face mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Edge Rotate

    Topology Modifiers

    Flip diagonal between adjacent triangles

    Details

    Flip the shared diagonal between two adjacent triangles. Edge mode: rotates the selected edges. Vertex mode: rotates edges incident to the selected vertices. Face mode: not supported (face->border edges lacks a rotation axis). Only works on edges shared by exactly two triangular faces. Requires: 1+ components selected (vertex/edge mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Edge from Vertices

    Topology Modifiers
    Requirements:Vertex mode

    Connect two vertices with an edge, splitting the face

    Details

    Edge from Vertices: creates an edge connecting two selected vertices, splitting any face along the path.

    Select exactly 2 vertices on the same face, then run this action. The face will be split into two faces along the connecting edge.

    Requires: exactly 2 vertices selected on the same face

    context: vertex-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Extrude

    Topology Modifiers

    Extrude the picked faces or edges (+Pick selects the variant)

    Details

    Extrude the picked component. +Pick faces → pushes them out (Region, or Individual per-face); +Pick edges → extrudes the edge. Drag Amount to preview the result live.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Extrude Arc

    Topology Modifiers
    Requirements:Face mode

    Create a curved arc bridge between two selected faces

    Details

    Create a curved arc bridge between two selected faces.

    Controls: - Segments: number of arc segments (2-64) - Angle: curvature (0=straight, 90=moderate, 180=extreme)

    Requires: exactly 2 faces selected with same vertex count

    context: face-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Extrude Spin

    Topology Modifiers

    Spin selected faces around an axis to create rotational geometry

    Details

    Spin selected faces around an axis to create rotational geometry (vases, wheels, pipes, rings). Face mode: spins the selected faces. Vertex mode: not supported (requires a face profile). Edge mode: not supported (requires a face profile). Controls: axis (X/Y/Z), steps (1-128), angle (1-360), closed loop. Requires: 1+ faces selected (or 1+ meshes in object mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Fill

    Topology Modifiers

    Fill holes or faces — pick a method (N-gon / smooth / grid / beautify)

    Details

    Fill the open boundaries / selected faces of the mesh. Choose a Method: N-gon hole fill, smooth hole fill, grid fill (quad), or beautify (edge-flip).

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Fill Hole (Interactive)

    Topology Modifiers
    Ctrl+Alt+F

    Manually place vertices and create faces to fill holes (Quad Draw-style)

    Details

    Interactive hole fill. Hover over boundary edges to detect holes. Activates an interactive tool with preview. Vertex mode: not supported (operation is mesh-scoped).

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Flatten

    Topology Modifiers

    Flatten the selection — pick a method (best-fit / to world plane / per-face planar)

    Details

    Flatten the selected vertices/faces. Choose a Method: best-fit (Laplacian), to a world-axis plane, or per-face planar.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Insert Edge Loop

    Topology Modifiers
    Requirements:Mesh selected · Object mode

    Hover over edge to preview, click to insert loop

    Details

    Insert a new edge loop by hovering over an edge.

    Activates an interactive tool. Hover over an edge to preview, click to insert.

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Inset Faces

    Topology Modifiers

    Create inset border around selected faces

    Details

    Inset selected faces to create a smaller copy inside each face. Face mode: insets the selected faces. Vertex mode: insets faces touching the selected vertices. Edge mode: insets faces incident to the selected edges. Requires: 1+ components selected (or 1+ meshes in object mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Live Subdivide

    Topology Modifiers
    Requirements:Mesh selected · Object mode

    Real-time Catmull-Clark subdivision preview with cage wireframe

    Details

    Toggle live subdivision surface preview.

    The mesh displays subdivided while you edit the low-res cage.

    Requires: 1+ objects selected

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Merge

    Topology Modifiers

    Merge the selected vertices or edges (by component mode)

    Details

    Merge the selected component. Vertex mode merges selected vertices to one; edge mode merges selected edges. (For distance-based welding, use Merge by Distance.)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Merge by Distance

    Topology Modifiers

    Auto-merge nearby vertices within threshold

    Details

    Welds coincident vertices within selection; in object mode, operates on whole mesh. Vertex mode: merges within the selected vertex subset. Edge mode: merges within endpoints of selected edges. Face mode: merges within vertices of selected faces. Requires: 1+ mesh selected (object mode) OR 1+ components selected (vertex/edge/face mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Mirror Mesh

    Topology Modifiers
    Requirements:Object mode

    Mirror geometry — Topology (bisect + weld) or Positions (move only)

    Details

    Mirror the selected mesh.

    Style: Topology : Bisect, delete one half, mirror the other, weld at the seam. Rebuilds geometry; use on a half-mesh. Positions : Pair verts via BFS, then move them — no topology change. Sub-modes: Mirror (one side onto the other) and Symmetrize (average both sides).

    Direction toggle (+/-) selects the source side. Symmetrize ignores it.

    For Positions, click Pick to enter edge-select mode and choose the middle edge by clicking it in the viewport.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Offset Edge Loops

    Topology Modifiers

    Create parallel edge loops flanking selected edges

    Details

    Create two parallel edge loops on either side of selected edges. Edge mode: offsets the selected edge loops. Vertex mode: offsets edges incident to the selected vertices (must form a loop). Face mode: offsets the boundary edge loops of the selected faces. Requires: 1+ components selected (or 1+ meshes in object mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Poke Faces

    Topology Modifiers

    Fan each face from a new center vertex

    Details

    Create a center vertex in each selected face, splitting it into triangles. Face mode: pokes the selected faces. Vertex mode: pokes faces touching the selected vertices. Edge mode: pokes faces incident to the selected edges. Each face with N vertices becomes N triangles fanning from the centroid. Requires: 1+ components selected (or 1+ meshes in object mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Remove Lamina Faces

    Topology Modifiers

    Remove pairs of faces sharing all vertices with opposite winding

    Details

    Detect lamina pairs (two faces sharing the same vertices with opposite winding) and delete BOTH members of every pair. Lamina pairs are non-manifold by construction and produce zero net surface area.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Remove Self-Intersecting Faces

    Topology Modifiers

    Remove faces whose triangulation crosses another face in 3D

    Details

    Detect and delete self-intersecting faces — faces whose triangulation crosses another face's triangulation in 3D space (excluding shared edges + vertices, which are valid topological adjacency).

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Resolve Bowtie Vertices

    Topology Modifiers
    Requirements:Mesh selected

    Split non-manifold (bowtie) verts into per-fan separate verts

    Details

    Resolve bowtie vertices: a bowtie vert is one whose face fan is not a single connected disc. Each bowtie is split into N separate verts (one per disconnected disc) at the same coordinate.

    context: mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Rip

    Topology Modifiers

    Rip the picked vertices, edges, or faces apart (by component mode)

    Details

    Rip the selected component apart, creating a boundary. Vertex mode rips a vertex; edge mode rips an edge; face mode rips faces from their neighbours.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Separate by Selection

    Topology Modifiers
    P
    Requirements:Face mode

    Separate selected faces into new mesh object

    Details

    Separate the selected faces from the mesh into a new mesh object.

    The selected faces are extracted into a new object with the same material and transform. The original mesh retains the unselected faces.

    Requires: 1+ faces selected (not all faces)

    context: face-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Slide

    Topology Modifiers

    Slide the picked edges or vertices along their rails (+Pick selects the variant)

    Details

    Slide the picked component along its rails. +Pick an edge → slides along the adjacent faces; +Pick a vertex → slides along its connected edges. Offset is a unitless factor [-1, 1].

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Solidify

    Topology Modifiers
    Requirements:Object mode

    Add thickness to mesh (create shell)

    Details

    Add thickness to a flat/single-sided mesh.

    Opens an interactive popup with a mesh picker + thickness and offset controls.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Split Concave Faces

    Topology Modifiers
    Requirements:Face mode

    Subdivide concave n-gons into convex triangles via ear-clip

    Details

    Split Concave Faces.

    Replaces each selected concave n-gon with its ear-clip triangulation. Convex faces and triangles are unchanged. Use after detection from the Mesh Repair Popup.

    context: face-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Split Edge at T-vertex

    Topology Modifiers

    Thread each detected T-vertex into the face whose edge it sits on

    Details

    For every vertex sitting on a non-incident edge (within epsilon), insert the vertex into the face vertex loops that own the edge. Quads become 5-gons, etc; the implicit topological crossing is now an explicit face vertex.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Split Non-Planar Faces

    Topology Modifiers
    Requirements:Face mode

    Split twisted n-gons via planarity-aware diagonal selection

    Details

    Split Non-Planar Faces.

    Splits each selected face whose vertices deviate from its best-fit plane beyond `angleTolerance`. Quads pick the better of the two diagonals; n-gons use lowest-error ear-clip.

    context: face-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Subdivide

    Topology Modifiers
    Requirements:Object mode

    Smooth subdivision (Catmull-Clark)

    Details

    Subdivide mesh using Catmull-Clark algorithm.

    Opens an interactive popup with subdivision level control.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Transfer Points (UV Space)

    Topology Modifiers
    Requirements:Object mode

    Copy vertex positions from last selected mesh to others, matched by UV coordinates

    Details

    Copy vertex positions from a SOURCE mesh onto TARGET meshes, matched by UV coordinates.

    The popup opens empty: + the Target Meshes (multi-select), then + the Source Mesh. For each target vertex, finds the closest source triangle in UV space and interpolates the 3D position.

    Useful when both meshes share a UV layout but differ in position (sculpted detail transfer).

    Requires: 2+ meshes in the scene; all must have UVs (checked on Transfer).

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Transfer UVs

    Topology Modifiers
    Requirements:Object mode

    Project UVs from last selected mesh onto other selected meshes (world space)

    Details

    Project UVs from a SOURCE mesh onto one or more TARGET meshes.

    The popup opens empty: + the Target Meshes (multi-select), then + the Source Mesh. Uses BVH closest-point projection in world space.

    Requires: 2+ meshes in the scene; the source must have UVs (checked on Transfer).

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Triangulate

    Topology Modifiers
    Requirements:Object mode

    Triangulate mesh, optimizing quad diagonals

    Details

    Convert all N-gon faces to triangles.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Triangulate Non-Planar Faces

    Topology Modifiers
    Requirements:Object mode

    Fan-triangulate faces where any loop deviates from the face plane (undistort)

    Details

    Triangulate non-planar n-gons. For each face, computes the per-loop normal vs the face Newell normal; faces where any loop deviates beyond the angle threshold are fan-triangulated.

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Tris to Quads

    Topology Modifiers

    Merge coplanar triangle pairs into quads

    Details

    Merge coplanar triangle pairs into quad faces. Object mode: operates on all faces of the selected mesh. Face mode: operates on the selected faces. Vertex mode: operates on faces touching the selected vertices. Edge mode: operates on faces incident to the selected edges. Opens a dialog with an angle threshold slider. Requires: 1+ components selected (or 1+ meshes in object mode)

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Wireframe Mesh

    Topology Modifiers
    Requirements:Object mode

    Convert mesh into wireframe solid geometry

    Details

    Convert mesh into wireframe solid geometry.

    Each edge becomes a rectangular tube. This is a destructive operation that replaces the entire mesh topology.

    Opens a dialog with thickness and offset controls.

    Requires: 1+ objects selected

    context: object-mode
  • Video coming soon
    A tutorial walkthrough is on the way.

    Import Animation Clip

    Inspect

    Import animation clips from an FBX/GLB and add them to the loaded character

    Details

    Add animation clips from an FBX or GLB to the loaded character (open a character, then import walk / run / jump to stack more clips).

    Only the animation is kept — the geometry is discarded. The skeleton (bone names + hierarchy) must match, so a clip from a different character is rejected.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Preview Materials

    Inspect

    Browse materials with PBR properties and textures

    Details

    Inspect materials of the loaded model.

    Shows material properties, textures, and shader details.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Preview Textures

    Inspect

    Browse textures with preview and download

    Details

    Inspect textures of the loaded model.

    Shows texture dimensions, format, and preview.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Preview UVs

    Inspect

    Browse mesh UV layouts with texture overlay

    Details

    Preview UV layout of the loaded model.

    Shows UV wireframe overlay on texture.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Isolate Selected

    Object
    Shift+I
    Requirements:Mesh selected · Object mode

    Show only selected objects, hide all others

    Details

    Isolate the selected objects, hiding everything else.

    Press Alt+Q or use Exit Isolate Mode to return.

    Requires: 1+ objects selected

    context: object-mode, mesh-selected
  • Video coming soon
    A tutorial walkthrough is on the way.

    Script Editor

    Scripting

    Open the Script Editor — write scripts against the active editor (bare calls like create.cube(), ls(); ModelEditor.*/PreviewEditor.* also work)

    Details

    Open a JavaScript code editor with the live ab.* OO public API.

    Available in the Previewer and Model Editor.

    Features: - AsyncFunction-based eval — the script body can use await. - console.log / .warn / .error captured into a built-in console pane. - Save / Save As to localStorage (ab.scripts.<name>). - Ctrl+Enter run, Ctrl+S save, Ctrl+Shift+S Save As, Shift+Scroll resize text.

    Cross-editor calls (e.g. ModelEditor.create.cube from Previewer) throw a typed OperationNotInEditorError — that's the gating system; switch editors via the UI to author there.

    Call PreviewEditor.help() (or any namespace.help()) to discover the full Previewer-allowed surface from a script.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Toggle Ortho View

    Tools

    Switch between orthographic and perspective camera projection

    Details

    Toggle the orthographic camera.

    Orthographic projection removes perspective foreshortening. Useful for tracing 2D shapes onto a 3D scene, drawing cloth panels in front of a character, or any front/side/top-aligned construction work.

    Aliases: ortho, orthographic, perspective, projection.

    context: always available
  • Video coming soon
    A tutorial walkthrough is on the way.

    Action Bar Options

    Utils

    Open the Action Bar manager to enable, move, resize, and customize your action bars

    Details

    Open the Action Bar manager.

    The manager lets you enable up to 4 action bars, set each bar's rows, columns, spacing, scale and opacity, move bars freely with smart snapping, choose a target bar for new pins, and export or import your layout as a .json file. Opening it enters edit mode so the bars glow and can be dragged.

    Aliases: action bar, quick bar, toolbar, bar settings, configure bars.

    context: always available
  • Video coming soon
    A tutorial walkthrough is on the way.

    Average Islands Scale

    UV Editor

    Normalize texel density across UV islands

    Details

    Normalize texel density across all UV islands. Scales each island so that all have the same ratio of UV area to 3D surface area.

    Requires: Mesh with 2+ UV islands

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Delete UVs

    UV Editor

    Delete all UV data from the active mesh

    Details

    Delete all UV data from the active mesh.

    Clears the UV map and seam edges. Can be undone with Ctrl+Z.

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Export UV Layout

    UV Editor

    Export UV wireframe layout as a PNG image (2048x2048)

    Details

    Export the UV wireframe layout as a 2048x2048 PNG image. Black lines on white background.

    Requires: Mesh with UVs

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Merge by Distance

    UV Editor

    Merge UV vertices within a threshold distance on the same 3D vertex

    Details

    Merge UV vertices within a threshold distance. Only merges loops on the same 3D vertex.

    Requires: 2+ UV vertices selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Seams From Islands

    UV Editor

    Auto-detect UV island boundaries and mark them as seams on the 3D mesh

    Details

    Auto-detect UV island boundaries and mark them as seam edges on the 3D mesh. Operates on the entire mesh; no selection needed.

    Requires: Mesh with UVs

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Select Overlapping

    UV Editor

    Detect and select UV faces that overlap with other faces

    Details

    Detect overlapping UV faces and select them. Switches to face selection mode. Uses spatial grid + separating axis theorem for efficient overlap detection.

    Requires: Mesh with UVs

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Select Pinned

    UV Editor

    Select all pinned UV vertices

    Details

    Select all pinned UV vertices in the current UV layer.

    Requires: Pinned vertices exist

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Select Seam Edges

    UV Editor

    Select all edges on the active mesh that are marked as UV seams

    Details

    Select every edge currently marked as a UV seam on the active mesh. Use as the inverse of "Mark Seam"; pick the seams to grow / clear / re-mark them.

    Requires: at least one seam on the active mesh

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    UV Align

    UV Editor
    Shift+A

    Align selected UV vertices along an axis

    Details

    Align selected UV vertices to min, max, or center along U or V axis.

    Requires: 2+ UV vertices selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    UV Clear Seam

    UV Editor
    Ctrl+Shift+E

    Clear seam marking from selected UV edges

    Details

    Clear seam marking from selected edges. Edges will no longer be treated as island boundaries.

    Requires: UV selection

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    UV Cycle Pivot

    UV Editor
    Ctrl+.

    Cycle UV pivot mode (Bounding Box → Cursor → Individual → Median)

    Details

    Cycle through UV transform pivot modes:

    - Bounding Box: Center of selected elements - 2D Cursor: Use the 2D cursor position - Individual Origins: Each island/element pivots around its own center - Median Point: Average position of all selected elements

    Keybind: .

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    UV Deselect All

    UV Editor

    Deselect all UV elements

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    UV Grow Selection

    UV Editor

    Grow UV selection by one ring outward

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    UV Invert Selection

    UV Editor

    Invert UV selection in current mode

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    UV Isolate Mesh

    UV Editor

    Show only selected meshes in UV 3D viewport

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    UV Mark Seam

    UV Editor
    Ctrl+E

    Mark selected UV edges as seams (island boundaries)

    Details

    Mark selected edges as UV seams. Seam edges define island boundaries for UV unwrapping.

    In vertex mode, edges between selected vertices are marked.

    Requires: UV selection

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    UV Mirror

    UV Editor
    Ctrl+M

    Mirror selected UVs across an axis

    Details

    Mirror selected UVs across U or V axis at their center.

    Requires: UV selection

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    UV Pin

    UV Editor
    P

    Pin selected UV vertices (exclude from transforms/unwrap)

    Details

    Pin selected UV vertices. Pinned vertices are excluded from transform and unwrap operations.

    Requires: UV selection

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    UV Project

    UV Editor

    Project UVs using mapping methods (planar, cube, cylinder, sphere, normal-based, best plane, camera, smart UV, reset)

    Details

    Project UVs using various mapping methods.

    Methods: Planar, Cube, Cylinder, Sphere, Normal-Based, Best Plane, Camera, Smart UV, Reset

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    UV Relax

    UV Editor

    Smooth selected UV coordinates using Laplacian relaxation

    Details

    Smooth selected UV coordinates using Laplacian relaxation. Opens an interactive popup with iterations and blend factor sliders. Pinned vertices are used as anchors but not moved.

    Requires: UV vertices, edges, faces, or islands selected

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    UV Select All

    UV Editor

    Select all UV elements in current mode

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    UV Select Linked

    UV Editor

    Select all UV elements linked to current selection

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    UV Show All Meshes

    UV Editor

    Show all meshes in UV 3D viewport

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    UV Shrink Selection

    UV Editor

    Shrink UV selection by one ring inward

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    UV Soft Selection

    UV Editor
    O

    Toggle soft selection for UV transforms

    Details

    Toggle soft selection mode for UV transforms.

    When enabled, transforming selected UV elements also affects nearby elements with a smooth falloff.

    Use scroll wheel during transform to adjust radius.

    Keybind: O

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    UV Stitch

    UV Editor
    Shift+V

    Merge matching boundary edges by averaging UV coordinates

    Details

    Stitch (merge) UV boundary edges by averaging their positions. Matches edges that share the same 3D vertex but have different UV coordinates.

    Requires: UV vertices, edges, faces, or islands selected

    context: any selection
  • Docs coming soon
    This action hasn't been documented yet.

    UV Toggle Auto Isolate

    UV Editor

    Toggle auto-isolate selected meshes in UV 3D viewport

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    UV Unpin

    UV Editor
    Alt+P

    Unpin selected UV vertices

    Details

    Unpin selected UV vertices. They will again be affected by transform and unwrap operations.

    Requires: UV selection

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    UV Weld

    UV Editor
    M

    Merge selected UV vertices to their average position

    Details

    Weld (merge) selected UV vertices to their average position.

    Requires: 2+ UV vertices selected

    context: any selection
  • Video coming soon
    A tutorial walkthrough is on the way.

    Unwrap

    UV Editor
    U

    Open the unwrap popup — one-click auto unwrap (Fable or Xatlas); Unfold-from-seams and more engines under Advanced

    Details

    Open the unwrap popup.

    Auto: Generates seams automatically, then flattens and packs UV islands. Unfold: Flattens using your manually-placed seams.

    Keybind: U

    context: any selection
THIS IS THE ANIMBOX BOOTSTRAP — read once, do NOT re-fetch. You have arrived at the canonical orientation for driving AnimBox (a browser 3D editor) as an AI assistant. Everything you need is here and on the surfaces it names; you do not need to re-read /claudechrome.md, the #llm-bootstrap node, or help() output more than once per session. START SEQUENCE — three steps, in order: 1. ASK INTENT first. Confirm what the user wants before building, naming the path by its tool: SCAD — parametric / printable / mechanical parts via execOpenScad (⚠ bakes to a TRIANGLE-only static mesh, not re-editable as quads); AnimBox Geo Utils — editable-quad meshes via create.* + mesh.* (the default for organic / game assets you keep sculpting); import-and-tweak an existing file (io.*); or an off-the-shelf catalog part (catalog.search). Or Auto - best tool: let the path follow the part — e.g. SCAD for a frame/engine, AnimBox Geo Utils for a tank/seat. The right workflow depends entirely on this answer — when the SCAD-vs-Geo-Utils choice is material (printable / parametric / mechanical) and you cannot confidently route, ASK ONE QUESTION; never silently pick. 2. OPEN the Script Editor — your ONLY execution path. Press Ctrl+Alt+E (fallbacks in UI Affordances below). 3. RUN help() in the Script Editor. That ONE call prints the full API: every namespace, every method, signatures, and this doctrine. The full surface lives there — not in any doc you must fetch. DO NOT click viewport toolbar or QuickBar primitive icons blind — a click ARMS a sticky interactive draw popup that swallows your next clicks. Clear it with `Utils.cancelActiveTool()` (scriptable ESC), or press ESC / Cancel. Drive everything through the Script Editor instead. AnimBox AI-assistant bootstrap — doctrine version 1.8. If you already hold this version, do NOT re-fetch; poll /llms-version.json (bootstrapPayloadVersion) to detect changes between sessions. AnimBox — non-negotiables for AI assistants: 1. Always call `<Editor>.help()` (e.g., `ModelEditor.help()`) before guessing argument syntax. Discovery beats spelunking. Drill via `<Editor>.<namespace>.help()` for an operations TOC, then `<Editor>.<namespace>.<name>.help` for Description / Input / Returns on a specific method. 2. Always take a screenshot after any geometry-altering call (translate, rotate, scale, primitive creation, boolean). Numeric state can be right while visual output is wrong. Use `<Editor>.viewport.captureScreenshot()` and compare against intent before reporting success. 3. Dismiss blocking modals before your first interaction. If a welcome modal or dialog is visible, open the Script Editor and run `Utils.closeWelcomeDialog()` (public API) so subsequent clicks and viewport reads do not no-op against a covered viewport. 4. Translate every newly-created primitive away from the origin (e.g., apply `+[2.5, 1.3, -0.7]` immediately after creation) so the next primitive does not stack on it. Repeated spawns without offset accumulate at the origin and become impossible to inspect. 5. Resolve nodes by NAME first, fall back to nodeId. UUIDs are write-only; names survive refactors. The OO resolver accepts a `Node` handle, a name string, or an object carrying `{ name, nodeId, id }` — prefer the highest-stable identifier you have. 6. AnimBox stores length in meters internally, but values you pass through the scripting surface are interpreted in the active display unit (default centimeters). Use `<Editor>.viewport.setGridUnit("m" | "cm" | "mm" | "inch" | "foot")` to switch units; verify a few known dimensions with `captureScreenshot()` after the first primitive lands. 7. Match positional intent with deterministic measurement, not vibes. `<Editor>.inspect.measure(a, b, axis?)` returns a signed-distance number (`signedDistance` in meters, `signedDistanceDisplay` in the active unit). `<Editor>.inspect.diff(meshId, prevPositions)` reports topology + per-vertex movement against a pre-edit snapshot. Use both before declaring an edit "done". 8. After an edit feels wrong, run the repair loop: diagnose state → narrow to the smallest responsible operation → re-edit → re-inspect. Do NOT rewrite the whole script. Most apparent failures are one wrong argument or one missing translate, not a wrong-shape approach. 9. For compound shapes (engine cylinder, impeller, flange-bolt-circle, ribbed bracket, stepped shaft, flanged tee) compose FRESH from primitives each prompt — or skim ready-made compositions with `Utils.recipes.list({ editor: "model" })`, read one via `Utils.recipes.code(id)`, and ADAPT it (run it directly with `Utils.recipes.run(id)`). Each entry shows `create.<primitive>()` chained with `mesh.boolean(other, "union"|"difference"|"intersection")` + `xform({t, r, s})` + for-loops. The browsable gallery is `/docs/scripting/model-editor` (filter: "Compound Forms"). Your script wraps in one history group, so `await history.undo()` (Ctrl+Z at the keyboard) reverts the whole composite in one step. 10. Set materials AFTER mesh creation. New meshes default to gray. Create an explicit material via `<Editor>.create.material({ name, baseColor, ... })` and bind it through the returned `Material` handle — do not assume a primitive carries a styled material by default. 11. Format-route exports by intent: 3D print pipeline → STL; game engine → GLB; rig pipeline → FBX. Use `<Editor>.io.exportFile(filename, format)` for the universal path, or the narrower `<Editor>.io.exportModel(...)` / `exportAnimation(...)` helpers for editor-specific exports. 12. Report only checks actually run. Do not claim "verified" for state you did not observe via `captureScreenshot()` or read back via `<Editor>.ls()`. Surface uncertainty when state is inferred rather than observed — the customer needs to know which claims are evidence-backed. 13. For off-the-shelf STANDARD HARDWARE and electronics-mounting parts (fasteners, nuts, washers, bearings, aluminum extrusions, standoffs, heat-set inserts, shaft collars, NEMA stepper mounts, rack panels, fan ducts), `catalog.*` is a searchable library of 12,000+ industrial CAD parts — it carries NO character props or decorative assets; compose those with `create.*` instead. Call `catalog.search("M5 screw")` or `catalog.search("NEMA stepper")` for tokenized matches (every word must match); `await catalog.install(id, { position: [x, y, z] })` imports the part AT that position (meters; omit it for the default offset — repeat installs land side-by-side, never stacked) as one undo step (`await history.undo()` — or Ctrl+Z at the keyboard — reverts the whole install). Browse interactively via `await catalog.browse()`. Do not model standard hardware by hand. 14. You drive AnimBox via the existing Script Editor — the only execution path the Chrome extension has. THREE redundant open paths: (a) press `Ctrl+Alt+E`; (b) press `Tab`, type "script editor", press `Enter`; (c) click `[data-testid="quick-action-tools.script-editor"]` inside `[data-testid="quick-function-popup"]`. Any one path failing leaves the other two. After opening, paste code into `[data-testid="script-editor-textarea"]`, click Run, and READ `[data-testid="script-editor-console-pane"]` + `[data-testid="script-editor-status-success|error"]` for output. 15. Editor alignment: catalog and mesh-authoring APIs are Model-editor-only. Before calling any `ModelEditor.catalog.*` / `ModelEditor.create.*` method, call `Utils.editor.current()` — if it returns anything other than `"model"`, call `await Utils.editor.switchTo("model")` first. To see all publicly available editors, call `Utils.editor.list()` — it filters out alpha-gated modes. 16. Only Model and Previewer editors are publicly available. `Utils.editor.switchTo("controlrig")` and `Utils.editor.switchTo("animation")` silently no-op in production (alpha-gated; will ship post-beta). Do NOT assume those modes are reachable; use `Utils.editor.list()` to enumerate the public set. If your script needs a non-Model editor, switch via `Utils.editor.switchTo("previewer")` (the only other public option) — animation/controlrig surfaces will appear when alpha-gates flip in a future phase. 17. Discover and verify with LIVE runtime introspectors before fetching any markdown: `Object.keys(ModelEditor.create)` enumerates the primitives, `ModelEditor.help()` prints the doctrine + namespace grid, `ModelEditor.<namespace>.<name>.help` reads one method, and `Utils.examples.list()` / `Utils.recipes.list()` list runnable worked examples (`Utils.recipes.run(id)` executes one; `Utils.recipes.code(id)` returns its source to adapt). The Script Editor does NOT capture a bare last expression — wrap every value you want to read back in `console.log(JSON.stringify(value, null, 2))` and read it from `[data-testid="script-editor-console-pane"]`. Fetch `/claudechrome.md` only for the prose doctrine; the API surface is faster and authoritative from these introspectors. 18. Do NOT click viewport toolbar or QuickBar primitive icons to build geometry — they ARM a sticky interactive draw popup that blocks subsequent calls. The scriptable disarm is `Utils.cancelActiveTool()` (the equivalent of pressing ESC or clicking Cancel). Build EVERYTHING through the Script Editor: `await create.<primitive>(opts)` then `xform`, `mesh.boolean`, and `setMaterial`. The only UI clicks you need are opening the Script Editor and reading its console output. 19. Center the pivot BEFORE you rotate: primitive geometry can sit offset from its pivot (a torus centers at `[0, tube, 0]`, not at the pivot), so rotating an un-centered pivot swings the shape out of alignment — call `await mesh.centerPivot()` first. And verify POSITION from the GEOMETRY, never the transform: read `mesh.geometry.bbox({ space: "world" }).center` (canonical meters) — a centered-looking `translate` value can hide an offset shape, and reading the transform back is the classic false-green. Repair loop: When an edit feels wrong, do NOT rewrite the script from scratch. Run the three-phase repair loop. DIAGNOSE — read state directly with the precision-validation cluster. Call `<Editor>.ls({ selected: true })` for the live selection, capture a screenshot via `<Editor>.viewport.captureScreenshot()`, call `<Editor>.inspect.measure(a, b, axis?)` for signed-distance numbers between any two points (mesh handles / node handles / string names / `[x, y, z]` tuples — the result carries `signedDistance` in meters AND `signedDistanceDisplay` in the active unit), and call `<Editor>.inspect.diff(meshId, prevPositions)` against a pre-edit positions snapshot to confirm topology and per-vertex movement. Numbers plus visuals together. If numeric state matches intent but the visual is wrong, the issue is render-sync or modal-occlusion; if the numbers themselves are wrong, the last call had a wrong argument. MINIMAL-EDIT — change the smallest responsible thing. Identify the ONE method call that produced the wrong delta and adjust ONLY its arguments. One wrong argument, one missing translate, one stale selection. Do NOT combine multiple corrections; a one-edit-one-verify cycle keeps the search space bounded and makes the offending call obvious. RE-INSPECT — rerun the diagnose tools. Confirm the delta is now zero (`inspect.measure` returns the expected offset; `inspect.diff` shows only the change you intended; the screenshot matches intent). If still wrong, narrow further — never broaden the edit. The loop ends when both the numbers and the screenshot agree with intent — not when the code "looks right". Reading errors: When a script run fails, the Script Editor renders a structured error card at the top of the console pane. Read it BEFORE reaching for the repair loop — the card names the exact argument that was wrong and tells you how to fix it. DOM contract — the card is a child of `[data-testid="script-editor-console-pane"]`: | testid | Content | Present when | |--------|---------|--------------| | `script-editor-error-header` | `ErrorClass: message` | always (any run error) | | `script-editor-error-argname` | `[argName]` pill — the name of the bad argument | `InvalidArgumentError` with a named arg | | `script-editor-error-code` | `[code]` badge — machine error code (`INVALID_ARG`, `OP_NOT_APPLICABLE`, etc.) | structured AnimBox errors | | `script-editor-error-expected` | `Expected: <shape>` — what the argument should have been | error carries an `expected` field | | `script-editor-error-remediation` | `Fix: <instruction>` — a human + LLM-readable correction hint | error carries a `remediation` field | | `script-editor-error-stack` | filtered stack frames (user code first; engine frames hidden) | always (any run error) | | `script-editor-error-copy` | copy button — copies the FULL unfiltered stack to the clipboard | always (any run error) | Error classes — the `[code]` badge tells you which self-correction applies: - `INVALID_ARG` (`InvalidArgumentError`) — you passed a bad value. Read the `[argName]` pill for the offending argument, the `Expected:` row for the required shape, and the `Fix:` row for the correction. Example: `mesh.solidify({ thickness: 0 })` renders header `InvalidArgumentError: thickness must be > 0`, argName `thickness`, `Expected: > 0`, `Fix: pass a thickness greater than 0`. - `OP_NOT_APPLICABLE` (`OperationNotApplicableError`) — the operation is valid but cannot run in the current state (for example, a bevel with an empty selection). Fix the STATE — select the right components, or load a mesh — then retry the same call. - `OP_NOT_SUPPORTED` (`OperationNotSupportedError`) — the operation exists but is interactive-only and cannot be driven from a script. Use the keyboard or menu path, or call `<namespace>.help()` for the scriptable equivalent. - `NODE_NOT_FOUND` (`NodeNotFoundError`) — a mesh, material, or node name/id did not resolve. Re-list the scene with `ls()` and re-resolve against a current name. - `OP_NOT_IN_EDITOR` (`OperationNotInEditorError`) — the operation exists but the wrong editor is active (e.g. a `ModelEditor.create.*` / `ModelEditor.catalog.*` call while the Previewer is active). Call `Utils.editor.current()`; if it is not `"model"`, `await Utils.editor.switchTo("model")` then retry the same call. Silent-no-op self-check (CRITICAL). A run that reports `[data-testid="script-editor-status-success"]` with NO visible change in the viewport is a silent no-op — the call ran but changed nothing, and the panel still shows green. This is the most dangerous failure mode because there is no error card to read. Always confirm geometry actually changed: ```js // `mesh` is the handle you just operated on. const before = mesh.verts.count; // ...run your operation on mesh... const after = mesh.verts.count; console.log('topology changed:', before !== after, { before, after }); ``` If the count is unchanged the vertices may still have MOVED — snapshot positions first with `const snap = mesh.verts.getPositions({ space: 'object' });`, run the op, then call `inspect.diff(meshId, snap)`. Zero per-vertex movement AND an identical count means the operation was a silent no-op: re-check that you passed the right argument names (call `.help` on the method) and that a mesh is actually selected. Recipes: Compose compound shapes FRESH from `create.*` + `mesh.boolean(other, "union"|"difference"|"intersection")` + `xform({t, r, s})` — that is the DEFAULT. Recipes are OPTIONAL seeds to adapt when one fits; when none fits, compose fresh with confidence and say so honestly. Most organic / editable forms are built fresh this way: a mushroom from a stretched sphere capped on a tapered cylinder, a leaf from a flattened-and-bent plane, a simple character head from a few merged spheres, a vase from a revolved profile. Parametric / mechanical / printable shapes (gears, threads, brackets) are usually cleaner via OpenSCAD — prefer it for those when appropriate; this is a SOFT preference only, never a default. To ADAPT a curated seed: `Utils.recipes.list({ editor: "model" })` lists ids, `Utils.recipes.code(id)` reads one to ADAPT, `Utils.recipes.run(id)` executes it through the production runScript; the browsable pages are `/docs/scripting/model-editor` + `/docs/scripting/previewer` (filter category "Compound Forms"). For a worked example of any specific symbol, use `Utils.examples.list()` / `Utils.examples.code(symbol)` / `Utils.examples.run(symbol)` / `Utils.examples.forSurface(apiPath)` (one example per public symbol). A symbol present in the catalog is confirmed-callable — trial-call it or read `Utils.examples.code(symbol)`; NEVER report a catalogued symbol as missing. Press Run (Ctrl+Enter) in the Script Editor — your entire script wraps in one history group, so `await history.undo()` (or Ctrl+Z at the keyboard) reverts the whole composite in one step. For OFF-THE-SHELF standard hardware (M5 screws, bearings, NEMA stepper mounts, standoffs), reach for `catalog.search(query)` FIRST (the catalog-first workflow) before composing — see the parts-catalog guidance. Catalog: Off-the-shelf parts ship as a searchable catalog on `catalog.*` (Model editor only — mesh authoring is Model-scoped). Call `catalog.list()` (12,000+ CatalogPart descriptors with id / name / license / stepUrl), `catalog.search(query)` for tokenized matches against name + tags (multi-word works — every token must match: `catalog.search('M5 screw')`, `catalog.search('shaft collar')`), `catalog.get(id)` for one part's metadata, and `await catalog.install(id, { position: [x, y, z] })` to import AT that position (meters; omitted → the default offset, nudged per repeat so duplicates land side-by-side) as ONE undo step — `await history.undo()` (or Ctrl+Z) reverts the install. A multi-part STEP install adds every sub-mesh; the returned handle is the first, siblings are named `"<part name> (2)"`, `"<part name> (3)"`, … reachable via `ls()`. Browse interactively via `await catalog.browse()`. The corpus is INDUSTRIAL hardware + electronics mounting: ISO/DIN fasteners, nuts / washers / standoffs, bearings, aluminum extrusions, heat-set inserts, shaft collars, NEMA stepper mounts, rack panels, fan ducts. NO character props or decorative assets exist — compose those fresh with `create.*`. Hot-path bundle of ~100 curated parts loads instantly; the long tail lazy-fetches on demand. UI Affordances: You drive AnimBox via the visible DOM — no DevTools, no `browser_evaluate`. Your bridge is the existing Script Editor. OPEN — three redundant paths: (1) `Ctrl+Alt+E`; (2) `Tab` → `[data-testid="quick-function-popup"]` → type "script editor" → `Enter`; (3) click `[data-testid="quick-action-tools.script-editor"]`. Any one failing leaves two. RUN — paste JS into `[data-testid="script-editor-textarea"]`, press `Ctrl+Enter` (or click Run). READ `[data-testid="script-editor-console-pane"]` for output, `[data-testid="script-editor-status-success"]` / `[data-testid="script-editor-status-error"]` for status, `[data-testid="script-editor-error-stack"]` for the full stack. The panel root is `[data-testid="script-editor-panel"]`. EDITOR FIRST — catalog and mesh-authoring APIs are Model-editor-only. Call `Utils.editor.current()` to read the active mode; if not `'model'`, `await Utils.editor.switchTo("model")` first. `Utils.editor.list()` enumerates public editors (Model + Previewer ship today; `switchTo("controlrig")` / `switchTo("animation")` silently no-op — alpha-gated post-beta). If a click ever armed a sticky interactive draw popup, call `Utils.cancelActiveTool()` (scriptable ESC) to clear it before continuing — never poke viewport toolbar icons blind. THREE AUTHORING WORKFLOWS — pick the right one, IN THIS ORDER: (A) CATALOG FIRST — `catalog.search(query)` for ADDITIVE off-the-shelf parts. The bundled catalog has 12,000+ STEP parts of INDUSTRIAL standard hardware + electronics mounting: ISO/DIN fasteners (M2-M12), nuts / washers / standoffs, bearings, aluminum extrusions, heat-set inserts, shaft collars, NEMA stepper mounts, rack panels, fan ducts (NO character props or decorative assets — those are workflow B compositions). Multi-word queries are tokenized (every word must match): `const hits = await catalog.search('M5 screw'); const mesh = await catalog.install(hits[0].id, { position: [x, y, z] });` — `position` is in meters and is honored; omit it for the default offset (repeat installs land side-by-side). CRITICAL RULE — use the catalog ONLY for ADDITIVE parts (importing existing geometry into the scene). NEVER use it for SUBTRACTIVE features (drilled holes, slots, cutouts, pockets) — those are workflow (B) `mesh.boolean(other, 'difference')`. Example: if the customer asks for "4 M5 mounting holes," the catalog has M5 SCREWS (additive); you want HOLES (subtractive) — drill with a 5mm cylinder via `mesh.boolean(hole, 'difference')`. Browse interactively: `await catalog.browse()`. (B) PRIMITIVES + BOOLEAN + EXAMPLES — AnimBox Geo Utils, the editable-quad path: `create.*` + `mesh.boolean(...)` for custom mesh geometry, compound forms, and SUBTRACTIVE features. 50+ primitive constructors (cube, sphere, cylinder, cone, torus, gear, threadedScrew, lShape, tShape, bracket, capsule, hookProfile, knob, funnel, text, more). Compose multi-step shapes by chaining confirmed-callable ops — `create.* + mesh.boolean + mesh.mirror + Node.radialDuplicate`: `await create.cylinder({...})` then `mesh.boolean(other, 'union'|'difference'|'intersection')` + `mesh.mirror({axis})` + `xform({t:[x,y,z], r:[0,90,0]})` + `Node.radialDuplicate({count, axis, angle})` + for-loops. Output stays editable as quads. For compound forms (engine cylinder, impeller, flange-bolt-circle, ribbed-bracket, stepped-shaft, flanged-pipe-tee, etc.), read the gallery at `/docs/scripting/model-editor` (filter: "Compound Forms") or list it via `Utils.recipes.list()` for head-start patterns to ADAPT. (C) OPENSCAD — SCAD, the parametric path: for native parametric extrude / sweep / hull / minkowski source click `[data-testid="script-editor-tab-add-menu-openscad"]` → write SCAD source → Bake. Pros: parametric primitives and operations OpenSCAD users already know — preferred for mechanical / printable parts. ⚠ Cons: bakes to a TRIANGLE-only static mesh (NOT re-editable as quads); for geometry you will keep editing as quads, use (B) AnimBox Geo Utils instead. NEW TAB FROM A SCRIPT — instead of clicking the "+" add-menu testids above, open a tab in any language programmatically: `scriptEditor.newTab({ language })`, where the `language` value is one of `'animbox'` or `'openscad'` (e.g. `scriptEditor.newTab({ language: 'openscad' })`). Pair it with the "+" add-menu item (`[data-testid="script-editor-tab-add-menu-openscad"]`) — the scriptable path means you never have to default to an AnimBox tab. SCRIPT TABS ARE EDITOR-BOUND — every script tab belongs to the editor it was created in. A tab created in the Model editor is a "Model Editor Script" (tab-strip suffix `(Model Editor)`); one created in the Previewer is a "Previewer Script". Opened OUTSIDE its editor, a tab renders READ-ONLY — still selectable/copyable, dimmed, with a scope banner naming its home editor — and Run is refused with a console hint (the same rule OpenSCAD tabs have always had outside Model). The "+ New Script" menu creates the ACTIVE editor's script type. Inside a tab, any code line referencing a FOREIGN editor namespace (e.g. `PreviewEditor.*` in a Model Editor Script) highlights red with an inline "(NOT SUPPORTED IN THIS EDITOR)" marker — fix or remove those lines BEFORE running; they would throw `OperationNotInEditorError` at runtime. To run code for another editor: switch editors first (`await Utils.editor.switchTo("previewer")`), then write it in a tab created THERE. VERIFY — `await viewport.captureScreenshot()` returns a PNG Blob for image-aware verification after any geometry edit. ANIMATION (Previewer) — `PreviewEditor.animation.{play(), pause(), nextFrame(), prevFrame(), setSpeed(n)}` drive frame-by-frame playback. Switch first via `await Utils.editor.switchTo("previewer")`. ASYNC — `await` EVERY call that loads or mutates (`io.openFile`/`io.exportFile`, `animation.*` transport, `material.pbr.<channel>.set`, `dev.verify`, `delete`). A non-awaited call HIDES the outcome: a validation/capability error becomes an unhandled rejection (looks like it worked but did nothing) and you read state before it settled. Two traps: (1) `io.openFile` RESOLVES BEFORE the scene graph finishes HYDRATING — poll `ls({type:'mesh'}).length` until non-zero (~1-2s for large files) before reading geometry/joints/clips; 0 means still-hydrating, NOT empty. (2) `await material.pbr.baseColor.set([r,g,b,a])` THROWS on a bad value — without `await` the throw is swallowed and the old value silently stays. OFF-THE-SHELF PARTS — UI path: `Tab` → "Parts Library" → search `[data-testid="catalog-search-input"]` → click `[data-testid="catalog-import-<id>"]`. Or use workflow (A) above from script. API DOCS — `/docs/scripting/api/<moduleId>/<method>` (e.g. `/docs/scripting/api/Mesh/boolean`). Cards carry `[data-testid="scripting-api-card-name|description|params|returns"]`. VERSION POLL — `/llms-version.json` for current bootstrap version + recentChanges list. Intent triage (pick a kernel FIRST): ASK FIRST, BUILD SECOND. Before any geometry call, route the request to the kernel that fits — guessing wrong wastes the whole build. Does the result need PARAMETRIC / CAD geometry — revolve/sweep/loft/hull/minkowski, threads, or parameter-driven shapes? → yes, parametric script (extrude, hull, minkowski, knobs) → `await execOpenScad(source)` (bakes `.scad` to a mesh). Best for parameter-driven shapes an OpenSCAD user already knows. BOSL2 ships with AnimBox and is already on the include path — lean on its purpose-built modules rather than approximating hardware from raw primitives. Start every BOSL2 script with `include <BOSL2/std.scad>`. Fastener work: `include <BOSL2/screws.scad>` gives `screw("M8")` and `threaded_nut()`; `include <BOSL2/threading.scad>` adds `threaded_rod()` for custom thread forms. Curved and blended builds: `include <BOSL2/rounding.scad>` (`round_corners()`, `offset_sweep()`) plus `include <BOSL2/skin.scad>` (`skin()`, `path_sweep()`) with `<BOSL2/beziers.scad>` supplying the curve inputs. Keep `$fn` around 32 while you iterate — bakes stay snappy — and bump it to 128+ only for the final bake. → no → AnimBox Geo Utils — the result is EDITABLE / ORGANIC / a game asset (sculpts, characters, props you keep editing as quads): use `create.*` primitives + `mesh.boolean(other, 'union'|'difference'|'intersection')` + `xform({ t, r, s })`. This is the default path; the output stays editable as quads (execOpenScad / SCAD bakes to a STATIC, TRIANGLE-only mesh). AUTO - BEST TOOL — when no single path fits, let the agent pick per part, or combine them: SCAD for the frame/engine, AnimBox Geo Utils for the tank/seat. SOFT preference (NOT a default): for mechanical / printable parts, prefer SCAD over composing `create.gear` / `create.threadedScrew` equivalents from raw primitives. When the SCAD-vs-Geo-Utils choice is MATERIAL (printable / parametric / mechanical) and you cannot confidently route, ASK ONE QUESTION — never silently pick. For an OFF-THE-SHELF standard part (bolt, bearing, nut, washer, stepper, common prop) reach for the catalog first (`catalog.search`); to IMPORT and tweak an existing file use `io.*`. The OpenSCAD kernel is Model-editor-only — `await Utils.editor.switchTo("model")` first if `Utils.editor.current()` is not `'model'`. VISUAL-VERIFY CADENCE — after EVERY geometry op, `await viewport.captureScreenshot()` and confirm against intent before the next op; pair it with `inspect.measure(a, b)` for signed-distance numbers. Numbers can be right while the picture is wrong. WHEN AMBIGUOUS, ASK ONE QUESTION before building: "Do you want a SCAD part (parameter-driven dimensions via OpenSCAD, baked to a triangle-only static mesh) or an AnimBox Geo Utils mesh (editable quads) you can keep sculpting?"