Local/

8:35:36 AM

08:35:36

BLENDER ADDON

GFM Editor

Guide / Final Mesh Editor

Guide / Final Mesh Editor

1.5.9

1.5.9
1.5.9

Easter Egg: Explore this website to find my favorite movie, and win a free license of the GFM Editor

Edit Guide Mesh and Final Mesh Simultaneously

Edit Guide Mesh and Final Mesh Simultaneously

Do you model cars with the Shrinkwrap method? Are you in search of a more concept modeling-friendly approach? Have you ever wanted to edit both Guide and Final Mesh simultaneously? If so, the GFM Editor is probably what you need.


Special thanks:

  • Edouart Suzeau for his Quick Panel Gap workflow

  • Machin3 for his effort making his Machin3tools addon compatible with my addon

  • my wife for her patience

  • anyone who bought the add-on!

Software
Software
Blender
Blender
Category
Category
Modeling
Modeling
DIFFICULTY
DIFFICULTY
Advanced
Advanced

BUY THE ADDON:

What is it?
How does it work?
Can I use this on a project done without the addon?
Last Notes
What is it?
How does it work?
Can I use this on a project done without the addon?
Last Notes
What is it?
How does it work?
Can I use this on a project done without the addon?
Last Notes
What is it?
How does it work?
Can I use this on a project done without the addon?
Last Notes

1.5.9

New Features
  • Core

    • Deep overhaul of the script, no longer relying on Collections (read more)

  • UI

    • N-Panel: Version Manager becomes Pair Manager

    • Dual Mesh Edit Mode becomes Pair Edit Mode

    • Viewport: Customizable Viewport text (position, size, color)

  • Operators

fixeS
  • Operators

    • More robust Crease/Edge/Vertex tools

    • Faster switch from normal Edit Mode to Pair Edit Mode

    • More Bevel control (boundaries)

    • More consistent Isolation Modes

    • All "undo" operators merged into one: Restore Mesh

    • Overlapping Vertex Selector working across all objects

    • Improved Setup

Pair manager

Pair manager

Pair Manager

N-Panel

>

Pair Manager

The GFM Editor operates with "pairs" of Guide and Final meshes. In order to work on a Pair, you first need to assign it as "default" to the Pie menu, via the Pair Manager located in the N-panel. Note that a same object can belong to multiple pairs. Also, keep in mind that Pair Manager is totally independent from the Outliner.


  • Assign a default pair: Use the checkbox icon to assign a Pair to the addon's Pie Menu.

  • Name your pairs: Pairs are initially named (Pair V1, V2, etc.), but you can rename them (for instance you could have a "Car Body" pair, and a "Car Windows" pair).

  • Optimization: A pair is considered optimized if it adheres to certain criteria, such as the presence and order of modifiers and whether the scale is applied. This ensures a great compatibility with the different addon's operators. Note that you can still jump to Pair Edit mode with unoptimized Pairs. If a Pair is unoptimized, a clickable warning icon will appear. Once optimized, a checkmark symbol will replace it.

  • Selection tools: Click on one of the round icons to select the entire Pair, or one of its meshes. In Pair Edit mode, the buttons mimic the isolation modes (Pair Edit Mode, Isolate Guide Mesh, Isolate Final Mesh).

  • You can select, hide, duplicate, or delete pairs. Additionally, Guide and Final meshes can be manually assigned or removed from pairs.

New

Pair Manager

N-Panel

>

Pair Manager

The GFM Editor operates with "pairs" of Guide and Final meshes. In order to work on a Pair, you first need to assign it as "default" to the Pie menu, via the Pair Manager located in the N-panel. Note that a same object can belong to multiple pairs. Also, keep in mind that Pair Manager is totally independent from the Outliner.


  • Assign a default pair: Use the checkbox icon to assign a Pair to the addon's Pie Menu.

  • Name your pairs: Pairs are initially named (Pair V1, V2, etc.), but you can rename them (for instance you could have a "Car Body" pair, and a "Car Windows" pair).

  • Optimization: A pair is considered optimized if it adheres to certain criteria, such as the presence and order of modifiers and whether the scale is applied. This ensures a great compatibility with the different addon's operators. Note that you can still jump to Pair Edit mode with unoptimized Pairs. If a Pair is unoptimized, a clickable warning icon will appear. Once optimized, a checkmark symbol will replace it.

  • Selection tools: Click on one of the round icons to select the entire Pair, or one of its meshes. In Pair Edit mode, the buttons mimic the isolation modes (Pair Edit Mode, Isolate Guide Mesh, Isolate Final Mesh).

  • You can select, hide, duplicate, or delete pairs. Additionally, Guide and Final meshes can be manually assigned or removed from pairs.

New

Pair Manager

The GFM Editor operates with "pairs" of Guide and Final meshes. In order to work on a Pair, you first need to assign it as "default" to the Pie menu, via the Pair Manager located in the N-panel. Note that a same object can belong to multiple pairs. Also, keep in mind that Pair Manager is totally independent from the Outliner.


  • Assign a default pair: Use the checkbox icon to assign a Pair to the addon's Pie Menu.

  • Name your pairs: Pairs are initially named (Pair V1, V2, etc.), but you can rename them (for instance you could have a "Car Body" pair, and a "Car Windows" pair).

  • Optimization: A pair is considered optimized if it adheres to certain criteria, such as the presence and order of modifiers and whether the scale is applied. This ensures a great compatibility with the different addon's operators. Note that you can still jump to Pair Edit mode with unoptimized Pairs. If a Pair is unoptimized, a clickable warning icon will appear. Once optimized, a checkmark symbol will replace it.

  • Selection tools: Click on one of the round icons to select the entire Pair, or one of its meshes. In Pair Edit mode, the buttons mimic the isolation modes (Pair Edit Mode, Isolate Guide Mesh, Isolate Final Mesh).

  • You can select, hide, duplicate, or delete pairs. Additionally, Guide and Final meshes can be manually assigned or removed from pairs.

New

Pair Manager

N-Panel

>

Pair Manager

The GFM Editor operates with "pairs" of Guide and Final meshes. In order to work on a Pair, you first need to assign it as "default" to the Pie menu, via the Pair Manager located in the N-panel. Note that a same object can belong to multiple pairs. Also, keep in mind that Pair Manager is totally independent from the Outliner.


  • Assign a default pair: Use the checkbox icon to assign a Pair to the addon's Pie Menu.

  • Name your pairs: Pairs are initially named (Pair V1, V2, etc.), but you can rename them (for instance you could have a "Car Body" pair, and a "Car Windows" pair).

  • Optimization: A pair is considered optimized if it adheres to certain criteria, such as the presence and order of modifiers and whether the scale is applied. This ensures a great compatibility with the different addon's operators. Note that you can still jump to Pair Edit mode with unoptimized Pairs. If a Pair is unoptimized, a clickable warning icon will appear. Once optimized, a checkmark symbol will replace it.

  • Selection tools: Click on one of the round icons to select the entire Pair, or one of its meshes. In Pair Edit mode, the buttons mimic the isolation modes (Pair Edit Mode, Isolate Guide Mesh, Isolate Final Mesh).

  • You can select, hide, duplicate, or delete pairs. Additionally, Guide and Final meshes can be manually assigned or removed from pairs.

New

GUIDE/FINAL MESH SETUP

GUIDE/FINAL MESH SETUP

Guide Mesh <> Final Mesh Editor setup
ONE-CLICK SETUP

Object Mode

>

Pie Menu

>

Auto Setup

A mesh object must be selected first. Assumes this selection is the future Guide Mesh. Establishes a Guide Mesh <> Final Mesh relationship by doing the following:

  • creates a new pair and assigns the selection as Guide Mesh

  • duplicates the Guide Mesh and assigns it as Final Mesh

  • optimizes the pair by adding a set of modifiers in a specific relative order (modifier names start with "GFM")

  • assigns the pair to the Pie Menu, giving you easy access to both Meshes in Edit Mode without the need to look for them

Guide Mesh <> Final Mesh Editor setup
ONE-CLICK SETUP

A mesh object must be selected first. Assumes this selection is the future Guide Mesh. Establishes a Guide Mesh <> Final Mesh relationship by doing the following:

  • creates a new pair and assigns the selection as Guide Mesh

  • duplicates the Guide Mesh and assigns it as Final Mesh

  • optimizes the pair by adding a set of modifiers in a specific relative order (modifier names start with "GFM")

  • assigns the pair to the Pie Menu, giving you easy access to both Meshes in Edit Mode without the need to look for them

Guide Mesh <> Final Mesh Editor setup
ONE-CLICK SETUP

Object Mode

>

Pie Menu

>

Auto Setup

A mesh object must be selected first. Assumes this selection is the future Guide Mesh. Establishes a Guide Mesh <> Final Mesh relationship by doing the following:

  • creates a new pair and assigns the selection as Guide Mesh

  • duplicates the Guide Mesh and assigns it as Final Mesh

  • optimizes the pair by adding a set of modifiers in a specific relative order (modifier names start with "GFM")

  • assigns the pair to the Pie Menu, giving you easy access to both Meshes in Edit Mode without the need to look for them

Guide Mesh <> Final Mesh Editor setup
ONE-CLICK SETUP

Object Mode

>

Pie Menu

>

Auto Setup

A mesh object must be selected first. Assumes this selection is the future Guide Mesh. Establishes a Guide Mesh <> Final Mesh relationship by doing the following:

  • creates a new pair and assigns the selection as Guide Mesh

  • duplicates the Guide Mesh and assigns it as Final Mesh

  • optimizes the pair by adding a set of modifiers in a specific relative order (modifier names start with "GFM")

  • assigns the pair to the Pie Menu, giving you easy access to both Meshes in Edit Mode without the need to look for them

Manual Setup

Object Mode

>

Pie Menu

>

Manual Setup

Manually assigns the object of your choice as Guide Mesh or Final Mesh to a new or existing pair in the N-panel. Useful if the Guide/Final Mesh setup was achieved without the addon.

New

Manual Setup

Manually assigns the object of your choice as Guide Mesh or Final Mesh to a new or existing pair in the N-panel. Useful if the Guide/Final Mesh setup was achieved without the addon.

New

Manual Setup

Object Mode

>

Pie Menu

>

Manual Setup

Manually assigns the object of your choice as Guide Mesh or Final Mesh to a new or existing pair in the N-panel. Useful if the Guide/Final Mesh setup was achieved without the addon.

New

Manual Setup

Object Mode

>

Pie Menu

>

Manual Setup

Manually assigns the object of your choice as Guide Mesh or Final Mesh to a new or existing pair in the N-panel. Useful if the Guide/Final Mesh setup was achieved without the addon.

New

GUIDE/FINAL MESH EDITING

Pair Edit Mode

Object/Edit Mode

>

Pie Menu

>

Pair Edit Mode

Automatically selects the Guide and Final Mesh designated in your pie menu (accessible via the N panel), irrespective of their visibility or selection status, and switches to edit mode. Useful to:

  • have a quick and easy access to your Guide/Final Meshes in edit mode

  • manually adjust both meshes simultaneously

Pair Edit Mode

Automatically selects the Guide and Final Mesh designated in your pie menu (accessible via the N panel), irrespective of their visibility or selection status, and switches to edit mode. Useful to:

  • have a quick and easy access to your Guide/Final Meshes in edit mode

  • manually adjust both meshes simultaneously

Pair Edit Mode

Automatically selects the Guide and Final Mesh designated in your pie menu (accessible via the N panel), irrespective of their visibility or selection status, and switches to edit mode. Useful to:

  • have a quick and easy access to your Guide/Final Meshes in edit mode

  • manually adjust both meshes simultaneously

Pair Edit Mode

Object/Edit Mode

>

Pie Menu

>

Pair Edit Mode

Automatically selects the Guide and Final Mesh designated in your pie menu (accessible via the N panel), irrespective of their visibility or selection status, and switches to edit mode. Useful to:

  • have a quick and easy access to your Guide/Final Meshes in edit mode

  • manually adjust both meshes simultaneously

Guide/Final Mesh Isolated

Object/Edit Mode

>

Pie Menu

>

Isolate Mesh

Accessible from Object or Edit Mode, this function enables you to isolate the mesh you wish to concentrate on, without leaving edit mode. It displays a text at the top of the viewport as a reminder.

New: if run from normal Edit Mode (with only one mesh currently in Edit Mode), a prompt will offer you to switch to Dual Mesh Edit Mode

Updated

Guide/Final Mesh Isolated

Accessible from Object or Edit Mode, this function enables you to isolate the mesh you wish to concentrate on, without leaving edit mode. It displays a text at the top of the viewport as a reminder.

New: if run from normal Edit Mode (with only one mesh currently in Edit Mode), a prompt will offer you to switch to Dual Mesh Edit Mode

Updated

Guide/Final Mesh Isolated

Accessible from Object or Edit Mode, this function enables you to isolate the mesh you wish to concentrate on, without leaving edit mode. It displays a text at the top of the viewport as a reminder.

New: if run from normal Edit Mode (with only one mesh currently in Edit Mode), a prompt will offer you to switch to Dual Mesh Edit Mode

Updated

Guide/Final Mesh Isolated

Object/Edit Mode

>

Pie Menu

>

Isolate Mesh

Accessible from Object or Edit Mode, this function enables you to isolate the mesh you wish to concentrate on, without leaving edit mode. It displays a text at the top of the viewport as a reminder.

New: if run from normal Edit Mode (with only one mesh currently in Edit Mode), a prompt will offer you to switch to Dual Mesh Edit Mode

Updated

PANEL GAP TOOLS

SHOULD BE USED ON THE FINAL MESH

Quick Panel Gap (Non-Destructive)

Edit Mode

>

Pie Menu

>

Detailing

Should be used on your Final Mesh.

Transforms your selected edges into a "fake" panel gap in a non-destructive manner. This tool will mark your Edges as Sharp (works in conjunction with the Split Edge modifier) and set a Crease and Bevel Weight value of 1 (different values can cause shading issues).


  • Pros: quickest way to achieve panel gaps with no overlapping vertices

  • Cons: can produce undesired and hard to solve shading issues

New

Quick Panel Gap (Non-Destructive)

Should be used on your Final Mesh.

Transforms your selected edges into a "fake" panel gap in a non-destructive manner. This tool will mark your Edges as Sharp (works in conjunction with the Split Edge modifier) and set a Crease and Bevel Weight value of 1 (different values can cause shading issues).


  • Pros: quickest way to achieve panel gaps with no overlapping vertices

  • Cons: can produce undesired and hard to solve shading issues

New

Quick Panel Gap (Non-Destructive)

Should be used on your Final Mesh.

Transforms your selected edges into a "fake" panel gap in a non-destructive manner. This tool will mark your Edges as Sharp (works in conjunction with the Split Edge modifier) and set a Crease and Bevel Weight value of 1 (different values can cause shading issues).


  • Pros: quickest way to achieve panel gaps with no overlapping vertices

  • Cons: can produce undesired and hard to solve shading issues

New

Quick Panel Gap (Non-Destructive)

Edit Mode

>

Pie Menu

>

Detailing

Should be used on your Final Mesh.

Transforms your selected edges into a "fake" panel gap in a non-destructive manner. This tool will mark your Edges as Sharp (works in conjunction with the Split Edge modifier) and set a Crease and Bevel Weight value of 1 (different values can cause shading issues).


  • Pros: quickest way to achieve panel gaps with no overlapping vertices

  • Cons: can produce undesired and hard to solve shading issues

New

Advanced Panel Gap (Destructive)

Edit Mode

>

Pie Menu

>

Detailing

Should be used on your Final Mesh.

Transforms your selected edges into a real panel gap, effectively splitting your mesh into different mesh islands. Based on your selection, it will assign a Crease and Bevel Weight value of 1, split Faces by Edges and assign a Vertex Crease to the limit vertices.


  • Pros: gives you more control over your panel gap width, and your overall topology, hence reducing the risk of shading issues

  • Cons: creates overlapping vertices

Advanced Panel Gap (Destructive)

Should be used on your Final Mesh.

Transforms your selected edges into a real panel gap, effectively splitting your mesh into different mesh islands. Based on your selection, it will assign a Crease and Bevel Weight value of 1, split Faces by Edges and assign a Vertex Crease to the limit vertices.


  • Pros: gives you more control over your panel gap width, and your overall topology, hence reducing the risk of shading issues

  • Cons: creates overlapping vertices

Advanced Panel Gap (Destructive)

Should be used on your Final Mesh.

Transforms your selected edges into a real panel gap, effectively splitting your mesh into different mesh islands. Based on your selection, it will assign a Crease and Bevel Weight value of 1, split Faces by Edges and assign a Vertex Crease to the limit vertices.


  • Pros: gives you more control over your panel gap width, and your overall topology, hence reducing the risk of shading issues

  • Cons: creates overlapping vertices

Advanced Panel Gap (Destructive)

Edit Mode

>

Pie Menu

>

Detailing

Should be used on your Final Mesh.

Transforms your selected edges into a real panel gap, effectively splitting your mesh into different mesh islands. Based on your selection, it will assign a Crease and Bevel Weight value of 1, split Faces by Edges and assign a Vertex Crease to the limit vertices.


  • Pros: gives you more control over your panel gap width, and your overall topology, hence reducing the risk of shading issues

  • Cons: creates overlapping vertices

REFINEMENT TOOLS

Transfer Bevel Weight

Edit Mode

>

Pie Menu

>

Detailing

Lets you pick a reference edge to copy the Bevel Weight value from onto your selected edge. More reliable in Box Mode (no subdiv/shrinkwrap visible).

New

Transfer Bevel Weight

Lets you pick a reference edge to copy the Bevel Weight value from onto your selected edge. More reliable in Box Mode (no subdiv/shrinkwrap visible).

New

Transfer Bevel Weight

Lets you pick a reference edge to copy the Bevel Weight value from onto your selected edge. More reliable in Box Mode (no subdiv/shrinkwrap visible).

New

Transfer Bevel Weight

Edit Mode

>

Pie Menu

>

Detailing

Lets you pick a reference edge to copy the Bevel Weight value from onto your selected edge. More reliable in Box Mode (no subdiv/shrinkwrap visible).

New

Corner

Edit Mode

>

Pie Menu

>

Detailing

Sets a value of Mean Vertex Crease Value of 1 to your selected vertices. Useful to make quick hard corner.

Updated

Corner

Sets a value of Mean Vertex Crease Value of 1 to your selected vertices. Useful to make quick hard corner.

Updated

Corner

Sets a value of Mean Vertex Crease Value of 1 to your selected vertices. Useful to make quick hard corner.

Updated

Corner

Edit Mode

>

Pie Menu

>

Detailing

Sets a value of Mean Vertex Crease Value of 1 to your selected vertices. Useful to make quick hard corner.

Updated

Bevel

Edit Mode

>

Pie Menu

>

Detailing

Sets a Mean Bevel Weight value of 1. Useful to adjust your Panel Gap fillets.


  • ALT+LMB: lets you adjust Crease value with mouse movement

  • CTRL+ALT+LMB: automatically selects mesh island and lets you adjust Weight value with mouse movement

Bevel

Sets a Mean Bevel Weight value of 1. Useful to adjust your Panel Gap fillets.


  • ALT+LMB: lets you adjust Crease value with mouse movement

  • CTRL+ALT+LMB: automatically selects mesh island and lets you adjust Weight value with mouse movement

Bevel

Sets a Mean Bevel Weight value of 1. Useful to adjust your Panel Gap fillets.


  • ALT+LMB: lets you adjust Crease value with mouse movement

  • CTRL+ALT+LMB: automatically selects mesh island and lets you adjust Weight value with mouse movement

Bevel

Edit Mode

>

Pie Menu

>

Detailing

Sets a Mean Bevel Weight value of 1. Useful to adjust your Panel Gap fillets.


  • ALT+LMB: lets you adjust Crease value with mouse movement

  • CTRL+ALT+LMB: automatically selects mesh island and lets you adjust Weight value with mouse movement

Crease

Edit Mode

>

Pie Menu

>

Detailing

Sets an Edge Crease value of 1. Useful to set hard edges or stick your Quick Panel Gap to the Guide Mesh's topology.


  • ALT+LMB: lets you adjust Crease value with mouse movement

  • CTRL+ALT+LMB: automatically selects mesh island and lets you adjust Weight value with mouse movement

Crease

Sets an Edge Crease value of 1. Useful to set hard edges or stick your Quick Panel Gap to the Guide Mesh's topology.


  • ALT+LMB: lets you adjust Crease value with mouse movement

  • CTRL+ALT+LMB: automatically selects mesh island and lets you adjust Weight value with mouse movement

Crease

Sets an Edge Crease value of 1. Useful to set hard edges or stick your Quick Panel Gap to the Guide Mesh's topology.


  • ALT+LMB: lets you adjust Crease value with mouse movement

  • CTRL+ALT+LMB: automatically selects mesh island and lets you adjust Weight value with mouse movement

Crease

Edit Mode

>

Pie Menu

>

Detailing

Sets an Edge Crease value of 1. Useful to set hard edges or stick your Quick Panel Gap to the Guide Mesh's topology.


  • ALT+LMB: lets you adjust Crease value with mouse movement

  • CTRL+ALT+LMB: automatically selects mesh island and lets you adjust Weight value with mouse movement

Sharpen

Edit Mode

>

Pie Menu

>

Detailing

Set or unset your selected Edges as Sharp. Used by the Quick Panel Gap tool, among other operations.

New

Sharpen

Set or unset your selected Edges as Sharp. Used by the Quick Panel Gap tool, among other operations.

New

Sharpen

Set or unset your selected Edges as Sharp. Used by the Quick Panel Gap tool, among other operations.

New

Sharpen

Edit Mode

>

Pie Menu

>

Detailing

Set or unset your selected Edges as Sharp. Used by the Quick Panel Gap tool, among other operations.

New

Restore

Edit Mode

>

Pie Menu

>

Detailing

Restore the mesh's selected area back to its original state, by removing any Bevel, Edge Crease, Vertex Crease, Sharpess, or Advanced Panel Gaps (overlapping vertices).


  • ALT+LMB: Proceeds to restoration without merging overlapping vertices

Updated

Restore

Restore the mesh's selected area back to its original state, by removing any Bevel, Edge Crease, Vertex Crease, Sharpess, or Advanced Panel Gaps (overlapping vertices).


  • ALT+LMB: Proceeds to restoration without merging overlapping vertices

Updated

Restore

Restore the mesh's selected area back to its original state, by removing any Bevel, Edge Crease, Vertex Crease, Sharpess, or Advanced Panel Gaps (overlapping vertices).


  • ALT+LMB: Proceeds to restoration without merging overlapping vertices

Updated

Restore

Edit Mode

>

Pie Menu

>

Detailing

Restore the mesh's selected area back to its original state, by removing any Bevel, Edge Crease, Vertex Crease, Sharpess, or Advanced Panel Gaps (overlapping vertices).


  • ALT+LMB: Proceeds to restoration without merging overlapping vertices

Updated

Select overlapping geometry

PASSIVE METHOD

Proximity Selection (Single object)
Proximity Selection - Single Object (Beta)

Edit Mode

>

Pie Menu

>

Proximity Selection

Togglable function that passively and automatically selects nearby geometries based on your selection. Ideal for fine-tuning panel gaps without the need to toggle X-Ray.

Caution: Doesn't support deselection (CTRL+Z is your friend).

Proximity Selection (Single object)
Proximity Selection - Single Object (Beta)

Edit Mode

>

Pie Menu

>

Proximity Selection

Togglable function that passively and automatically selects nearby geometries based on your selection. Ideal for fine-tuning panel gaps without the need to toggle X-Ray.

Caution: Doesn't support deselection (CTRL+Z is your friend).

Proximity Selection (Single object)
Proximity Selection - Single Object (Beta)

Togglable function that passively and automatically selects nearby geometries based on your selection. Ideal for fine-tuning panel gaps without the need to toggle X-Ray.

Caution: Doesn't support deselection (CTRL+Z is your friend).

Proximity Selection (Single object)
Proximity Selection - Single Object (Beta)

Edit Mode

>

Pie Menu

>

Proximity Selection

Togglable function that passively and automatically selects nearby geometries based on your selection. Ideal for fine-tuning panel gaps without the need to toggle X-Ray.

Caution: Doesn't support deselection (CTRL+Z is your friend).

Proximity Selection (Multi object)
Proximity Selection - Multi Object (Beta)

Edit Mode

>

Pie Menu

>

Proximity Selection

Similar but searches and selects across all meshes currently in Edit Mode. Ideal for moving/editing same-coordinates geometries across Guide and Final Meshes.

Caution: doesn't support deselection (CTRL+Z is your friend).

Proximity Selection (Multi object)
Proximity Selection - Multi Object (Beta)

Edit Mode

>

Pie Menu

>

Proximity Selection

Similar but searches and selects across all meshes currently in Edit Mode. Ideal for moving/editing same-coordinates geometries across Guide and Final Meshes.

Caution: doesn't support deselection (CTRL+Z is your friend).

Proximity Selection (Multi object)
Proximity Selection - Multi Object (Beta)

Similar but searches and selects across all meshes currently in Edit Mode. Ideal for moving/editing same-coordinates geometries across Guide and Final Meshes.

Caution: doesn't support deselection (CTRL+Z is your friend).

Proximity Selection (Multi object)
Proximity Selection - Multi Object (Beta)

Edit Mode

>

Pie Menu

>

Proximity Selection

Similar but searches and selects across all meshes currently in Edit Mode. Ideal for moving/editing same-coordinates geometries across Guide and Final Meshes.

Caution: doesn't support deselection (CTRL+Z is your friend).

Select overlapping geometry

ACTIVE METHOD

Isolate Mesh Island

Edit Mode

>

Pie Menu

>

More Tools

Based on your selection, detects its belonging mesh island and isolate it while staying in edit mode. Your selection must belong to one same mesh island.

Location: More Tools > Isolate Mesh Island
Additional shortcut
: ALT+LMB Isolate Final Mesh

New

Isolate Mesh Island

Edit Mode

>

Pie Menu

>

More Tools

Based on your selection, detects its belonging mesh island and isolate it while staying in edit mode. Your selection must belong to one same mesh island.

Location: More Tools > Isolate Mesh Island
Additional shortcut
: ALT+LMB Isolate Final Mesh

New

Isolate Mesh Island

Based on your selection, detects its belonging mesh island and isolate it while staying in edit mode. Your selection must belong to one same mesh island.

Location: More Tools > Isolate Mesh Island
Additional shortcut
: ALT+LMB Isolate Final Mesh

New

Isolate Mesh Island

Edit Mode

>

Pie Menu

>

More Tools

Based on your selection, detects its belonging mesh island and isolate it while staying in edit mode. Your selection must belong to one same mesh island.

Location: More Tools > Isolate Mesh Island
Additional shortcut
: ALT+LMB Isolate Final Mesh

New

Overlapping Vertex Lister

Edit Mode

>

Pie Menu

>

More tools

Based on your selection, lists all vertices sharing the same coordinates across all meshes currently in edit mode. Ideal for selecting a specific vertex in densely populated areas.

Updated

Overlapping Vertex Lister

Edit Mode

>

Pie Menu

>

More tools

Based on your selection, lists all vertices sharing the same coordinates across all meshes currently in edit mode. Ideal for selecting a specific vertex in densely populated areas.

Updated

Overlapping Vertex Lister

Based on your selection, lists all vertices sharing the same coordinates across all meshes currently in edit mode. Ideal for selecting a specific vertex in densely populated areas.

Updated

Overlapping Vertex Lister

Edit Mode

>

Pie Menu

>

More tools

Based on your selection, lists all vertices sharing the same coordinates across all meshes currently in edit mode. Ideal for selecting a specific vertex in densely populated areas.

Updated

Guide Mesh <> Final Mesh Editor Sync Selection Across Multiple Meshes
Sync Selection Across Multiple Meshes

Edit Mode

>

Pie Menu

>

More tools

Similar to Proximity Selection (Multi object) but not automated, this feature detects any vertices, edges, and faces on other meshes that share the same coordinates as your selection.

Guide Mesh <> Final Mesh Editor Sync Selection Across Multiple Meshes
Sync Selection Across Multiple Meshes

Edit Mode

>

Pie Menu

>

More tools

Similar to Proximity Selection (Multi object) but not automated, this feature detects any vertices, edges, and faces on other meshes that share the same coordinates as your selection.

Guide Mesh <> Final Mesh Editor Sync Selection Across Multiple Meshes
Sync Selection Across Multiple Meshes

Similar to Proximity Selection (Multi object) but not automated, this feature detects any vertices, edges, and faces on other meshes that share the same coordinates as your selection.

Guide Mesh <> Final Mesh Editor Sync Selection Across Multiple Meshes
Sync Selection Across Multiple Meshes

Edit Mode

>

Pie Menu

>

More tools

Similar to Proximity Selection (Multi object) but not automated, this feature detects any vertices, edges, and faces on other meshes that share the same coordinates as your selection.

Display

Display

Viewport text callback

Edit Mode

>

3D Viewport

Reminder of the mode are you in, as well as which tools are currently toggled. Visibility, size, color and position can be adjusted via the add-on preferences.

Updated

Viewport text callback

Edit Mode

>

3D Viewport

Reminder of the mode are you in, as well as which tools are currently toggled. Visibility, size, color and position can be adjusted via the add-on preferences.

Updated

Viewport text callback

Reminder of the mode are you in, as well as which tools are currently toggled. Visibility, size, color and position can be adjusted via the add-on preferences.

Updated

Viewport text callback

Edit Mode

>

3D Viewport

Reminder of the mode are you in, as well as which tools are currently toggled. Visibility, size, color and position can be adjusted via the add-on preferences.

Updated

Increase/Decrease Resolution

Object/Edit Mode

>

Pie Menu (bottom)

Increases or decreases the Subdivision modifier level by a value of 1, on both your Guide and Final mesh (make sure to always keep your Final Mesh's modifier one level below your Guide Mesh's).


New

Increase/Decrease Resolution

Object/Edit Mode

>

Pie Menu (bottom)

Increases or decreases the Subdivision modifier level by a value of 1, on both your Guide and Final mesh (make sure to always keep your Final Mesh's modifier one level below your Guide Mesh's).


New

Increase/Decrease Resolution

Increases or decreases the Subdivision modifier level by a value of 1, on both your Guide and Final mesh (make sure to always keep your Final Mesh's modifier one level below your Guide Mesh's).


New

Increase/Decrease Resolution

Object/Edit Mode

>

Pie Menu (bottom)

Increases or decreases the Subdivision modifier level by a value of 1, on both your Guide and Final mesh (make sure to always keep your Final Mesh's modifier one level below your Guide Mesh's).


New

Guide Mesh <> Final Mesh Editor Final Mesh Display
Viewport display settings

Object + Edit Mode

>

Pie Menu (bottom)

Quickly change your Guide Mesh' and Final Mesh viewport display settings.

Caution: Requires Blender's Modifier Tools Addon (free and included in Blender).
Tip: using this will make you save a lot of time, instead of constantly switching back to Object Mode.

Guide Mesh <> Final Mesh Editor Final Mesh Display
Viewport display settings

Object + Edit Mode

>

Pie Menu (bottom)

Quickly change your Guide Mesh' and Final Mesh viewport display settings.

Caution: Requires Blender's Modifier Tools Addon (free and included in Blender).
Tip: using this will make you save a lot of time, instead of constantly switching back to Object Mode.

Guide Mesh <> Final Mesh Editor Final Mesh Display
Viewport display settings

Quickly change your Guide Mesh' and Final Mesh viewport display settings.

Caution: Requires Blender's Modifier Tools Addon (free and included in Blender).
Tip: using this will make you save a lot of time, instead of constantly switching back to Object Mode.

Guide Mesh <> Final Mesh Editor Final Mesh Display
Viewport display settings

Object + Edit Mode

>

Pie Menu (bottom)

Quickly change your Guide Mesh' and Final Mesh viewport display settings.

Caution: Requires Blender's Modifier Tools Addon (free and included in Blender).
Tip: using this will make you save a lot of time, instead of constantly switching back to Object Mode.

OTHER

OTHER

Guide Mesh <> Final Mesh Editor Snap'Adjust Mode
Snap'Adjust

Object Mode

>

Pie Menu

>

Snapping Modes

Open both meshes with some snapping presets, allowing you to adjust one mesh onto another.

Guide Mesh <> Final Mesh Editor Snap'Adjust Mode
Snap'Adjust

Object Mode

>

Pie Menu

>

Snapping Modes

Open both meshes with some snapping presets, allowing you to adjust one mesh onto another.

Guide Mesh <> Final Mesh Editor Snap'Adjust Mode
Snap'Adjust

Open both meshes with some snapping presets, allowing you to adjust one mesh onto another.

Guide Mesh <> Final Mesh Editor Snap'Adjust Mode
Snap'Adjust

Object Mode

>

Pie Menu

>

Snapping Modes

Open both meshes with some snapping presets, allowing you to adjust one mesh onto another.

And more

Object Mode

>

Pie Menu

>

Snapping Modes

  • Select shortcut (Guide Mesh / Final Mesh / Both)

  • Shrinkwrap Adjust (Beta)

  • Select boundary

  • Isolate Mesh Island

  • Backup and bake

And more

Object Mode

>

Pie Menu

>

Snapping Modes

  • Select shortcut (Guide Mesh / Final Mesh / Both)

  • Shrinkwrap Adjust (Beta)

  • Select boundary

  • Isolate Mesh Island

  • Backup and bake

And more
  • Select shortcut (Guide Mesh / Final Mesh / Both)

  • Shrinkwrap Adjust (Beta)

  • Select boundary

  • Isolate Mesh Island

  • Backup and bake

And more

Object Mode

>

Pie Menu

>

Snapping Modes

  • Select shortcut (Guide Mesh / Final Mesh / Both)

  • Shrinkwrap Adjust (Beta)

  • Select boundary

  • Isolate Mesh Island

  • Backup and bake

BUY THE ADDON:

Happy Blending!

©2024 1P2D
Go back to top
©2024 1P2D
BACK TO TOP
©2024 1P2D
Go back to top