Scene Interaction

Basic camera and viewport controls for navigating the 3D scene. Each interaction preserves the scene contents while changing only the view, allowing precise inspection and manipulation without altering object transforms.

Scene Rotation (X + Left Mouse Button + Drag)

Rotates the entire 3D scene around the scene origin. Hold the X key, press and hold the Left Mouse Button, then drag to orbit the camera smoothly around the central pivot.

This interaction does not move objects — it changes only the camera orientation relative to the scene origin, making it ideal for inspecting proportions, checking silhouettes, and reviewing details from multiple angles.

Tips: combine slow, small drags for precision or larger sweeps for rapid reorientation. Use in conjunction with frame/zoom commands to focus on particular objects while rotating.

Scene Panning (Right Mouse Button + Drag)

Moves the camera parallel to the view plane. Press and hold the Right Mouse Button and drag to slide your view left/right or up/down without altering the camera's rotation or zoom level.

Panning is useful for repositioning the viewport to focus on off-center details, lining up elements, or adjusting your framing while modeling. It keeps the current viewing direction and distance intact.

Tips: use panning together with zoom to navigate large scenes efficiently — pan to place the area of interest near the center of the view, then zoom in for detail work.

Scene Zoom (Middle Mouse Button + Drag or Mouse Wheel)

Adjusts the camera distance to the scene, bringing the view closer or farther from the origin. Use the Middle Mouse Button + drag for continuous zoom or the Mouse Wheel for stepped zoom increments.

Zooming is essential for inspecting fine details, laying out scenes at different scales, and quickly switching between overview and focused work. It modifies the camera's translation along the view axis without changing orientation.

Tips: pair zoom with frame-to-selection to center and zoom precisely on selected objects, and use smooth middle-button drags for controlled, gradual zooming when adjusting fine details.

Scene Camera Focus (F Key)

Centers the camera view on the currently selected object, face, edge, or vertex. Press the F key to immediately move the camera so that the selected elements become the new pivot point for navigation.

Once focused, all scene interactions—such as rotation, panning, and zooming—revolve smoothly around this new center point. This makes it much easier to inspect specific details, work on small components, or adjust complex areas of your model without losing orientation.

This command is especially valuable when your selection is off-screen or too small to see clearly. It allows you to instantly snap the camera to a clear, centered view, restoring a stable and efficient workflow even in dense or large-scale scenes.

Camera Menu

The Camera menu provides tools for changing the viewport’s projection mode, switching to predefined orthographic views, adjusting grid visibility, and changing how geometry is displayed. These controls help you navigate, inspect, and edit your 3D scene with precision.

Perspective View

Activates a perspective projection, where objects appear smaller as they move farther from the camera. This is the most natural and intuitive view mode, closely matching real-world vision.

Useful for evaluating proportions, visual depth, spatial relationships, and the overall look of your scene.

Front View

Switches to an orthographic front-facing camera. This view removes perspective distortion, making it ideal for aligning shapes, modeling symmetrical features, or verifying proportions on the front axis.

Commonly used for modeling characters, architectural structures, or any geometry requiring precise frontal alignment.

Side View

Activates an orthographic side camera, showing the scene from either the left or right side. This view is excellent for adjusting depth, refining silhouettes, and working on details that require a clear lateral perspective.

Eliminates visual distortion, ensuring precise alignment along the X or Z axis.

Top View

Switches to an orthographic top-down camera. This view is invaluable for arranging scenes, placing objects on a floor plane, and aligning geometry on the horizontal axes without the influence of perspective.

Helpful for architectural layouts, environment design, and precise map/terrain adjustments.

Focus on Geometry

Moves the camera directly to the center of the currently selected geometry and sets this point as the new orbit pivot. After focusing, all rotations and zooms revolve around the selected object, making navigation significantly easier.

Ideal for quickly locating off-screen components, zooming into small details, and maintaining an efficient modeling workflow.

View Grid

Toggles the visibility of the 3D grid. The grid helps with positioning, scale awareness, and spatial orientation during modeling.

Recommended to keep enabled during precision modeling or layout work.

Snap to Grid

Enables snapping behavior so selected objects or components automatically align to the nearest grid point when moved. This ensures clean, precise placement and consistent spacing.

Ideal for architectural modeling, modular design, or technical shapes requiring strict alignment.

Solid View

Renders geometry using filled surfaces, allowing you to see materials, shading, and the general volume of the model. Suitable for visual evaluation, sculpting-like workflows, or reviewing shapes in context.

Wireframe View

Displays the model as a wireframe composed of edges only, revealing all underlying geometry. This mode is essential when analyzing topology, selecting hidden elements, or working on dense or overlapping areas.

Wireframe mode is also valuable for performance when working with high-poly scenes.

Selection Tools

The selection system allows you to interact with 3D geometry at multiple levels—meshes, faces, edges, vertices, UV faces, UV edges, and UV points. Each method provides precise control over component selection, enabling efficient modeling and editing workflows.

Click Selection

Basic selection is performed by clicking directly on a geometry component. You can click to select individual elements or click and drag to create a marquee selection area, capturing all components inside the rectangular region.

Holding the Shift key allows you to add or remove components from the current selection, enabling flexible multiselection for complex editing tasks.

The combination Ctrl + Shift limits interaction to adding components only, preventing accidental deselection. This is useful when expanding your selection across the scene.

These click and drag selection methods (Shift, Ctrl, mouse interactions) work consistently across all editable elements, including geometry, faces, edges, vertices, UV faces, UV edges, and UV points.

Double-Click Selection

Double-clicking a geometry component selects all connected components of the same type. This is a fast way to highlight an entire continuous region without manually clicking each part.

For faces, double-click selection can be used to capture face loops. Simply select a face, then double-click an adjacent one to select the entire loop following the surface topology.

If you click one face and then double-click a face that lies along the loop path, you will select a face chain (segment), allowing precise control over partial loop selections.

Double-clicking an edge selects an entire edge loop. Similarly, clicking an edge and double-clicking another along the loop selects an edge chain (segment), giving you fine control when working with quads.

This double-click selection behavior works across all components—faces, edges, vertices, UV faces, UV edges, and UV points—making it a universally applicable tool for modeling and UV editing.

Files

This menu provides tools for starting new projects, importing external 3D assets, and saving or exporting data. It serves as the entry point for managing project files and organizing the workflow.

New Project

New Project

Creates a completely fresh project using the default application settings. This clears any existing objects, materials, or scene data so you can begin building from scratch. It is useful for starting new concepts or resetting an existing workspace.

Ensures a clean working environment with known default configurations.

Import (GLTF, OBJ)

Import (GLTF, OBJ)

Loads external 3D content into the current scene, supporting both GLTF and OBJ formats. These widely used standards allow importing characters, props, architectural shapes, and other assets created in external 3D applications.

Multiple files can be imported simultaneously, enabling quick assembly of complex scenes.

Save Scene (GLTF)

Save Scene (GLTF)

Saves the entire scene — objects, transforms, materials, and hierarchy — into a GLTF file. This format is efficient, modern, and ideal for exchanging scenes between engines and rendering tools.

Preserves your progress and allows resuming work later without loss of detail.

Export Selected (OBJ)

Export Selected (OBJ)

Exports only the geometries you have selected into an OBJ file. This is particularly useful when you want to isolate pieces of a bigger scene for collaboration, 3D printing, or use in other applications.

The resulting file contains only your targeted assets with no extra clutter.

Create

This menu contains tools for generating new geometric primitives and specialized objects. These shapes serve as foundational building blocks for modeling and sculpting.

Empty

Create empty node

Creates an empty mesh object that contains no vertices or faces. This is ideal when you need to manually construct a model from the ground up, adding geometry incrementally.

Useful for advanced workflows requiring complete custom topology.

Plane

Create plane

Generates a flat 1×1 cm rectangular surface. A plane is often used as a starting point for large flat forms like floors, walls, panels, or terrain patches.

Its simple geometry makes it easy to subdivide and reshape into more complex structures.

Cube

Create cube

Creates a standard 1×1×1 cm cube primitive. This shape is commonly used for blocking out models, building architectural features, or starting hard-surface designs.

Its evenly distributed faces make it ideal for extrusion and beveling operations.

Cylinder

Create cylynder

Generates a cylindrical object with evenly spaced segments. Useful for pipes, handles, structural elements, and any shape requiring circular symmetry.

Works well in workflows involving smoothing or subdivision.

Sphere

Create sphere

Creates a spherical primitive, ideal for organic shapes such as characters, props, or rounded surfaces. The uniform topology responds well to deformation and sculpting.

A frequent starting point for smooth objects.

Helix

Create helix

Generates a helical spiral shape. Useful for coils, springs, cables, or decorative elements.

Provides a fast way to obtain complex curved forms that would otherwise be time-consuming to build manually.

Image to 3D

Create 3D from image

Converts a 2D image into a textured 3D surface by interpreting pixel intensity and contour information. Ideal for reliefs, embossing, imprints, and creating 3D shapes directly from artwork.

This feature automates the transformation of flat imagery into physical geometry.

Geometry Menu

The Geometry Menu controls how you interact with meshes and their components—including faces, edges, and vertices. It also contains selection tools, transformation tools, and history controls. These modes define the fundamental workflow for editing 3D objects at any structural level. The Edit menu or Edit tabs update based on the selected editing mode.

Edit Meshes

Edit meshes

Enables full-object editing mode. In this mode, selections affect entire mesh objects rather than individual components. Ideal for repositioning, scaling, or modifying whole models before switching to more detailed editing tasks.

Edit Faces

Edit faces

Activates face-level editing mode, allowing you to select and manipulate polygon faces. This mode is essential for extrusion, deformation, subdivision, UV unwrapping, and any workflow requiring shape refinement.

Edit Edges

Edit edges

Enables edge-level editing. Useful for inserting edge loops, bridging, sharpening edges, collapsing edges, and other topology adjustments that shape the geometry's flow and surface quality.

Edit Vertices

Edit vertices

Activates vertex-level editing, the lowest structural level of a mesh. This mode allows precise control over surface form by moving, welding, merging, or deleting individual points.

Pointer

Pointer selection

The basic selection cursor used to click and select geometry elements based on the current edit mode (mesh, face, edge, or vertex). Supports marquee selections and is used as the foundation for most editing operations.

Translate

Translate

Moves the selected elements along the X, Y, or Z axes. Essential for repositioning components and shaping the geometry. Supports constrained axis movement for precise adjustments.

Rotate

Rotate

Rotates the selected mesh or components around a pivot point. Useful for creating curved forms, adjusting object orientation, and shaping topology in a controlled manner.

Scale

scale

Scales the selected geometry uniformly or non-uniformly. Ideal for resizing models or proportionally adjusting smaller components such as face selections or entire meshes.

Undo

Undo

Reverts the previous action. An essential tool for iterative modeling, allowing you to quickly backtrack from mistakes or test alternate editing approaches without losing progress.

Redo

Redo

Re-applies an action that was undone. Useful when switching between alternate modeling ideas or stepping through your workflow history.

Repeat Latest Action

Repeat

Repeats the most recently executed command using the same settings. Ideal for workflows such as repeated extrusions, transformations, or other operations requiring consistent repetition.

Mesh Tools

Export Selected

Export Selected

Exports only the selected mesh objects as separated OBJ files. Ideal when sharing specific assets or sending isolated parts of a larger model to collaborators.

Ensures that only the intended objects are selected before exporting.

Subdivide

Increases the mesh resolution using the Catmull–Clark algorithm, generating smoother surfaces with additional geometry. This operation is commonly used before sculpting or when preparing models for high-detail rendering.

Maintains the overall shape while greatly enhancing detail potential.

Optimize

Cleans the current mesh by removing unnecessary vertices, merging overly dense areas, and improving the overall topology. Helps maintain performance and prevents issues caused by irregular geometry.

Ideal for imported meshes or models built from complex operations.

Deform

Applies bounding-box deformation, allowing controlled stretching, scaling, or reshaping of the entire geometry. This provides broad shape manipulation while preserving internal mesh connectivity.

Useful for adjusting overall proportions.

Smart Mirror

Automatically detects a symmetry plane and mirrors the geometry across it. This speeds up symmetrical modeling tasks and removes the need to manually configure axes.

Ensures accurate bilateral symmetry for characters, vehicles, and other designs.

Combine

Merges multiple selected objects into a single mesh, unifying them into a continuous model. This is useful when finalizing an object or preparing it for texturing and exporting.

Reduces scene clutter by consolidating parts.

Clone

Creates an exact duplicate of the selected geometry while preserving the original's position, scale, and rotation. Ideal for duplicating repeating elements such as tiles, bolts, or decorative features.

Move Pivot

Allows repositioning of the object's pivot, which is crucial for controlling rotation, scaling, and animation behaviors. Adjusting the pivot makes object manipulation more intuitive.

Center Pivot

Automatically moves the pivot point to the geometric center of the object. This is useful when an object has been transformed or imported with an offset pivot.

Hard Normals

Forces all normals to form sharp angles between faces, giving the model a faceted, mechanical appearance. Ideal for hard-surface components where crisp edges are desired.

Smooth Normals

Softens the shading across surfaces by smoothing normals, producing a rounded visual effect. Useful for organic shapes or objects meant to appear polished and smooth.

Trace Texture

Analyzes the underlying texture and generates additional geometry that matches visible image details. This is useful for converting texture patterns into actual 3D reliefs.

Displacement Map

Applies a displacement texture to physically alter the mesh surface. This creates real geometric depth instead of simple bump shading, making it ideal for terrain, fabric, or detailed material surfaces.

Delete

Removes the selected object completely from the scene. This is helpful for cleaning up unused or temporary assets.

Face Tools

Extrude

Extends faces outward or inward following previously used settings. Extrusion is a fundamental modeling tool used for adding depth and creating new structural features.

Deform

Applies bounding-box deformation specifically to selected faces, giving fine control over surface shape. Useful for proportion adjustments without modifying the entire object.

Flip Normals

Reverses the direction of the selected face normals. This corrects shading issues and is essential when geometry appears inverted or inside-out.

Triangulate

Converts the selected faces into triangles. Triangles are required by certain game engines, renderers, and modeling workflows where uniform topology is necessary.

Fix Faces

Corrects faces with more than four edges (n-gons) by restructuring them into cleaner shapes. This helps prevent shading artifacts and improves mesh stability.

Delete

Removes the selected faces, creating an open boundary in the mesh. This is useful for creating holes, modifying topology, or preparing areas for reconstruction.

Edge Tools

Extrude

Extends selected edges, creating new faces based on prior extrusion settings. Useful for shaping objects along controlled paths or adding thickness to structures.

Deform

Applies deformation to selected edges through a bounding box, enabling structured editing of narrow or elongated features.

Insert Edge Loop

Creates a loop of new edges around the selected area. This is essential for adding detail, supporting deformation, or improving subdivision behavior.

Insert Edge

Creates a new edge that connects existing vertices or edges. This tool helps refine mesh topology and direct edge flow.

Fill Hole

Closes an open hole defined by selected boundary edges by generating new faces. This restores missing geometry and repairs open surfaces.

Bridge

Creates faces linking two selected edge loops or edge chains. Useful for connecting separate mesh sections into a continuous surface.

Delete

Deletes selected edges, altering the surrounding topology. This can simplify geometry or prepare an area for reconstruction.

Vertex Tools

Merge

Collapses multiple selected vertices into a single point. This is essential for removing duplicate points, fixing split geometry, or simplifying topology.

Deform

Applies bounding-box deformation specifically to vertices, allowing fine-tuned control of shape adjustments at the most granular level.

Delete

Removes the selected vertices, causing adjacent edges and faces to collapse. Useful for reshaping geometry or removing problematic areas.

UV Mapping Tools

icon UV Checker

Toggles the display of a UV checker texture on the model. The checker pattern helps evaluating stretching, distortion, and texel density by providing a clear visual grid. When enabled, the surface becomes easier to analyze for UV layout consistency.

Switches between the checker pattern and the model’s original color texture, allowing fast comparison during the UV editing process.

UV Correction Slider

Adjusts the automatic UV unfolding by compensating for variations in surface orientation. This slider influences how strongly the geometry’s normals are taken into account when flattening the mesh, helping correct distortion on curved or angled surfaces.

Provides finer control over bounding-box-based unwrapping, especially for irregular shapes.

icon Automatic UV Unfolding

Generates UV coordinates based on the object’s bounding box orientation. The tool evaluates the geometry from six directions—left, right, top, bottom, front, and back—then applies an unfolding method that fits each face to the most appropriate plane.

Useful for quickly producing clean UVs for hard-surface models such as boxes, architectural parts, or mechanical components.

Cylindrical Rotation X/Y/Z

Allows precise numeric rotation of the cylindrical projection axis around the X, Y, or Z coordinate. These fields modify how the cylindrical unwrap aligns with the mesh, ensuring more predictable results on objects with directional curvature.

Ideal for tuning the projection for pipes, tubes, columns, and rounded shapes.

icon Cylindrical Projection

Applies a cylindrical UV projection to the selected faces. The method wraps the UVs around the object as if placing a label around a can, producing evenly distributed UV coordinates along curved surfaces.

Best suited for tubes, arms, ropes, columns, and any elongated form with radial symmetry.

icon Normal Projection

Automatically unfolds UVs by analyzing the geometry’s surface normals. This method groups faces according to their orientation and unfolds them to minimize visible seams when possible.

Provides a flexible, semi-automatic unwrap for organic shapes or objects with varied curvature.

icon Split UV Edges

Separates the selected UV edges, creating independent UV islands. This is useful for manually controlling seams, allowing specific regions to unfold cleanly or to reduce texture distortion.

Often used when preparing a mesh for painting or baking, where clean borders are required.

icon Weld UV Edges

Joins two or more UV edges together into a single continuous seam. This operation reduces the number of UV islands and helps create smoother, unified regions in the texture layout.

Useful for restoring continuity after splitting or when combining previously separated shells.

icon Split UVs

Detaches selected UV vertices, enabling finer manipulation of UV shells at the vertex level. This operation provides precision control when adjusting corners, tight bends, or overlapping UV elements.

Supports detailed UV refinement and shell isolation.

icon Weld UVs

Joins two or more UVs together into a single continuous seam. This operation reduces the number of UV islands and helps create smoother, unified regions in the texture layout.

Useful for restoring continuity after splitting or when combining previously separated shells.

icon Auto-Contain UV Map

Automatically rescales and centers the UV layout to fit within the boundaries of the UV canvas. Ensures that all UV islands remain properly contained within the 0–1 texture space.

Helps standardize UV coordinates before exporting or baking textures.

icon Repam Texture

Transfers texture information from the selected UV region onto a new UV layout. This tool allows re-mapping existing texture data, preserving the look of a surface while modifying its underlying UV structure.

Helpful when updating UVs without losing baked or manually painted texture details.

icon Export UV Map

Exports the current UV layout as a PNG image. The exported image provides a clean wireframe representation of the UV shells, useful for painting textures in external applications.

Supports accurate hand-painted textures, stylized detail work, and visual debugging of UV organization.