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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
Quick Panel Gap (special thanks to Edouart Suzeau)
Manual Setup
Increase/Decrease Subdiv Resolution
Optimize Pair
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
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
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
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
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 (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 (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 (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 (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 (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 (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 (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 (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
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.
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.
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.
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
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.
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.
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.
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
Snap'Adjust
Object Mode
>
Pie Menu
>
Snapping Modes
Open both meshes with some snapping presets, allowing you to adjust one mesh onto another.
Snap'Adjust
Object Mode
>
Pie Menu
>
Snapping Modes
Open both meshes with some snapping presets, allowing you to adjust one mesh onto another.
Snap'Adjust
Open both meshes with some snapping presets, allowing you to adjust one mesh onto another.
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