Bake Clip To Skeleton
AnimationBake a control-rig clip to bone animation
Bakes the active control-rig clip to a skeleton clip ("<name> (baked)") — exportable to FBX/GLB and playable without the rig.
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.
Bake a control-rig clip to bone animation
Bakes the active control-rig clip to a skeleton clip ("<name> (baked)") — exportable to FBX/GLB and playable without the rig.
Delete selected keyframes from curves
Removes all currently selected keyframes from their curves. Select keyframes in the graph editor first.
Frame graph editor to playback time range
Zooms the graph editor to show the full playback time range, from the start frame to the end frame.
Lock/unlock tangent weight on selected keyframes
Toggles weight locking on selected keyframes. When locked, tangent weight handles cannot be dragged.
Step forward one frame
Advances the playback time by one frame (1/fps seconds).
Toggle animation playback
Starts or stops animation playback.
Step backward one frame
Moves the playback time back by one frame (1/fps seconds).
Open the Retarget wizard — import foreign FBX/GLB animation and map it onto this rig
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.
Set keyframe on all 9 transform channels of selected controls
Sets keyframes on all 9 transform channels (translate XYZ, rotate XYZ, scale XYZ) for every selected control at the current time.
Set keyframe on selected controls at current time
Creates keyframes on all channels of the selected controls at the current playback time. Uses the default tangent type from editor settings.
Set selected keyframes to auto (Catmull-Rom) tangent
Sets the tangent type to Auto (Catmull-Rom) on all selected keyframes. Auto tangents smoothly interpolate between neighboring keys.
Flatten tangents (zero slope) on selected keyframes
Sets the tangent to flat (horizontal) on all selected keyframes. Creates a plateau effect at each key.
Set selected keyframes to linear tangent
Sets the tangent type to Linear on all selected keyframes. Linear tangents create straight-line interpolation between keys.
Set selected keyframes to plateau tangent (auto-clamped)
Sets the tangent type to Plateau on all selected keyframes. Plateau tangents auto-clamp to prevent overshooting neighboring key values.
Set selected keyframes to step (constant) tangent
Sets the tangent type to Step on all selected keyframes. Step tangents hold the value constant until the next keyframe.
Toggle automatic keyframe creation on transform changes
When auto-key is enabled, moving/rotating/scaling controls automatically creates keyframes at the current time.
Bake curves to uniform keyframe spacing
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.
Bake the composited pose (all layers + space switches) to a skeleton clip
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.
Bake the gap between the nearest keyframes around the current playhead
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.
Convert pre/post infinity extrapolation into real keyframes
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.
Bake all curves in the scene over the playback range
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.
Re-express control animation into a different space (world-preserving)
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.
Copy all animation channels from selected control
Copies all 9 TRS channels from the first selected control. Paste retargets to the current selection.
Copy selected keyframes to clipboard
Copies all selected keyframes to the animation clipboard for later pasting.
Copy current pose of selected controls
Copies the current values of all channels on selected controls at the current time. If no controls are selected, copies all controls.
Copy, paste, and cut keyframes with smart retargeting
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.
Copy, paste, and mirror control poses with auto-key support
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.
Cut selected keyframes (copy + delete)
Copies selected keyframes to the clipboard and deletes them from the curve.
Export animation clips as native AB clip data
Exports the active clip (or named clips) as a .abclip file — native AB clip data, re-importable onto any asset by clip id.
Import .abclip files — merge clips by id into the shared asset
Opens a .abclip file and merges its clips into the shared asset: same-id clips are replaced, new clips append.
Paste keyframes from clipboard at current time
Pastes keyframes from the clipboard at the current playhead time.
Paste copied pose at current time
Pastes the copied pose at the current playhead time. Always targets the original clipboard controls.
Radial brush to push or smooth keyframe values in graph editor
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.
Mirror selection to opposite side (L/R)
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.
Show or hide the selection sets widget
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.
Re-space selected keyframes with a fixed frame gap
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.
Open a 3D file or project (GLB, FBX, OBJ, PLY, STL, ABC, STEP, .abasset)
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.
Remove all skeleton bones, skin weights, and control rig data; keep meshes only
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.
Open control-mode popup to pick joints and create a bipedArm module (IK/FK/tweaks + optional clavicle)
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.
Open control-mode popup to pick 3 joints and create a bipedLeg module (IK/FK/tweaks)
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.
Open the Biped Builder dialog to create a full biped rig from scratch or from existing joints
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.
Open control-mode popup to pick bones and create an FK chain module
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.
Open control-mode popup to pick ankle/ball joints and create a foot module (FK/BK/pivots/roll)
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.
Open control-mode popup to create a Global Center module
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.
Open control-mode popup to configure finger count, presets, and create a hand module
Opens a popup to configure finger count, joint layout, splay/curl features, then creates the Hand module with FK + metacarpal + splay controls.
Open control-mode popup to create an eye look-at module (slave + target controls)
Open control-mode popup to create an eye look-at module (slave + target controls). With explicit params, runs headlessly in one undoable step.
Open control-mode popup to pick neck start and head joints and create a neck & head module
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.
Open control-mode popup to pick bones and create a quadruped front leg module (elbow/carpus/fetlock)
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.
Open control-mode popup to pick bones and create a quadruped hind leg module (hip/stifle/hock/metatarsus)
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.
Open the quadruped one-click builder popup (spine/neck/tail/ears/legs, or From-Joints auto-detect)
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.
Open control-mode popup to pick a bone and create a single control module
Opens a popup to pick a bone, set name and side, then creates the single control module with a guide snapped to the bone.
Open control-mode popup to create a sphere-roll module (translation-driven auto-roll)
Open control-mode popup to create a sphere-roll module (translation-driven auto-roll). With explicit params, runs headlessly in one undoable step.
Open control-mode popup to pick start/end joints and create a spine module
Opens a popup to pick start/end joints (min 3), set name and side, then creates the Spine module with COG + 3 IK guides.
Open control-mode popup to pick start/end joints and create a stretchy aim module
Opens a popup to pick start + end joints, set parent targets, then creates the StretchyAim module with linked twist and automatic up-vector.
Open control-mode popup to create a vehicle module (body + wheels + steering)
Open control-mode popup to create a vehicle module (body + wheels + steering). With explicit params, runs headlessly in one undoable step.
Open the vehicle one-click builder popup (New-Rig wizard params, or From-Joints auto-detect)
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.
Delete the selected module (controls + guides + solvers) in one undoable step
Deletes the module resolved from the selection (or the { module } param) through the controlrig.deleteModule op — ONE undo restores it.
Enter shape-edit mode for the selected control (gizmo edits the visual shapeOffset, not the rig pose)
Toggles shape-edit mode on the selected control — drag the gizmo to reposition/scale the drawn control shape without posing the rig.
Construct all modules from their guides and return to control mode
Exits guide mode by constructing every module from its guides (rebinds skin at the current pose, mints the controls) and returning to control mode.
Match IK↔FK pose on the selected limb module and switch the blend
Snaps the limb’s IK/FK counterpart to the current pose and flips the blend — ONE undo reverts both.
Open the channel lock & limit editor for the selected control
Opens the per-channel lock & limit editor (lock TRS channels, set min/max limits) for the selected control.
Edit the selected module’s settings (headless with explicit params, or opens the settings surface)
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).
Reproduce the asset's skeleton clips on the control rig (non-destructive)
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.
Open the Transfer popup to wrap the control rig onto a different target mesh
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.
Add DeltaMush smooth deformer to selected mesh
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
Compute automatic skin weights using Heat Diffusion or BBW algorithms
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.
Show only selected meshes in the Weight Paint mode, hide all others
Isolate the selected meshes, hiding everything else.
Press Alt+Q or use Exit Isolate Mode to return.
Requires: Active mesh or selected mesh(es)
Mirror skin weights across the symmetry axis (direction defaults to L→R)
Mirrors weights through the skincluster.mirror-weights op (pass { direction } to flip) — ONE undo reverts.
Smooth skin weights on the selected components (Laplacian relax)
Relaxes weights on the current vertex/edge/face/island selection through the skincluster.relax op — ONE undo reverts the pass.
Reset all bones to their original bind pose transforms
Push skin weights toward a single dominant influence on the selected components
Rigidifies weights on the current component selection through the skincluster.rigidify op — ONE undo reverts the pass.
Transfer weights from the active mesh to all other skinned meshes
Transfer weights from all other skinned meshes to the active mesh
Exit skin weight paint mode and return to control rig editing
Exits paint weights mode, syncs weights back to the asset, and returns to control rig editing.
Enter skin weight paint mode for the active mesh
Enters paint weights mode so you can brush skin weights on the active mesh.
Remove all meshes and scene data
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.
Geometry + skeleton + materials (+ animation in Previewer). Formats: GLB, GLTF, OBJ, FBX, PLY, STL
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.
Open a 3D file or project (loads geometry + skeleton + materials). Formats: GLB, GLTF, FBX, OBJ, PLY, STL, STEP, .abasset
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.
Save the project scene to a .abasset file (geometry + skeleton + materials + animations + editor state)
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.
Add a reference image to the viewport
Add a reference image plane to the scene.
Useful for modeling reference, placing a background image in the viewport.
Create an arch with rectangular cross-section
Create an arch shape (partial ring with rectangular cross-section).
Supports adjustable arc angle, optional legs, and inner/outer radius.
Create an arrow or chevron shaped primitive
Create an arrow primitive.
Opens a dialog with length, shaft width, head width, and style controls.
Create a storage box and matching lid (2 meshes)
Create a storage box and matching lid as separate meshes.
Supports flat and lip lid types. Tolerance parameter controls fit gap.
Create an L-shaped bracket with optional gusset
Create an L-shaped bracket with optional gusset.
Gusset can be solid (triangle fill) or cutout (diagonal slab).
Create a capsule (pill) primitive
Create a capsule (pill shape) primitive.
Opens a dialog with radius, length, and segment controls.
Create a U-shaped channel profile
Create a U-shaped channel profile extruded along its length.
Optional inner corner radius for filleted corners.
Create a grid of walls forming compartments
Create a grid of thin rectangular walls forming compartments.
Designed to fit inside a Storage Box. Adjustable divisions and optional floor.
Create a cone primitive
Create a cone primitive.
Opens a dialog with radius, height, and segment controls.
Create a cross (plus) shaped primitive
Create a cross (plus) primitive.
Opens a dialog with arm length, arm width, and height controls.

Create a cube primitive
Create a cube primitive.
Opens a dialog with width, height, depth, and subdivision controls.
Convert curve to mesh with interactive extrude
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.
Convert curve to tube/pipe mesh
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.
Convert curve to flat polygon mesh
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.
Create a cylinder primitive
Create a cylinder primitive.
Opens a dialog with radius, height, and segment controls.
Click and drag to draw a box on the ground plane
Draw a box interactively in the viewport.
Click and drag to set the base, then drag up to set height.
Click and drag to draw a circle curve
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
Click and drag to draw a circular polygon mesh
Draw a circle interactively in the viewport.
Creates a circular N-gon polygon mesh.
Hold X for snap Esc to cancel
Click to set center, drag to set radius, then extrude height
Draw a cylinder interactively in the viewport.
Click and drag to set the base radius, then drag up to set height.
Click and drag to draw a rectangle on the ground plane or mesh surface
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
Click and drag to draw a rectangle curve
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
Cap the selected closed curve with a single planar face
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.
Create a hollow funnel (cone + spout) primitive
Create a funnel primitive with hollow cone and tube spout.
Opens a dialog with diameters, heights, and wall thickness controls.
Create an involute spur gear
Create a gear (involute spur gear) primitive.
Opens a dialog with tooth count, module, pressure angle, and bore controls.
Create a heart-shaped primitive
Create a heart primitive.
Opens a dialog with width, height, hollow, and resolution controls.
Create a hemisphere (half sphere) primitive
Create a hemisphere primitive with flat base.
Opens a dialog with radius, segments, and flat base toggle.
Create a hexagonal nut with internal threads (screws onto a screw)
Create a hex nut primitive.
Opens a dialog with hex size, bore diameter, and thread controls.
Create a J-shaped hook profile
Create a J-shaped hook profile extruded to width.
Hook angle controls how closed the hook is (180=J, 270=nearly closed).
Create a knob primitive (smooth, fluted, or star style)
Create a knob primitive with smooth, fluted, or star style.
Opens a dialog with diameter, height, style, and dome controls.
Create an L-shaped profile primitive
Create an L-shape primitive.
Opens a dialog with arm lengths, thickness, and depth controls.
Browse and import off-the-shelf open-source CAD parts
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.
Create a flat plane primitive
Create a flat plane primitive.
Opens a dialog with width, height, and subdivision controls.
Create an N-sided pyramid primitive
Create a pyramid primitive with configurable sides and truncation.
Opens a dialog with base radius, height, sides, and truncation controls.
Revolve the selected profile curve into a surface of revolution
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.
Create a flat hollow disc (ring) primitive
Create a ring (flat hollow disc) primitive.
Opens a dialog with outer/inner radius and height controls.
Create a box with rounded vertical edges
Create a box with rounded vertical edges.
Flat top and bottom, smooth rounded corners when viewed from above.
Create a screw with head, helical threads, and pointed tip
Create a screw primitive.
Opens a dialog with head type, shank dimensions, and thread controls.
Create a screw and hex nut with matching threads
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.
Create a sphere primitive
Create a sphere primitive.
Opens a dialog with radius, segments, and rings controls.
Create a helical coil spring
Create a spring (helical coil) primitive.
Opens a dialog with coil radius, wire radius, pitch, and turn controls.
Create a star-shaped primitive with configurable points
Create a star primitive.
Opens a dialog with point count, radii, height, and hollow controls.
Create a hollow rounded box with walls and floor
Create a hollow storage box with rounded corners.
Walls, floor, and open top. Specify inner dimensions and wall/floor thickness.
Sweep a profile curve along a path curve into a tube mesh
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.
Create a T-shaped profile primitive
Create a T-shape primitive.
Opens a dialog with top width, stem height, thickness, and depth controls.
Create a text primitive — extruded 3D glyphs.
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.
Create a donut-shaped torus primitive
Create a torus (donut) primitive.
Opens a dialog with major radius, minor radius, and segment controls.
Create a hollow cylinder (tube) primitive
Create a tube (hollow cylinder) primitive.
Opens a dialog with outer/inner radius, height, and open-ended toggle.
Create a triangular prism (wedge) primitive
Create a wedge (triangular prism) primitive.
Opens a dialog with width, height, and depth controls.
Delete the selected control vertices
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.
Translate selected control vertices by an offset
Translate the selected control vertices by the entered offset.
Handles move rigidly with their anchor CV. Undoable via Ctrl+Z.
Requires: 1+ CVs selected.
Change the selected curve degree (1=linear, 2=quadratic, 3=cubic)
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.
Toggle whether the selected curve is open or closed
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.
Add bend deformer to selected mesh
Add a bend deformer to the selected mesh.
Bends geometry along a circular arc.
Requires: 1+ objects selected
Add FFD lattice deformer to selected mesh
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
Add normal push deformer to selected mesh (inflate/deflate)
Add a normal push deformer to the selected mesh.
Pushes vertices along their normals by a distance.
Requires: 1+ objects selected
Project vertices onto a target mesh surface
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
Add sine wave deformer to selected mesh
Add a sine wave deformer to the selected mesh.
Applies sinusoidal displacement along the deformer axis.
Requires: 1+ objects selected
Add Laplacian smooth deformer to selected mesh
Add a smooth deformer to the selected mesh.
Opens a dialog with smoothing iterations and factor.
Requires: 1+ objects selected
Add squash deformer to selected mesh
Add a squash deformer to the selected mesh.
Squashes/stretches geometry with volume preservation.
Requires: 1+ objects selected
Add taper deformer to selected mesh
Add a taper deformer to the selected mesh.
Scales geometry along the deformer axis.
Requires: 1+ objects selected
Add twist deformer to selected mesh
Add a twist deformer to the selected mesh.
Twists geometry around the deformer axis.
Requires: 1+ objects selected
Snap vertices to closest vertex/point on target mesh
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
Add concentric wave deformer to selected mesh
Add a wave deformer to the selected mesh.
Creates concentric ripple waves from the deformer center.
Requires: 1+ objects selected
Cage deformer using Mean Value Coordinates or Green Coordinates
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
Move pivot to center of bounding box
Move the object's pivot point to the center of its bounding box.
Requires: 1+ objects selected
Merge selected meshes into one
Combine multiple meshes into a single mesh.
Pick 2+ meshes in the popup; they merge into one object.
Copy selected objects to clipboard
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
Sweep a flat, optionally banked ribbon strip along the curve centerline
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.
Cut selected objects to clipboard
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
Duplicate selected objects
Create a copy of the selected object(s).
The duplicate is placed at the source's exact position.
Requires: At least 1 object selected
Distribute copies of a mesh evenly along a curve
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.
Restore all hidden objects
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
Bake transforms into geometry
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
Create grid-pattern copies of selected objects
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
Create a group node (optionally containing selected objects)
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.
Hide selected objects
Hide the selected objects from the viewport.
Hidden objects are deselected. Use Show All to reveal them.
Requires: 1+ objects selected
Merge BRICK.001/002 duplicates back to BRICK
Merge duplicate-named materials (regex `/[.](\d+)$/`) into the canonical material (Instant-Clean parity).
Paste objects from clipboard
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
Create radial-pattern copies of selected objects
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
(AnimBox: no-op — uses skin clusters, not arbitrary vertex groups)
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.)
Remove materials from the asset that no mesh references
Remove materials from the asset that no mesh references (Instant-Clean parity).
Reset position, rotation, and scale to defaults
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
Split mesh into disconnected components
Separate disconnected components into individual meshes.
Each island of connected geometry becomes its own object.
Requires: 1+ objects selected
Show all hidden objects
Show all hidden objects in the scene.
Reveals all previously hidden meshes.
Requires: At least one hidden mesh
Dissolve selected group, moving children to parent level
Remove the selected group, keeping its children as individual objects.
Requires: A group selected
Compute weighted vertex normals (face-area / angle / combined)
Apply weighted vertex normals.
Three modes (face-area / angle-at-vert / combined). Default = combined (Blender default).
Smooth vertex normals with crease-angle-aware smoothing groups (folded to one normal per vertex)
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.
Bend selection around an axis
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)
Remove all sharp edge markings from selected mesh
Internal action used by mesh.validateAndRepair to clear sharp edge markings. Not surfaced in Quick Functions; reached via validate-lib suggestedFix dispatch only.
(AnimBox: no-op; split normals are computed from face data, not stored)
AnimBox computes split normals from face geometry on every render; no custom layer to clear. (No-op for Instant-Clean parity.)
Slide selected edges along perpendicular edges
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)
Move vertices toward/away from selection center
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)
Fix inconsistent face winding and orient normals outward
Recalculate face normals for consistent winding.
Fixes inverted faces using BFS traversal.
Reverse normals for selected faces only
Reverse normals of selected faces only.
Requires: 1+ faces selected
Reverse normals and winding order for entire mesh
Reverse all normals on the selected mesh.
Flips inside-out meshes.
Requires: 1+ objects selected
Average and set custom normals on selected vertices
Adjust vertex normals manually.
Opens a dialog with normal editing options.
Shear vertices along an axis proportionally
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)
Move vertices along their normals (inflate/deflate)
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)
Relax vertex positions using Laplacian smoothing
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)
Morph selection toward a sphere
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)
Slide vertices along connected edges
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
Sculpt the selected mesh with brush tools
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
Convert island selection to edges
Convert island selection to edge selection.
Selects every 3D edge belonging to faces in the chosen islands.
Requires: At least 1 island selected
Convert island selection to faces
Convert island selection to face selection.
Selects every face that belongs to any chosen island.
Requires: At least 1 island selected
Convert island selection to vertices
Convert island selection to vertex selection.
Selects every 3D vertex referenced by faces in the chosen islands.
Requires: At least 1 island selected
Convert UV loop selection to edges
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
Convert UV loop selection to faces
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
Convert UV loop selection to vertices
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
Convert vertex selection to edges
Convert vertex selection to edge selection.
Selects all edges whose vertices are both selected.
Requires: At least 1 vertex selected
Convert face selection to edges
Convert face selection to edge selection.
Selects all edges of the selected faces.
Requires: At least 1 face selected
Convert vertex selection to faces
Convert vertex selection to face selection.
Selects all faces whose vertices are all selected.
Requires: At least 1 vertex selected
Convert edge selection to faces
Convert edge selection to face selection.
Selects all faces whose edges are all selected.
Requires: At least 1 edge selected
Convert UV loop selection to islands
Convert UV-loop selection to island selection.
Selects every UV island that contains any selected loop.
Requires: At least 1 UV loop selected
Convert vertex selection to islands
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
Convert edge selection to islands
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
Convert face selection to islands
Convert face selection to island selection.
Selects every UV island that contains a selected face.
Requires: At least 1 face selected
Convert vertex selection to UV loops
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
Convert edge selection to UV loops
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
Convert face selection to UV loops
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
Convert island selection to UV loops
Convert island selection to UV-loop selection.
Selects every UV loop belonging to the chosen islands.
Requires: At least 1 island selected
Convert edge selection to vertices
Convert edge selection to vertex selection.
Selects all vertices of the selected edges.
Requires: At least 1 edge selected
Convert face selection to vertices
Convert face selection to vertex selection.
Selects all vertices of the selected faces.
Requires: At least 1 face selected
Expand selection by one topological ring
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
Invert selection (select unselected, deselect selected)
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
Select all meshes or components
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
Select faces where all edges are shared by exactly 2 faces (no boundary edges)
Select faces that are completely surrounded by other faces (no boundary edges).
Select all geometry connected to current selection
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
Select vertices or edges not connected to any face
Select loose/floating vertices not connected to any face.
Select non-manifold topology elements (boundary edges, bowtie vertices)
Select non-manifold geometry (boundary edges, wire edges, bowtie vertices).
Useful for finding topology problems before export.
Select every Nth element in a pattern from current selection
Select every Nth element from the current selection (checker pattern).
Requires an existing selection to work from.
Requires: At least 1 component selected
Select edges where the dihedral angle exceeds a threshold
Select edges where the angle between adjacent faces exceeds a threshold.
Opens a dialog to set the angle threshold in degrees.
Select elements with similar properties to current selection
Select elements with similar properties to the current selection.
Opens a dialog to choose property (area, perimeter, normal angle) and threshold.
Select faces by their vertex count (triangles, quads, N-gons)
Select faces by vertex count (triangles, quads, n-gons).
Opens a dialog to choose face side count and comparison operator.
Select shortest path between two elements (Ctrl+Shift+Click)
Select the shortest path between two elements.
Not available from Quick Functions. Use Ctrl+Shift+Click on two elements in the viewport.
Contract selection by removing boundary components
Shrink the current component selection.
Removes the boundary components of the selection island, leaving only the interior.
Requires: ≥1 component selected
Reduce all vertices to at most the configured max influences
Restore all hidden meshes in the Weight Paint mode
Load skin weight data from a JSON file
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
Save skin weight data for all skinned meshes to a JSON file
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
Transfer skin weights between meshes with proximity-based falloff
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
Cut mesh with a plane, optionally fill and delete one side
Slice mesh with a plane.
Opens an interactive popup with plane axis, offset, fill, and clear controls.
Draw curves on mesh surfaces
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.
All meshes + skeleton + materials at bind pose. Formats: GLB, GLTF, OBJ, FBX, PLY, STL
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.
Selected meshes + their skeleton + materials at bind pose. Formats: GLB, GLTF, OBJ, FBX, PLY, STL
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.
Import a 3D file (GLB, GLTF, FBX, OBJ, PLY, STL, STEP) into the Model Editor: geometry + skeleton + materials
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.
Draw a line to cut faces along
Activate the Knife Tool.
Click to place cut points on edges, press Enter to cut.
Set selected mesh as live surface for snapping
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
Retopology tool - draw polygons on mesh surface
Activate the Quad Draw retopology tool.
Draw new quad topology over an existing mesh surface.
Requires: 1 mesh selected as reference surface
Convert to clean quad topology using Instant Meshes, QuadWild, or AutoRemesher
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
Draw a line to slice mesh with a cutting plane
Slice mesh with a drawn line.
Slice mesh with an axis-aligned plane (X, Y, or Z)
Slice mesh along an axis-aligned plane.
Opens a popup with axis (X/Y/Z) and offset controls.
Snap selected components to last-selected position
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)
Toggle the embedded UV Editor pane
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.
Open the Validate & Repair popup — scan the active mesh for fixable issues across 20 categories and dispatch repairs.
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)
Linearly subdivide the whole mesh, selected faces, or selected edges (+Pick selects the variant)
Add linear divisions. +Pick a mesh (object) → divides every face into 4; +Pick faces → subdivides those faces N levels; +Pick edges → inserts midpoint cuts.
Bevel the picked vertices or edges (+Pick selects the variant)
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.
Subtract second mesh from first (A - B)
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
Keep only overlapping volume of two selected meshes (AND)
Keep only the overlapping volume of two meshes.
Preserves original topology for unaffected faces when N-gon data exists.
Requires: Exactly 2 objects selected
Combine selected meshes into one (OR)
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
Bridge the selected edges, faces, or vertices, connecting them with new faces
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.
Place a primitive aligned to mesh surface normal
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
Collapse selected edges to a point, or remove selected vertices and cap the hole (by component mode)
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).
Remove faces with one or more needle-thin interior corners
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.
Create convex hull mesh from selected objects
Generate a convex hull around the selected mesh.
Creates the smallest convex shape that contains all vertices.
Requires: 1+ objects selected
Reduce triangle count while preserving shape
Reduce polygon count while preserving shape.
Opens an interactive popup with target ratio control.
Requires: 1+ objects selected
Delete the selected vertices, edges, or faces (by component mode)
Delete the selected component. Vertex mode removes vertices (and dependent faces); edge mode removes edges; face mode removes faces (leaving a hole).
Remove loose vertices and edges not connected to any face
Delete loose vertices and degenerate faces.
Cleans up geometry artifacts.
Dissolve the selected vertices, edges, or faces, merging neighbours (by component mode)
Dissolve the selected component, merging the surrounding geometry (unlike Delete, which leaves a hole). Vertex/edge/face by component mode.
Remove zero-area faces and degenerate geometry
Dissolve degenerate faces (zero-area triangles).
Remove degree-2 vertices on near-collinear edges (mesh-cleanup helper)
Dissolve dispensable vertices: degree-2 verts whose two incident edges are near-collinear. Boundary verts are skipped (corners contribute shape).
Dissolve edges between nearly coplanar faces (by angle)
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.
Duplicate selected face(s) or object(s) within the scene
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)
Flip diagonal between adjacent triangles
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)
Connect two vertices with an edge, splitting the face
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
Extrude the picked faces or edges (+Pick selects the variant)
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.
Create a curved arc bridge between two selected faces
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
Spin selected faces around an axis to create rotational geometry
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)
Fill holes or faces — pick a method (N-gon / smooth / grid / beautify)
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).
Manually place vertices and create faces to fill holes (Quad Draw-style)
Interactive hole fill. Hover over boundary edges to detect holes. Activates an interactive tool with preview. Vertex mode: not supported (operation is mesh-scoped).
Flatten the selection — pick a method (best-fit / to world plane / per-face planar)
Flatten the selected vertices/faces. Choose a Method: best-fit (Laplacian), to a world-axis plane, or per-face planar.
Hover over edge to preview, click to insert loop
Insert a new edge loop by hovering over an edge.
Activates an interactive tool. Hover over an edge to preview, click to insert.
Create inset border around selected faces
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)
Real-time Catmull-Clark subdivision preview with cage wireframe
Toggle live subdivision surface preview.
The mesh displays subdivided while you edit the low-res cage.
Requires: 1+ objects selected
Merge the selected vertices or edges (by component mode)
Merge the selected component. Vertex mode merges selected vertices to one; edge mode merges selected edges. (For distance-based welding, use Merge by Distance.)
Auto-merge nearby vertices within threshold
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)
Mirror geometry — Topology (bisect + weld) or Positions (move only)
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
Create parallel edge loops flanking selected edges
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)
Fan each face from a new center vertex
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)
Remove pairs of faces sharing all vertices with opposite winding
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.
Remove faces whose triangulation crosses another face in 3D
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).
Split non-manifold (bowtie) verts into per-fan separate verts
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.
Rip the picked vertices, edges, or faces apart (by component mode)
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.
Separate selected faces into new mesh object
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)
Slide the picked edges or vertices along their rails (+Pick selects the variant)
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].
Add thickness to mesh (create shell)
Add thickness to a flat/single-sided mesh.
Opens an interactive popup with a mesh picker + thickness and offset controls.
Subdivide concave n-gons into convex triangles via ear-clip
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.
Thread each detected T-vertex into the face whose edge it sits on
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.
Split twisted n-gons via planarity-aware diagonal selection
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.
Smooth subdivision (Catmull-Clark)
Subdivide mesh using Catmull-Clark algorithm.
Opens an interactive popup with subdivision level control.
Copy vertex positions from last selected mesh to others, matched by UV coordinates
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).
Project UVs from last selected mesh onto other selected meshes (world space)
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).
Triangulate mesh, optimizing quad diagonals
Convert all N-gon faces to triangles.
Fan-triangulate faces where any loop deviates from the face plane (undistort)
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.
Merge coplanar triangle pairs into quads
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)
Convert mesh into wireframe solid geometry
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
Import animation clips from an FBX/GLB and add them to the loaded character
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.
Browse materials with PBR properties and textures
Inspect materials of the loaded model.
Shows material properties, textures, and shader details.
Browse textures with preview and download
Inspect textures of the loaded model.
Shows texture dimensions, format, and preview.
Browse mesh UV layouts with texture overlay
Preview UV layout of the loaded model.
Shows UV wireframe overlay on texture.
Show only selected objects, hide all others
Isolate the selected objects, hiding everything else.
Press Alt+Q or use Exit Isolate Mode to return.
Requires: 1+ objects selected
Open the Script Editor — write scripts against the active editor (bare calls like create.cube(), ls(); ModelEditor.*/PreviewEditor.* also work)
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.
Switch between orthographic and perspective camera projection
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.
Open the Action Bar manager to enable, move, resize, and customize your action bars
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.
Normalize texel density across UV islands
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
Delete all UV data from the active mesh
Delete all UV data from the active mesh.
Clears the UV map and seam edges. Can be undone with Ctrl+Z.
Export UV wireframe layout as a PNG image (2048x2048)
Export the UV wireframe layout as a 2048x2048 PNG image. Black lines on white background.
Requires: Mesh with UVs
Merge UV vertices within a threshold distance on the same 3D vertex
Merge UV vertices within a threshold distance. Only merges loops on the same 3D vertex.
Requires: 2+ UV vertices selected
Auto-detect UV island boundaries and mark them as seams on the 3D mesh
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
Detect and select UV faces that overlap with other faces
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
Select all pinned UV vertices
Select all pinned UV vertices in the current UV layer.
Requires: Pinned vertices exist
Select all edges on the active mesh that are marked as UV seams
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
Align selected UV vertices along an axis
Align selected UV vertices to min, max, or center along U or V axis.
Requires: 2+ UV vertices selected
Clear seam marking from selected UV edges
Clear seam marking from selected edges. Edges will no longer be treated as island boundaries.
Requires: UV selection
Cycle UV pivot mode (Bounding Box → Cursor → Individual → Median)
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: .
Deselect all UV elements
Grow UV selection by one ring outward
Invert UV selection in current mode
Show only selected meshes in UV 3D viewport
Mark selected UV edges as seams (island boundaries)
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
Mirror selected UVs across an axis
Mirror selected UVs across U or V axis at their center.
Requires: UV selection
Pin selected UV vertices (exclude from transforms/unwrap)
Pin selected UV vertices. Pinned vertices are excluded from transform and unwrap operations.
Requires: UV selection
Project UVs using mapping methods (planar, cube, cylinder, sphere, normal-based, best plane, camera, smart UV, reset)
Project UVs using various mapping methods.
Methods: Planar, Cube, Cylinder, Sphere, Normal-Based, Best Plane, Camera, Smart UV, Reset
Smooth selected UV coordinates using Laplacian relaxation
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
Select all UV elements in current mode
Select all UV elements linked to current selection
Show all meshes in UV 3D viewport
Shrink UV selection by one ring inward
Toggle soft selection for UV transforms
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
Merge matching boundary edges by averaging UV coordinates
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
Toggle auto-isolate selected meshes in UV 3D viewport
Unpin selected UV vertices
Unpin selected UV vertices. They will again be affected by transform and unwrap operations.
Requires: UV selection
Merge selected UV vertices to their average position
Weld (merge) selected UV vertices to their average position.
Requires: 2+ UV vertices selected
Open the unwrap popup — one-click auto unwrap (Fable or Xatlas); Unfold-from-seams and more engines under Advanced
Open the unwrap popup.
Auto: Generates seams automatically, then flattens and packs UV islands. Unfold: Flattens using your manually-placed seams.
Keybind: U