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Bforartists
5.1
Editors

Header

The header menus of Mesh › Edit Mode.

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Add menu

Edit Mode - Add Menu

In Edit Mode you will see a add menu for some object types. The number of objects that you can add in edit mode is limited to the same object type that you are in edit mode with. You can just add mesh geometry to a mesh geometry. And just curve geometry to curve geometry.

The added objects in edit mode becomes part of the current object geometry. It is one object.

Edit Mode - Add Menu
Edit Mode - Add Menu
Edit Mode - Add Menu
Edit Mode - Add Menu
Edit Mode - Add Menu
Edit Mode - Add Menu
Edit Mode - Add Menu
Edit Mode - Add Menu
Edit Mode - Add Menu
Edit Mode - Add Menu

Last Operator

Last Operator

The last operators are the same than in object mode. Please read the add menu chapter in object mode.

Add menu – Type to Search
Add menu – Type to Search

There is also a hidden search menu where you can search for specific object types in all categories with a key press when the menu is open.

Simply expand the add menu by clicking it, and start to type in the term that you want to find – this will automatically trigger the search.

Edge Menu

Edit Mode - Edge Menu

Edit Mode - Edge Menu
Edit Mode - Edge Menu

Legacy

Legacy

The legacy sub menu contains tools that exists in the tool shelf already. It's the old way to do things. Different to the tools in the tool shelf, these tools are usually modal. And performs once. You have to call them again in case you want to repeat the tool.

Bevel Edges

Bevel Edges

The Bevel Tool adds a bevel to the selected Edges.

Usage: first select the geometry that you want to bevel. Then activate the tool and drag the mouse. You need to drag quite a bit outwards until you see an effect. So don't wonder when the mouse movement seem to do nothing. You can also adjust the amount in the Last Operator Bevel panel afterwards.

In the header you can see further advice. And the current values for the bevel.

Bevel Edges
Last Operator Bevel
Last Operator Bevel
Width type
Width type

Width Type is a drop-down box choose the Amount type for the bevel action.

EntryWhat it does
OffsetAmount is offset of new edges from original.
WidthAmount is width of new face.
DepthAmount is perpendicular distance from original edge to bevel face
PercentControls the Profile shape. 0.5 means round.
AbsoluteAmount is absolute distance along adjacent edge.
Harden NormalsMatch normals to new faces of adjacent faces.
Clamp OverlapDo not allow beveled geometry to overlap each other.
Loop SlidePrefer slide along edge to even widths.
Mark SeamsMark seams along the beveled edges.
Mark SharpMark the beveled edges sharp.
Miter Outer
Miter Outer

How the outer miter is set. Miter is how the bevel rounding at a corner is done.

Sharp

Sharp

Creates a sharp miter.

Patch

Patch

This replaces the outside vertex of a miter with 3 vertices. And uses a patch pattern there.

Arc

Arc

This replaces the vertex of a miter with 2 vertices, joined by an arc. A separate Spread parameter says how far to move the vertices away from their original position.

Miter Inner
Miter Inner

How the inner miter is set. Miter is how the bevel rounding at a corner is done.

Sharp

Sharp

Creates a sharp miter.

Arc

Arc

This replaces the vertex of a miter with 2 vertices, joined by an arc. A separate Spread parameter says how far to move the vertices away from their original position.

Spread

Spread

Belongs to inner miter method Arc. Adjust how strong the inner radius is bent.

Intersection type
Intersection type

The method used to create geometry at intersections.

Face Strength
Face Strength

Wether to set face strength, and which faces to set the strength at.

Profile Type
Profile Type

The profile type.

Superellipse

Uses a mathematically smooth curve for bevel profiles

Custom

Allows manual control of the bevel profile shape via a curve widget.

Presets

Presets

Curve presets.

Navigation elements

EntryWhat it does
Zoom in and outThe two buttons with the magnifying glass at it zooms in and out in the curve window.
Reverse PathReverses the curve path.
Toggle Profile ClippingTurns the profile clipping on or off.

Tools menu

Tools menu
EntryWhat it does
Reset ViewResets the curve windows zoom.
Reset CurveResets the curve to the initial shape.
Curve view
Curve view

Adjust the profile curve.

Left click where no point is adds a new point. Left click at a point allows you to move it.

Holding down Shift while moving a node point activates precision movement.

Holding down ctrl while moving activates temporary snapping.

When a point is selected then the curve view reveals a sub menu at the bottom.

Handler and node position

Handler and node position
Handler and node position

When you select a node, then the handler and node position tools shows below the curve window.

EntryWhat it does
Handle Type Auto HandleSets the handle type of this curve point to smooth.
Handle Type Vector HandleSets the handle type of this curve point to sharp.
Handle Type Free HandleSets the handle type of this curve to Free handles. The curve point has now two handles with which you can adjust the curve before and after the point each.
Handle Type Aligned Free HandleSets the handle type of this curve to Free handles. The curve point has now a handle with which you can adjust the curve.
X Y ValuesThe position of the currently selected curve point
EntryWhat it does
Sample straigt edgesSample edges with vector handles.
Sample even lengthSample edges with even lengths.

Edge Slide

Edge Slide
Edge Slide

Same tool than in the tool shelf. Edge Slide slides the selected edge along the face that it is part of. This is for the edge at a cube into two possible directions.

This tool requires to have at least one edge selected.

Header Values
Header Values
Header Values

The header values shows you the current transformation. But also hints towards a hotkey.

Holding down Alt will allow you to slide the edges behind the limits of the guide edge. Yellow infinite guide lines appears.

Last Operator Edge Slide
Last Operator Edge Slide
Last Operator Edge Slide
EntryWhat it does
FactorFactor is a sliding box Adjust the slide strength numerically. The width of the face is the 0-1 range.
EvenMake the Edge loop match the shape of the adjacent edge loop.
FlippedWhen Even Mode is active, flips between the two adjacent edge loops.
ClampClamp within the edge extend.
Mirror EditingEnables mirror editing.
Correct UV'sCorrect UV's corrects the UV's while editing the geometry.

Loop Cut and Slide

Loop Cut and Slide
Loop Cut and Slide

Loop Cut and Slide adds edge loops to divide faces

When you click once, then this edge gets created. When you click and hold, then you can move this edge to a new location.

Loop cut and Slide ignores selections. It will try to divide the face under the mouse, and continue the loop until it is closed, or until it cannot continue.

Last Operator Loop Cut and Slide

Last Operator Loop Cut and Slide
Last Operator Loop Cut and Slide

Note that all settings here just changes the latest added loop. Not all added loops in the current session.

Number of Cuts

The number of cuts that gets added. It can be more than one loop at once.

Smoothness
Smoothness

This value defines how smooth the loop cut gets added. From flat to bent.

Falloff
Falloff

Adjust the Falloff type for smoothness.

EntryWhat it does
FactorChange the center of the added loop.
EvenMake the edge loop match the shape of the adjacent edge loop
FlippedWhen Even mode is active, flips between the two adjacent edge loops.
ClampClamp within the edge extend.
Mirror EditingEnable mirror editing.
Correct UV'sCorrects the UV's when modifying the geometry.

Offset Edge Slide

Offset Edge Slide

The tool is called Offset Edge Loop Cut in the tool shelf. Slides the selected edge(s).

Usage: select the edges that you want to slide. Click to confirm.

You can adjust the sliding amount in the Last Operator Offset Edge Slide.

Last Operator Offset Edge Slide
Cap Endpoint
Cap Endpoint
Cap Endpoint

Cap Endpoint caps the loose edges.

EntryWhat it does
Edge Slide FactorAdjust the slide amount.
EvenMake the edge loop match the shape of the adjacent edge loop
FlippedWhen Even mode is active, flips between the two adjacent edge loops.
ClampClamp within the edge extend.
Mirror Editing

Enable mirror editing.

Correct UV's

Corrects the UV's when modifying the geometry.

Bridge Edge loops

Bridge Edge loops

The Bridge edge loops tool bridges selected edges, and adds a polygon between them. You need to have at least two edges selected.

Last Operator Bridge Edge loops

Last Operator Bridge Edge loops
Last Operator Bridge Edge loops
Connect Loops
Connect Loops

Choose the method how to deal with bridging multiple loops.

EntryWhat it does
MergeWith merge ticked it will not create a bridge face, but merge the selected edges. · Merge Factor: The merge factor determines at which distance between the selected edges the merge happens. 0.5 is the middle of the selected edges.
TwistThe twist offset for closed loops.
Number of CutsAdds cuts to the bridge face.
Interpolation
Interpolation

Choose the interpolation mode for the cuts.

EntryWhat it does
SmoothnessAdjust the smoothness for the cuts.
Profile FactorAdjust the profile factor for the cuts.
Profile shape
Profile shape

Adjust the profile shape for the cuts.

Subdivide

Subdivide
Subdivide

Subdivide divides the selected edges. It subdivides the involved faces too, and can create new vertices.

A more unknown functionality is that it can also randomize the result with the Fractal slider in the Last operator panel.

Last Operator Subdivide

Last Operator Subdivide
Number of Cuts

The number of cuts defines the amount of subdivisions.

Smoothness
Smoothness

This value defines how smooth the subdivision result is. From flat to bent.

Create N-Gons

Create N-Gons if required. Else subdividing N-Gons creates Tris.

Quad Corner Type
Quad Corner Type

Adjust the corner type.

EntryWhat it does
FractalRandomize the selected vertices.
Along NormalWhen randomized, this value defines how strong the subdivision follows the normals of the initial vertices.
Random SeedRandomizing value for fractal randomizing.

Subdivide Edge ring

Subdivide Edge ring

Subdivides the selected edge ring(s).

Last Operator Subdivide Edge ring
Last Operator Subdivide Edge ring
Last Operator Subdivide Edge ring
EntryWhat it does
Number of CutsAdjust the number of cuts for the subdivision.
InterpolationChoose an interpolation method for the new geometry. Linear ends in an equal division and a flat result. Blend Surface interpolates the surrounding geometry. And can end in a curvy result.
Smoothness
Smoothness

The Smoothness factor for the interpolation.

Profile Factor
Profile Factor

The profile strength.

Profile Shape

A drop-down box where you can define a profile for the generated geometry.

Un-Subdivide

Un-Subdivide

Decimates the geometry by trying to make one quad out of four quads. But can also end in Tris where this is not possible.

Last Operator Un-Subdivide

Iterations
Iterations

Number of iterations. This means how deep the calculation should go. One level of SDS, two levels, three levels, etc.. Down to the point where you cannot decimate any geometry anymore.

Rotate Edge CW

Rotate Edge CW

Rotate Edge rotates the selected edge clockwise.

Rotate Edge CCW

Rotate Edge CCW

Rotate Edge rotates the selected edge counter clockwise.

Last Operator Rotate Selected Edge

Counter Clockwise
Counter Clockwise

Rotate selected edges counter clockwise.

Edge Crease

Edge Crease

When you use a Subdivision Surface Modifier, then you can define the sharpness of selected edges with this tool. Crease edges will be marked colored in edit mode.

You will see a value in the header that indicates the current strength when you activate the tool. Move with the mouse to increase or decrease the value. Or type in a value while you are in this mode. You can also scale into negative range.

Edge Crease

A negative crease value will subtract from the current active crease value in case it exists already from a former crease operation. A Crease value of -1 removes the crease from this edge.

Last Operator Edge Crease

Last Operator Edge Crease
Last Operator Edge Crease
Factor

Adjust the crease factor.

Edge Bevel Weight

Edge Bevel Weight
Edge Bevel Weight

This tool adjusts the edge bevel weight for selected edges when you use the Bevel modifier at the mesh.

You need to have set the limit method to Weight. This way you can achieve a bevel weight for every individual selected edge if you want, and achieve different bevel strengths at the mesh.

You will see a value in the header that indicates the current strength when you activate the tool. Move with the mouse to increase or decrease the value. Or type in a value while you are in this mode. You can also scale into negative range.

Edge Bevel Weight

A negative Edge Bevel Weight value will subtract from the current active crease value in case it exists already from a former crease operation. An Edge Bevel Weight value of -1 removes the weight from this edge.

Last Operator Edge Bevel Weight

Factor
Factor

Adjust the Edge Bevel Weight factor.

Mark Sharp

Mark Sharp

Mark Sharp is a tool that you need for the Edge Split modifier. Marked edges are displayed and rendered as sharp edges.

Mark Sharp

Last Operator Mark Sharp

Last Operator Mark Sharp
Last Operator Mark Sharp
Vertices

Calculate by the selected vertices instead of edges to mark the edges.

Clear Sharp

Clears formerly as sharp marked selected edges.

Last Operator Mark Sharp

Last Operator Mark Sharp
Last Operator Mark Sharp
Vertices

Calculate by the selected vertices instead of edges to mark the edges.

EntryWhat it does
Mark Sharp from VerticesSame as Mark Sharp, but with Vertices already ticked in the Adjust Last Operation panel. The calculation happens from the selected vertices instead of the selected edges.
Clear Sharp from VerticeSame as Clear Sharp, but with Vertices already ticked in the Adjust Last Operation panel. The calculation happens from the selected vertices instead of the selected edges. the selected edges as Freestyle feature edges.

Set Sharpness by Angle

Set edge sharpness based on the angle between neighboring faces.

Last Operator Set Sharpness by Angle

Last Operator Set Sharpness by Angle
Last Operator Set Sharpness by Angle
EntryWhat it does
AngleSets the angle the sharp edges will be defined by. Any edge angle over this angle will be marked.
ExtendAdd new sharp edges without clearing the existing sharp edges.

Mark Freestyle Edge

Mark Freestyle Edge

Freestyle is a comic renderer that is included in Bforartists. Mark Freestyle Edges marks

Clear Freestyle Edge

Freestyle is a comic renderer that is included in Bforartists. Clear Freestyle Edges unmarks the selected edges as Freestyle feature edges.

Face menu

Edit Mode - Faces menu

Edit Mode - Faces menu
Edit Mode - Faces menu

The faces menu is just visible for Mesh objects. It provides tools to work with faces.

Legacy

Legacy

The legacy sub menu contains tools that exists in the tool shelf already.

It's the old way to do things. Different to the tools in the tool shelf, these tools are usually modal. And performs once. You have to call them again in case you want to repeat the tool.

Or, in case of the Bridge Faces tool, is a double to another existing tool. The Bridge Faces tool is nothing else than the Bridge Edge Loops tool from the Edge menu. Just with another name, and working in Face selection mode. We promised to provide the same functionality than Blender. And so we have to provide this tool too.

Inset Faces

Inset Faces

Inset insets edges into the selected faces. Think of it as an extrude inwards the face.

Activate the tool, drag the mouse. But carefully. The control is not the best. You better adjust the amount in the last operator.

Last Operator Inset Faces
Last Operator Inset Faces
Last Operator Inset Faces
Boundary

With Boundary ticked you will get the connect edges in the corners. Without the edges ends straight.

Boundary
EntryWhat it does
Offset EvenScales the offset to give more even thickness.
Offset RelativeScales the offset by surrounding geometry.
Edge RailInset the region along existing edges.
ThicknessThickness adjusts the thickness of the inset geometry.
DepthWith depth you can bevel the inset geometry. It is then not longer co planar to the initial face.
OutsetWith outset ticked the Inset will not extrude inwards but outwards.
Select OuterWith Select Outer the outer ring will be selected after the Inset.
IndividualInset every face individually.
InterpolateBlend Face Data across the inset.

Bridge Faces

The Bridge Faces tool bridges selected faces, and adds polygons between them. You need to have at least two faces selected.

This tool is basically the Bridge Edge Loops tool, just that it operates in Face mode.

Note that this tool just shows when you are in Face Select Mode.

Last Operator Bridge Edge loops
Last Operator Bridge Edge loops
Last Operator Bridge Edge loops
Connect Loops
Connect Loops

Choose the method how to deal with bridging multiple loops.

EntryWhat it does
MergeWith merge ticked it will not create a bridge face, but merge the selected edges. · Merge Factor: The merge factor determines at which distance between the selected edges the merge happens. 0.5 is the middle of the selected edges.
TwistThe twist offset for closed loops.
Number of CutsAdds cuts to the bridge face.
Interpolation
Interpolation

Choose the interpolation mode for the cuts.

EntryWhat it does
SmoothnessAdjust the smoothness for the cuts.
Profile FactorAdjust the profile factor for the cuts.
Profile shape
Profile shape

Adjust the profile shape for the cuts.

Poke Faces

Poke Faces

Splits the selected faces to create a triangulated geometry.

Last Operator Poke Faces

Poke Offset
Poke Offset

Normally the center vertice of the poke operation is planar with the rest. Adjust an offset.

Offset Relative

Scale the offset by surrounding geometry.

Offset Relative
Poke Center
Poke Center

Poke Center is a drop-down box choose what the center of the poke operation should be. You can choose between weighted mean, mean and bounds.

Triangulate Faces

Triangulate Faces

Triangulate Faces triangulates the faces of the selected geometry.

Last Operator Triangulate Faces

Quad Method
Quad Method

Choose how quads should be triangulated.

Shortest diagonal

Splits the quads based on their distance between vertices.

Fixed Alternate
Fixed Alternate

Splits the quads on the second and fourth vertice.

EntryWhat it does
FixedSplits the quads on the first and third vertice.
BeautyTries to optimize the triangulation.
Polygon Method
Polygon Method

Choose how N-Gons should be triangulated.

EntryWhat it does
ClipSplits the polygons with an ear clipping algorithm.
BeautyTries to optimize the triangulation.

Triangles to Quads

Triangles to Quads

Tris to quads tries to convert triangulated geometry back to a quad geometry by removing the edges inside of the quads.

Last Operator Tris to Quads

Max Face Angle
Max Face Angle

Adjust the threshold to adjacent triangles.

EntryWhat it does
Max Shape AngleAdjust the shape angle limit.
Topology influenceHow much to priorize regular grids of qads as well as quads that touch existing quads.
Compare UV'sTakes the UV patches for the calculation into account. Border geometry will not be calculated.
Compare Color attributesTakes the Vertex colors for the calculation into account. Border geometry will not be calculated.
Compare SeamTakes the Vertex colors for the calculation into account. Border geometry will not be calculated.
Compare SharpTakes the as sharp marked edges for the calculation into account. Border geometry will not be calculated.
Compare MaterialsTakes the Materials colors for the calculation into account. Border geometry will not be calculated.
Deselect JoinedOnly select remaining triangles that were not merged.

Solidify Faces

Solidify Faces

Gives the selected faces a thickness, and makes it solid.

Solidify Faces

There is also a Solidify modifier available.

Last Operator Solidify

Thickness

Adjust the thickness. You can scale also into the negative range.

Wire Frame

Wire Frame

Wire frame grabs the edges of the faces and turns them into tubes.

Last Operator Wire Frame

Boundary

Boundary

Inset Face Boundaries.

EntryWhat it does
Offset EvenScales the offset to give more even thickness.
Offset RelativeScales the offset by surrounding geometry.
ReplaceRemoves the source geometry.
ThicknessAdjust he thickness of the tubes.
OffsetAdjust the offset of the tubes.
CreaseCrease adds close edges so that you have sharp corners when you use Subdivision Surface.
Crease WeightAdjust the crease weight.

Fill

Fill

Fill closes holes in the selected mesh geometry, and triangulates the faces.

Last Operator Fill

Beauty
Beauty

Uses the best possible triangulation.

Grid Fill

Grid Fill

Grid Fill allows you to fill two edge loops with quad geometry that follows the surrounding geometry.

Usage: select two opposite edge loops. Then perform the tool.

Last Operator Grid Fill

Span
Span

Number of sides.

EntryWhat it does
OffsetDefine an offset
Simple BlendingUses a simple interpolation. Faster but less accurate.

Beautify Faces

Beautify Faces

Beautify faces tries to optimize triangulation.

Last Operator Beautify Faces

Last Operator Beautify Faces
Last Operator Beautify Faces
Max Angle

Set an angle limit.

Intersect (Knife)

Intersect (Knife)

Intersect creates edges where geometry intersects.

This operation happens in Edit mode, and so all parts must be in the same mesh.

Last Operator Intersect

Source
Source
EntryWhat it does
Selected/Unselectedworks between the selected and unselected geometry.
Self Intersectworks on the overlapping geometry of the mesh.
Separate Mode
EntryWhat it does
AllSplits the geometry at the new edge.
Cutkeeps each side of the intersection separate without splitting the faces in half.
MergeMerge all geometry from the intersection. Merge merges all the geometry from the intersection.
Solver
Float
Float

Merge Threshold

Adjust the merge threshold. Increase it when some geometry is not calculated. But keep it small for fast calculation.

Exact

Slower solver with best result for coplanar faces.

Intersect ( Boolean )

Intersect ( Boolean )
Intersect ( Boolean )

Intersect (Boolean) performs a Boolean operation between the selected and unselected mesh parts.

This operation happens in Edit mode, and so all parts must be in the same mesh.

Last Operator Intersect (Boolean)

Boolean Operation
Boolean Operation
Boolean Operation

Choose the Boolean method.

Intersect
Intersect

Subtracts the source geometry from the target geometry.

Union
Union

Unions the source geometry with the target geometry. Geometry inside the source and target geometry gets removed.

Difference
Difference

Removes all geometry but the overlapping geometry.

Solver
EntryWhat it does
FloatSwap: Inverts source and target geometry. · Self intersection: Enable self union / self intersection. · Merge Threshold: Adjust the tolerance for the Boolean operation. Increase it when some geometry is not calculated. But keep it small for fast calculation.
ExactSwap: Inverts source and target geometry. · Self intersection: Enable self union / self intersection.

Weld Edges into Faces

Weld Edges into Faces
Weld Edges into Faces

This tool incorporates loose wire edges into selected faces.

You need a loose edge geometry to get it to work. By converting a curve to a Mesh geometry for example. You need to join the edge into the mesh where you want to use it. The operation happens in Edit mode.

In edit mode select the edge and the face where you want it to join. And then perform the tool.

Face Data

Face Data

Rotate Colors

Rotate Colors

Rotates the vertex colors for the selected geometry. This tool requires to have vertex colors painted at the mesh.

Note that there is no way to display vertex colors in Edit mode. So you need to switch to Vertex paint mode to see the result.

Last Operator Rotate Colors
Last Operator Rotate Colors
Last Operator Rotate Colors
Counter Clockwise

The tool rotates clockwise by default. With this option ticked the rotation happens counter clockwise.

Reverse Colors

Reverse Colors

Reverses the vertex colors.

Note that there is no way to display vertex colors in Edit mode. So you need to switch to Vertex paint mode to see the result.

Rotate UV's

Rotate UV's

Rotates the UV space for the selected geometry by 90 degrees. This tool requires to have a working UV mapping.

Last Operator Rotate UV's
Last Operator Rotate UV's
Last Operator Rotate UV's

The tool rotates clockwise by default. With this option ticked the rotation happens counter clockwise.

EntryWhat it does
Flip Quad TesselationFlips the tesselation of the selected quads.
Reverse UV'sReverses the UV Space for the selected geometry. This tool requires to have a working UV mapping.
Mark Freestyle FaceMark selected Faces for exclusion from Freestyle Feature edge detection. Freestyle is a cartoon renderer that is also included in Bforartists.
Clear Freestyle FaceUnmark selected Faces for exclusion from Freestyle Feature edge detection. Freestyle is a cartoon renderer that is also included in Bforartists.

Mesh menu

Edit Mode - Mesh Menu

Edit Mode - Mesh Menu
Edit Mode - Mesh Menu

The Mesh Menu in Edit Mode contains the tools to manipulate the mesh geometry in Edit mode. It just exists for Mesh Objects.

Lots of functionality that could also belong here can also be found in the Tool Shelf. The difference is that the tools in the tool shelf are easier to access. And so it contains the most used tools for the daily work. While the Mesh menu contains the not so often used tools. Or tools where you use the hotkey anyway. Delete for example.

Legacy

Legacy

The legacy sub menu contains tools that exists in the tool shelf already. It's the old way to do things. Different to the tools in the tool shelf, these tools are usually modal. And performs once. You have to call them again in case you want to repeat the tool.

Bisect

Bisect

Bisect cuts geometry along a plane. This description is a bit misleading though. You simply cut through the whole geometry by defining a line. And the cut goes through the geometry from the current view.

Bisect

When you have set your cut and release the mouse then you reveal a widget with which you can move and rotate the cut. Clicking at the arrow and drag moves the cut. Clicking at the circle and drag rotates the cut.

Last Operator Bisect

Last Operator Bisect
EntryWhat it does
Plane Point X , Y , ZDefines the start point of the Bisect cut.
Plane Normal X , Y , ZThe direction in which the bisect points.
FillFills the cut.
Clear InnerRemoves the inner part of the face to cut.
Clear OuterRemoves the outer part of the face to cut.
Axis thresholdAxis threshold.

Knife tool

Knife tool

The Knife tool cuts the geometry, and adds edges. When it crosses existing geometry then it adds a vertice at the crossing point.

Usage: activate the tool, left click to define the starting point. This can also be a point in the middle of a face. But ideally you choose an existing vertice or an edge as the start and endpoints. The knife tool tries to snap to them when you get close with the mouse cursor.

When done press Enter or Spacebar to confirm. Right click abandons the operation.

When you create a vertice in the middle of a face, then the knife tool will try to connect this vertice by an existing vertice of this face when you confirm with spacebar.

Hotkey functionality in the footer text
Hotkey functionality in the footer text

Have a look at the footer when you work with this tool. Here you will find further instructions and hotkeys.

Enter, Pad Enter, Spacebar - confirm

Esc key, RMB - cancel the operation

LMB start the cut

Double LMB - close the cut

E - create new cut

Ctrl or Shift while dragging - Snap to the middle of an edge

Z - cut through the whole geometry, also the backfaces.

MMB - pan the view.

Alt MMB - rotate the view.

Transform

Transform

To Sphere

Shapes a selection of objects into the shape of a sphere. The calculation happens with the object origins.

In Object mode this tools requires to have more than one object selected.

Usage

Usage

Select the vertices, activate the tool, then drag the mouse in the 3D viewport. In the header you will read the current factor then. Which tells you how close you are towards the sphere shape.

Usage

Last Operator To Sphere

Last Operator To Sphere
Last Operator To Sphere
EntryWhat it does
FactorThe factor to transform the selection into a shape form.
Mirror EditingEnable mirror editing.
Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

To Circle

Transforms selected vertices into a circular arrangement.
Useful for reshaping loops, aligning geometry, or creating radial structures with precision.

Usage

Usage

Select the loop of mesh geometry, activate the tool. In the Last Operator panel, you can then adjust properties after the operation.

Last Operator To Sphere

Last Operator To Sphere
Last Operator To Sphere
EntryWhat it does
FactorControls the strength of the circular transformation. – 1.000: full circle. – < 1.000: partial influence, blending with original shape.
MethodDefines how the circle is calculated: – Best Fit: fits a circle to the selection using least-squares approximation. – Interior Fit: Moves vertices inward toward the center of the selection.
RotationApplies a rotational offset to the resulting circle.
RadiusSets a fixed radius for the circle.
Space EvenlyDistributes vertices evenly along the circle’s perimeter. – Enabled: uniform spacing. – Disabled: preserves original spacing.
FlattenControls how much the selection is flattened onto a plane before circularization. – 1.000: full flattening. – 0.000: preserves original depth variation.
Lock Axis (X, Y, Z)Constrains transformation to specific axes. Useful for maintaining symmetry or aligning with existing geometry.

Shear

Shear shears the selection.

In Object mode this tools requires to have more than one object selected.

The shear tool works along a imaginary 2d plane. The shear axis controls if the items are sheared along the x or the y axes of this plane. This is the plane along which the transformation happens. You can shear along the x or the y axis of this plane.

To make things even more complicated, the orientation of this imaginary plane is defined by the Axis and Axis Ortho items below.

Last Operator Shear

Last Operator Shear
Offset

Adjust an offset.

Axis
Axis

Defines one axis of the imaginary shear axis plane.

Axis Ortho
Axis Ortho

Defines the other axis of the imaginary shear axis plane.

Orientation
Orientation

Choose the orientation for the shear action.

Mirror Editing

Enable mirror editing.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Bend

Bends the selection.

Push/Pull

It pushes or pulls the object positions relative to the center of the selection.

In Object mode this tool requires to have more than one object selected.

Last Operator Push/Pull

Last Operator Push/Pull
EntryWhat it does
DistanceAdjust the distance of influence of the tool.
Mirror EditingEnable mirror editing.
Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Warp

Warp

Warps a mesh selection between two defined points.

Last operator Warp

EntryWhat it does
Warp AngleThe strength of the warp effect
Offset AngleAn offset angle to bend side wards.
Min
Min

The start point.

Max

The end point.

Randomize

This tool allows randomizes the positions of the selected vertices.

Last Operator Randomize

Last Operator Randomize
EntryWhat it does
AmountAdjust the amount.
UniformThe uniform offset distance.
NormalAlign the offset direction to the normals.
Random SeedThe seed value for randomization.

Shrink/Fatten

Shrink/Fatten scales the selected geometry along its normals. Transform orientation and Pivot point gets ignored.

A positive value pushes the vertices outwards. A negative value pushes the vertices inwards.

Last Operator Shrink/Fatten

Last Operator Shrink/Fatten

The Last Operator Shrink/Fatten panel gives you tools to adjust the Shrink/Fatten operation. Here you have numeric input for the strength and a few more options.

EntryWhat it does
OffsetOffset is the strength of the offset for Shrink/Fatten.
Offset EvenOffset Even scales the selection to give more thickness in even areas.
Mirror EditingEnable mirror editing.
Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Skin Resize

Skin Resize

This tool requires to have a skin modifier at the mesh. It scales the thickness of the skin.

While the operation you will see in the header the strength value for the skin.

Skin Resize

Last Operator Skin Resize

Vector
Vector

Adjust the position values for the three values.

Scale X, Y, Z

Limit the position relative to the source object.

Orientation
Orientation

Orientation is a drop-down box choose the type of orientation for the mirroring action.

Mirror Editing

Enable mirror editing.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Move Texture Space

Move Texture Space
Move Texture Space

This tool relies at the move tool. With the difference that it moves the texture space instead of the object. It has also a very special use case, and just works with a material with a Texture Coordinate / Generated node. And requires to have the shading at Material or Rendered to see a result in the viewport.

Move Texture Space

In the viewport you will see the UV cage in black color. In the header you will see the values for the current position of the UV cage.

Note that once done and applied, there is no way to reset the UV cage back to zero. When you repeat the operation, then the values will start at 0 again. Even when the UV cage is already offset.

Move Texture Space

Last Operator Move

Last Operator Move
Move

Adjust in which directions you want to transform.

Orientation
Orientation

Choose the orientation.

Mirror Editing

Enable mirror editing.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Scale Texture Space

Scale Texture Space

Scale Texture space is similar to the Move texture Space. With the only difference that it scales the UV space instead of moving it.

Scale Texture Space

This tool relies at the scale tool. With the difference that it scales the texture space instead of the object. It has also a very special use case, and just works with a material with a Texture Coordinate / Generated node. And requires to have the shading at Material or Rendered to see a result in the viewport.

Scale Texture Space

In the viewport you will see the UV cage in black color. In the header you will see the values for the current position of the UV cage.

Note that once done and applied, there is no way to reset the UV cage back to zero. When you repeat the operation, then the values will start at 0 again. Even when the UV cage is already offset.

Scale Texture Space

Last Operator Resize

Last Operator Resize
Scale

Adjust in which directions you want to transform.

Orientation
Orientation

Choose the orientation.

Mirror Editing

Enable mirror editing.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Set Dimensions

Set Dimensions

Edit Mode Only!

Normally all scale operations in Bforartists are relative to the current selection and dimensions. And you always start with a relative value of 1.

Set dimensions allows to scale mesh selections in absolute world values. No matter how the initial values are. The new values gets set in the Last Operator.

Set dimensions is an add-on. You can turn it off in the add-ons section of the user preferences when you want.

Last Operator Set Dimensions

New Dimensions
New Dimensions

When you activate the tool then you will see the world coordinates of the selection. Change the values to other world coordinates.

Mirror

Mirror

Mirror mirrors the selected geometry along the defined axis.

Interactive Mirror

Mirror by hotkeys. You activate the tool, type in x for x global for example, or x x for x local. And the selection gets mirrored

X Global, Y Global etc.

X Global, Y Global etc.
X Global, Y Global etc.

Mirrors the selection around the chosen axis.

Last Operator Mirror

The Last Operator Mirror panel gives you tools to adjust the mirror action.

Orientation
Orientation

Orientation is a drop-down box choose the type of orientation for the mirroring action.

Constraint Axis

Constraint Axis gives you again the possibility to define the mirror axis. You can choose more than one axis here.

Mirror Vertex Group

This tool requires to have a vertex group assigned. It mirrors the selected vertex group.

This tool works only with a perfectly symmetrical mesh along the local X axis. Vertices that have no corresponding vertex on the other side will not be affected.

Last Operator Mirror Vertex Group

Last Operator Mirror Vertex Group
Last Operator Mirror Vertex Group
EntryWhat it does
Mirror WeightsMirrors the Weight Painting informations from the symmetrical counterpart. When both are selected it will become a group and weight information exchange. If only one is selected, then the information from the unselected vertice will go to the selected vertice.
Flip Group NamesFlip selected group names. This works with vertex groups with symmetrical name conventions. Like .L , .R, right, left.
All GroupsPass information to all groups instead of the active one.
Topology MirrorUse topology based mirroring.

Snap

Snap

Choose several methods to snap one element to another. The menu items should be self explaining.

Last operator Snap Selection to Cursor

Last operator Snap Selection to Cursor
Last operator Snap Selection to Cursor
EntryWhat it does
OffsetKeep the offset of the selected objects to each other.
RotationRotate the selection to match cursor.

Single Operators

Duplicate

Duplicates the current selection.

When you duplicate a selection, then it sticks to the mouse until you left click. And moves around. A right click repositions the duplicated geometry at its original location.

Last Operator Duplicate

Mode
Mode

Not to find out. No tool tip, no entry in the Blender manual. Good Job Blender Developers.

Move X, Y, Z

Adjust the position.

Orientation
Orientation

Orientation is a drop-down box choose the type of orientation for the mirroring action.

Mirror Editing

Enable Mirror Editing.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Extrude

Extrude
Extrude

Extrude is a sub menu with several extrude methods. The contend is dependent of the mesh select mode.

Extrude
Extrude

Note that the tool shelf also contains extrude functionality. And a few methods here are a double. These are marked as legacy here in the manual.

Extrude Vertices

Extrudes out the selected vertices by moving the mouse.

Last Operator Extrude Only Vertices and Move
Last Operator Extrude Only Vertices and Move
Last Operator Extrude Only Vertices and Move
Move X Y Z

The coordinates for the extruded geometry.

Orientation
Orientation

Choose the type of orientation, in which coordinate system the action should happen.

Mirror Editing

Enable Mirror Editing.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Extrude Edges

Extrudes out the selected edges by moving the mouse.

Last Operator Extrude Only Edges and Move
Last Operator Extrude Only Edges and Move
Last Operator Extrude Only Edges and Move
EntryWhat it does
Flip NormalsFlip the normals at the involved faces.
Move X Y ZThe coordinates for the extruded geometry.
Orientation
Orientation

Choose the type of orientation, in which coordinate system the action should happen.

Mirror Editing

Enable Mirror Editing.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Extrude Faces (Legacy)

Extrude the selected faces along their normals. This functionality is part of the Extrude Region tool in the tool shelf.

Last Operator Extrude Region and Move
Last Operator Extrude Region and Move
Last Operator Extrude Region and Move
EntryWhat it does
Flip NormalsFlips the normals of the extruded faces.
Dissolve Orthogonal EdgesDissolves orthogonal edges at extrusion.
Move X, Y ZThe position. Attention, the actual world orientation and rotation does not matter here. It always starts with a value of zero, and moves relative to this zero then. For the actual location values have a look in the sidebar in the transform panel.
Orientation
Orientation

The extrusion can have different orientations. The menu items should be self explaining.

Mirror Editing

Enable Mirror Editing.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Extrude Faces along Normals (Legacy)

In the toolshelf it's the Extrude Along Normals tool. Extrudes the selection along local normals. You won't see a widget here. Simply drag.

The method works the same in all Mesh select modes. Vertice, Edge and Face Mode.

Last Operator Extrude Region and Shrink/Fatten
Last Operator Extrude Region and Shrink/Fatten
Last Operator Extrude Region and Shrink/Fatten
EntryWhat it does
Flip NormalsFlips the normals of the extruded faces.
Dissolve Orthogonal EdgesDissolves orthogonal edges at extrusion.
OffsetThe current extrude amount.
Offset EvenScales the offset to give more even thickness. Without this checked the farer away faces will have a bigger extrude amount.
Mirror EditingEnable Mirror Editing.
Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Extrude Individual Faces ( Legacy)

In the tool shelf the tool is called Extrude Individual. Extrudes the selection along local normals of each individual face. You won't see a widget here. Simply drag.

The method works the same in all Mesh select modes. Vertice, Edge and Face Mode.

Last Operator Extrude Individual Faces and Move
Last Operator Extrude Individual Faces and Move
Last Operator Extrude Individual Faces and Move
EntryWhat it does
OffsetThe current extrude amount.
Mirror EditingEnable Mirror Editing.
Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Extrude Manifold (Legacy)

The same tool exists in the tool shelf. Extrude, dissolve Edges whose faces form a flat surface, and intersect new edges.

The method works the same in all Mesh select modes. Vertice, Edge and Face Mode.

Last Operator Extrude Manifold
Last Operator Extrude Manifold
Last Operator Extrude Manifold
EntryWhat it does
Flip NormalsFlips the normals of the extruded faces.
Dissolve Orthogonal EdgesDissolve edges that are at the same straight surface.
Move X, Y ZThe position. Attention, the actual world orientation and rotation does not matter here. It always starts with a value of zero, and moves relative to this zero then. For the actual location values have a look in the sidebar in the transform panel.
Orientation
Orientation

The widget can have different orientations. The menu items should be self explaining.

Mirror Editing

Enable Mirror Editing.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Extrude Repeat

All modes. Extrudes into the Z depth of the viewport, and repeats the extrusion by the adjusted amount. You have to adjust the extrusion afterwards.

Last Operator Extrude Repeat
Last Operator Extrude Repeat
Last Operator Extrude Repeat
Steps

How much repetitions.

Offset X / Y / Z

The offset in the x y and z direction.

Scale Offset

The scale factor of the extruded element.

Spin

All modes. Extrudes in a curve form.

Last Operator Spin
Last Operator Spin
EntryWhat it does
StepsHow much segments.
Use DuplicatesCreates not connected geometry. In Vertex mode single vertices for example. Auto Merge and Flip Normals will not be available with duplicates.
AngleThe angle to extrude.
Auto MergeMerge first and last element when the extrude is a full circle.
Flip NormalsFlip the normals of the extruded geometry.
Center X / Y / ZThe center point of the spin circle.
AxisAxis in global View space. The values goes from -1 to 1.

Merge

Merge
Merge

Merges the geometry.

At Center, At Cursor, Collapse, At First, At Last

Merges the geometry with the given methods.

The methods At First and At Last just shows when you have vertices selected, and there is at least one first vertice and one last vertice to merge at. So minimum two. But you can have more than one vertices selected.

Last Operator Merge

Last Operator Merge
EntryWhat it does
TypeChoose the merge method again.
UV'sMove the UV's according to the merge.

By Distance

Merge the vertices by their distance to each other. This tool is meant to remove double vertices at the same location.

Last Operator Merge by Distance

Last Operator Merge by Distance
Last Operator Merge by Distance
EntryWhat it does
Merge DistanceAdjust the distance below which the vertices gets merged. Merge selected vertices to unselected vertices.
UnselectedMerge unselected geometry.
Sharp EdgesCalculate sharp edges using available normal custom data.

Split

Split

Selection

Selection

Split splits the edges between the selected vertices. It creates two edges out of one. And splits the edge by that.

The mode doesn't matter. There will always the edges be splitted.

Faces by Edges / Faces by Edges by Vertices

Splits selected edges so that each neighbor face gets its own copy. You have two methods here.

Last Operator Edge Split

Last Operator Edge Split
Last Operator Edge Split
Type

Choose the method again.

Separate

Separate

Separate separates the selected geometry, and creates a new object. The geometry becomes uneditable, since it is now a new object. You will have to leave the Edit mode, select the new object, and re-enter Edit mode when you want to edit it.

EntryWhat it does
SelectionSelection separates the current selection.
By MaterialBy Material separates all geometry that has the same material than the current selection.
By Loose PartsBy Loose parts separates all geometry that is connected by edges to the current selection.

Knife Project

Knife Project uses an object as a knife to cut edges into a mesh.

Usage: Create a cube. Create a circle. Move the circle in front of the cube so that the geometry does not overlap the cube geometry. Enter Edit Mode with the cube. In the outliner hold down Shift, and select the circle. Note that you can select the circle in the 3d view with holding down Ctrl.
Now that both objects are selected, go into front view, or whatever view you want. Just make sure that in the view the circle covers a part of the cube. Projection of the cut happens from the current view. Click the Knife Project tool.

Knife ProjectKnife ProjectKnife ProjectKnife Project

Last Operator Knife Project

Last Operator Knife Project
Last Operator Knife Project
Cut through

The cut goes through the whole object when the Cut through checkbox is ticked.

Cut through

Convex Hull

Convex Hull

Creates a convex hull around the outside of selected vertices. The old faces and inlaying vertices gets removed.

Last Operator Convex Hull

Delete Unused

Removes vertices that are not part of the convex geometry.

Use existing Faces
Use existing Faces

Use existing input faces that lies on the hull where possible. This option allows to have N-Gons in the convex hull.

EntryWhat it does
Make HolesDeletes edges and faces in the hull that were part of the input. This allows to delete faces between the existing mesh and the convex hull.
Join TrianglesJoins adjacent triangles into quads.
Max Face AngleMax Face Angle belongs to the Join Triangles setting. Set the maximum face angle.
Max Shape AngleMax Face Angle belongs to the Join Triangles setting. Set the maximum shape angle.
Topology influenceHow much to priorize regular grids of quads as well as quads that touch existing quads.
Compare UV'sTakes existing UV patches for the calculation into account.
Compare Color AttributesTakes existing color attributes for the calculation into account.
Compare SeamTakes existing seams for the calculation into account.
Compare SharpTakes existing sharp edges for the calculation into account.
Compare MaterialsTakes existing materials for the calculation into account.
Deselect joinedOnly select remaining triangles that were not merged.

Symmetrize

Symmetrize

The Symmetrize tool mirrors the selected geometry symmetrical along a world axis.

Last Operator Symmetrize

Last Operator Symmetrize
Direction
Direction

Direction is a drop down box define the mirroring direction.

Threshold

Adjust a distance after which the mirroring should happen, relative to the mirror axis. 0 means it mirrors the geometry directly at the axis.

Snap to Symmetry

Tries to snap the selected vertices symmetrical along the chosen world orientation.

Last Operator Snap to Symmetry

Last Operator Snap to Symmetry
Last Operator Snap to Symmetry
EntryWhat it does
DirectionThe calculation direction.
ThresholdThe threshold defines the radius in which matching vertices gets located. When you get a warning that snapping failed try increasing the threshold value.
FactorThe snapping factor. Blend mirrored locations from one side to the other. 0.5 is blending both sides equal.
CenterSnap vertices in the center axis to zero.

Normals

Normals

This menu contains functionality about dealing with normals. Normals influences the shading and the direction of a face. They can point inwards or outwards. And edges can be split. So that two adjacent faces have a sharp edge.

You can activate the display of normals in the Overlays panel in Edit mode.

Normals

Recalculate Outside

Recalculates the normals of the selected geometry so that everything points outwards.

Recalculate Inside

Recalculates the normals of the selected geometry so that everything points inwards.

Last Operator Recalc Outside

Last Operator Recalc Outside
Last Operator Recalc Outside
Inside

Inside recalculates the normals of the selected geometry so that everything points inwards.

Flip

Flips the direction of the normals of the selected geometry.

Last Operator Flip Normals

Last Operator Flip Normals
Last Operator Flip Normals
Custom Normals only

Only flip the custom loop normals of the selected elements.

Set from Faces

Sets the vertex normals from the selected faces. This tool requires to have Auto smooth activated!

Last Operator Set Normals from Faces

Last Operator Set Normals from Faces
Last Operator Set Normals from Faces
Keep Sharp Edges

Don’t set sharp edges to faces.

Rotate

Rotate the normals of the selected vertices manually.

Last Operator Rotate Normals

Last Operator Rotate Normals
Last Operator Rotate Normals
EntryWhat it does
AngleThe angle of the selected normal(s).
AxisThe axis to rotate around.
Orientation
Orientation

Choose the type of orientation, in which coordinate system the action should happen.

Mirror Editing

Enable mirror editing.

Point Normals to Target

All vertex normals will point to a specific target. This target can be chosen from hotkeys. They show in the header.

Point Normals to Target
Point Normals to Target

Pressing R for Reset will reset the normals to where they were before the operation.

Last Operator Point Normals to Target

Last Operator Point Normals to Target
Last Operator Point Normals to Target
EntryWhat it does
InvertThe normal directions are reversed from what is specified.
AlignAll normals will point in the same direction.
TargetThe target position.
SpherizeEach normal will be interpolated between its original value and the direction to the target.
EntryWhat it does
MergeMerge all of the normals at selected vertices, making one average normal for all of the faces.
SplitSplit the normals at all selected vertices so that there are separate normals for each face, pointing in the same direction as those faces.

Average

Average

Average all of the normals in each fan of faces between sharp edges at a vertex.

EntryWhat it does
Custom NormalTake the average of vertices normals.
Face AreaSet all vertices normals by face area.

Corner Angle

Set all vertices by corner angle.

Last Operator Average Normals
Last Operator Average Normals
Last Operator Average Normals
Type

Choose the average type again.

EntryWhat it does
WeighJust for custom normals method. Weight applied by face.
ThresholdJust for custom normals method. Threshold value for different weights to be considered as equal.

Copy Vectors

Copies the normals of a single selected vertice.

Paste Vectors

Paste Vectors

Pastes the normals from a formerly copied selected vertice to the currently selected vertice.

Last Operator Normals Vector Tools

Absolute Coordinates

When you paste normals then they get pasted relative to the current orientation of the selected vertice. With absolute coordinates the normals gets pasted in world coordinates.

Smooth Vectors

Smooth custom normals towards the adjacent vertex normals.

Last Operator Smooth Normals Vectors

Last Operator Smooth Normals Vectors
Last Operator Smooth Normals Vectors
Factor

Adjust how strong the smoothen should be.

EntryWhat it does
Reset VectorsResets the normal of the selected element(s).
Select by Face StrengthFace strength gets used by the Weighted Normals modifier. See Face Influence checkbox. Select faces with either weak or medium or strong face strength.

Set Face Strength

Face strength gets used by the Weighted Normals modifier. See Face Influence checkbox.

Set selected faces to either a weak, a medium or a strong face strength.

Last Operator Face Normal Strength

Last Operator Face Normal Strength
Last Operator Face Normal Strength
Set Value

Unticked it selects by face strength by weak, medium or high. Ticked it sets the face strength to weak, medium or high.

Face Strength

Resets the normal of the selected element(s).

Shading

Shading

Sets the shading of the selected elements to either smooth or flat.

Shading is under the hood a normals operation.

EntryWhat it does
Shade smoothDisplay shading smooth.
Shade FlatDisplay shading flat.

Smooth Edges

Clear as sharp marked edges and set them to smooth.

Last Operator Clear Sharp

Last Operator Clear Sharp
Last Operator Clear Sharp
Vertices

Consider vertices instead of edges to select which edges to set to smooth.

Sharp Edges

Mark selected edges as sharp.

Last Operator Mark Sharp

Last Operator Mark Sharp
Last Operator Mark Sharp
Vertices

Consider vertices instead of edges to select which edges to set to sharp.

Smooth Vertices

Clear as sharp marked edges and set them to smooth. But the calculation happens from the selected vertices instead of the edges.

Last Operator Clear Sharp from Vertices

Last Operator Clear Sharp from Vertices
Last Operator Clear Sharp from Vertices
Vertices

Consider vertices instead of edges to select which edges to set to sharp.

Sharp Vertices

Mark selected edges as sharp. But the calculation happens from the selected vertices instead of the edges.

Last Operator Mark Sharp from Vertices

Last Operator Mark Sharp from Vertices
Last Operator Mark Sharp from Vertices
Vertices

Consider vertices instead of edges to select which edges to set to sharp.

Weights

Weights

The Weights menu contains Weight tools. Those tools are meant to modify the weight mapping. At characters for example. The Weight Tools requires Vertex Groups to work with. Such Vertex groups gets created when you do weight painting at a character for example. Here is defined what bone is connected to what vertice.

In Edit Mode the weight mapping doesn't show. Here you work with the Vertex Groups.

In Weight paint mode the weight painting shows with colors. Here you usually paint the weighting.

This menu items also exists in Weight Paint mode.

Legacy sub menu

Legacy sub menu
Legacy sub menu

Contains legacy menu items. They can currently not be activated.

Normalize All

Normalize All

While weight painting it can happen that a vertice gets several weightings assigned. Normalize all normalizes the weight of all Vertex groups so that the values for the single vertices in the sum is 1.

Last Operator Normalize all

Subset
Subset

Subset is a drop-down menu choose the Subset method.

Lock Active

Keep the values of the active group while normalizing others.

Normalize

Normalize normalizes the weight of the current selected Vertex group so that the values for the single vertices in the sum is 1. Means when there is influence from other groups, then those values are kept, but the one for the current group gets lowered so that the sum is 1.

The Last Operator Normalize panel has no adjustable settings.

Mirror

Mirror Vertex Group mirrors Vertex Groups and flips weights and/or names. It only edits selected Vertices. It flips when both sides are selected. Otherwise it copies from Unselected.

Last Operator Mirror Vertex Group

Last Operator Mirror Vertex Group
Last Operator Mirror Vertex Group
EntryWhat it does
Mirror WeightsWith Mirror Weights ticked it mirrors the weights.
Flip Group NamesWith Flip Group Names ticked it flips the Group names.
All GroupsMirrors all Vertex Groups
Topology MirrorUses topology based mirroring. This requires matching mirrored topology.

Invert

Invert inverts the weight painting for the selected vertex group.

Last Operator Invert Vertex Group

Last Operator Invert Vertex Group
Last Operator Invert Vertex Group
Subset

Subset is a drop-down menu choose the Subset method.

Add Weights
Add Weights

Add Vertices from Groups that have zero Weighting before inverting.

Remove Weights

Remove Vertices from Groups that have zero weight after inverting.

Clean

Removes Vertex group assignments that are not required from the active vertex group.

Last Operator Clean Vertex Group

Last Operator Clean Vertex Group
Last Operator Clean Vertex Group
Subset
Subset

Subset is a drop-down menu choose the Subset method.

EntryWhat it does
LimitRemove weights that are below or equal to the limit value.
Keep SingleKeep Vertices assigned to at least one vertex group when cleaning.

Quantize

Quantize

Quantize quantizes the weight paint values. It starts with 4 steps. With a step of 1 you have a single vertex color, no matter how you have painted it before.

Last Operator Quantize

Last Operator Quantize
EntryWhat it does
SubsetSubset is a drop-down menu choose the Subset method.
StepsHere you adjust in how many steps the weight paint colors should be divided.

Levels

Levels

Adds some offset to the Weight paint, and multiplys it with some gain.

Last Operator Vertex Group Levels

Subset

Subset is a drop-down menu choose the Subset method.

Offset
Offset

Here you adjust the offset.

Gain

Here you adjust the gain.

Smooth

Smooth

Smooths the weight for selected vertices.

Last Operator Smooth Vertex Weights

Subset
Subset

Subset is a drop-down menu choose the Subset method.

EntryWhat it does
FactorHere you adjust the factor.
IterationsHere you adjust how many iterations you use.
Expand/ContractExpand or contract the weights.

Limit Total

Limit number of Weights per vertex. The lowest weights gets removed.

Limit Total

This is of interest when you have for example five bones associated with a vertice. But your game engine just allows four ...

Last Operator Limit Number of Weights per Vertex

Subset
Subset

Subset is a drop-down menu choose the Subset method.

Limit

Here you adjust how many weights are allowed.

Locks

Locks

The locks from the Vertex groups as operators.

Locks

Set Attribute

Set Attribute

Set values of the active attribute for the selected element. It calls a popup where you can add an attribute. A vertex group index number or a uv map value for example. It depends of the element.

Set Attribute
Set Attribute

Sort Elements

Sort Elements

Sort Elements is a menu with different sorting methods. It allows you to reorder the mesh indices of the selected mesh elements by various methods.

The indices can be turned on in the Overlays menu.

Sort Elements
Sort Elements

View Z Axis

Sorts along the active view’s Z axis, from farthest to nearest. You can use Reverse if you want it the other way.

View Y Axis

Sorts along the active view’s Y axis, from farthest to nearest. You can use Reverse if you want it the other way.

Cursor Distance

Sorts from nearest to farthest away from the 3D cursor position.

Material

Faces only! Sorts faces by their lowest material index up to highest material index. Order of faces inside each of those material groups remains unchanged.

Note that the Reverse option only reverses the order of the materials**.* And* the order of the faces inside them.

EntryWhat it does
SelectedMoves all selected elements to the beginning without affecting their relative orders. Attention, this option will also affect unselected element indices!
RandomizeRandomizes the indices of selected elements. This option does not affect the unselected elements.

Reverse

Reverses the order of the selected elements.

Last Operator Sort Mesh Elements

Last Operator Sort Mesh Elements
Last Operator Sort Mesh Elements

Sort Elements always brings up the same last operator. But with a small difference for Randomize and Reverse. Reverse has no checkbox. And Randomize has a Seed checkbox.

Type
Type

This is a drop-down box choose the sort method again.

EntryWhat it does
Vertices, Edges or FacesAdjust if the sort will affect the vertices, edges or faces.
ReverseReverses the sorting.
Seed Edit box (Randomize only)
Seed Edit box (Randomize only)
Seed Edit box (Randomize only)

The seed option allows you to get another randomization – the same seed over the same mesh/set of selected elements will always give the same result!

Subdivide

Subdivide
Subdivide

Subdivide is a menu where you can quickly add and change a subdivision surface modifier with a predefined resolution in a quick way. Especially when you use the hotkey for it. The subdivision surface modifier panel can then as usual be found in the Properties editor in the Modifier tab.

Last Operator Subdivision Set

Last Operator Subdivision Set
Last Operator Subdivision Set
EntryWhat it does
LevelSet the level of subdivisions
RelativeApplies the sub surf level as an offset to the already existing sub surf level.

Show / Hide

Show / Hide

The Show/Hide menu is available for all object types and in all modes. It is usually in the object related menu to find. In Object mode it's the Object menu, for a curve object in edit mode it is the Curve menu. It always contains three menu items. Show Hidden, Hide Selected and Hide Unselected.

EntryWhat it does
Show HiddenMakes all hidden elements in the scene visible again.
Hide SelectedHides the selected elements.

Hide Unselected

Hides the not selected elements. The selected elements stays visible.

Last Operator Reveal Hidden / Hide Selected

Last Operator Reveal Hidden / Hide Selected
Last Operator Reveal Hidden / Hide Selected
Select

Define if the selected or the unselected elements gets hidden or revealed.

Cleanup

Cleanup

In the Cleanup menu you will find tools to clean up the current geometry.

Delete Loose

Delete Loose

Delete loose deletes not connected geometry. Vertices, Edges, and Faces. The tool starts with deleting Vertices and Edges. But you can tick Faces in the Last Operator too, and then it also removes not connected Faces.

Last Operator Delete Loose

Vertices
Vertices

Delete Vertices.

EntryWhat it does
EdgesDelete Edges.
FacesDelete Faces.

Decimate Geometry

Decimate Geometry

Decimate Geometry decimates the currently selected geometry. It starts with a Ratio of 1. Which means no decimation. The lower the ratio the more decimation you will get. The Decimate Modifier works with Tris!

Last Operator Decimate Geometry

Ratio
Ratio

Adjust the strength of decimation.

EntryWhat it does
Vertex GroupUse active Vertex Group as an influence. You need to have a Vertex Group.
WeightAdjust the Vertex Group Strength.
InvertInvert Vertex Group Influence.
SymmetryMake the decimation geometry symmetric along a chosen world axis.

Degenerate Dissolve

Removes zero size Faces and Edges.

Last Operator Degenerate Dissolve

Merge Distance
Merge Distance

Maximum distance between elements to merge.

Make Planar Faces

Make Planar Faces

Make Planar Faces tries to make the selected faces planar. Quads or N-Gons for example can have vertices that are not planar.

Last Operator Make Planar Faces

Factor
Factor

Here you adjust how strong the influence should be.

Iterations

Here you adjust how often it should repeat in the try to find a solution.

Split Non-Planar Faces

Split Non-Planar Faces

Split Non Planar Faces splits up non planar Quads and N-Gons to end in planar faces.

Last Operator Split Non-Planar Faces

Max Angle
Max Angle

Limit the action to a maximum angle.

Split Concave Faces

Split Concave Faces

Splits concave faces to make the geometry more stable. This tool is thought for N-Gons.

Fill Holes

Fill Holes

Fill holes closes holes in the mesh geometry.

Fill holes can just calculate one face size at one time. So when you have several holes in the mesh, let's say one is a tri, and one is a quad, then you need to calculate twice.

Last Operator Fill Holes

Sides
Sides

Define what face size will be filled.

Delete

Delete

The smart delete add-on. usually does the delete job already fine. It deletes the selected element(s).

There are sometimes some situations where you need more control over what you want to delete. The tools for this can be found in the Delete menu.

Vertices

Vertices

Deletes the selected vertices, and all with it connected edges and faces.

Edges

Edges

Deletes the selected edges and the connected faces.

Faces

Faces

This one works similar to the smart delete. It deletes the selected faces.

EntryWhat it does
Only Edges and FacesThis mode is of interest when you have more than one selection mode activated. It deletes then just the selected edges and faces. And not single vertices.
Only FacesThis mode is of interest when you have more than one selection mode activated. Just selected faces gets deleted. Not single edges or vertices.

Edge Loops

Edge Loops

This method works similar to the smart delete tool. It deletes the edge loop. But it selects the faces of the edge ring. And the Last operator offers you the option to split off face corners.

Last Operator Delete Edge Loop

Face Split
Face Split

Split off face corners to maintain surrounding geometry.

Dissolve

Dissolve

Dissolve operations removes for examples selected vertices, edges and faces. But they are not delete operations. They are union tools.

When you for example choose Delete vertices from the mesh menu, then the involved faces can get deleted too. When you choose Dissolve vertices, then the vertices gets removed, and the faces stays intact. The edges gets unioned.

Dissolve is a union operation.

Dissolve Vertices

Dissolve Vertices dissolves the selected Vertices.

Note that pressing Del in Vertice select mode calls Dissolve Vertices already. It's the same operator. But you don't get the Last operator that way.

Last Operator Dissolve Vertices

Last Operator Dissolve Vertices
Last Operator Dissolve Vertices
EntryWhat it does
Face SplitSplit off Face corners to maintain surrounding geometry
Tear BoundarySplit off Face corners instead of merging faces.

Dissolve Edges

Dissolve Edges dissolves the selected Edges.

Note that pressing Del in Edge select mode calls Dissolve Edges already. It's the same operator. But you don't get the Last operator that way.

Last Operator Dissolve Edges

Dissolve Vertices
Dissolve Vertices

When the dissolve operation leaves vertices behind, then this vertices will be dissolved too.

EntryWhat it does
Angle ThresholdRemaining vertices which eseparate edge pairs are preseved if their edge angle exceeds this threshold
Face SplitSplit off Face corners to maintain surrounding geometry.

Dissolve Faces

Dissolve Faces removes the inlaying edges of the selected faces. This faces becomes one big N-Gon.

Last Operator Dissolve Faces

Last Operator Dissolve Faces
Last Operator Dissolve Faces
Dissolve Vertices

When the dissolve operation leaves vertices behind, then this vertices will be dissolved too.

Limited Dissolve

Dissolve selected edges and vertices, limited by the surrounded angles.

Last Operator Limited Dissolve

Max Angle
Max Angle

The angle limit up to which the dissolve happens.

EntryWhat it does
All BoundariesDissolve all vertices in between face boundaries.
DelimitBy which element to delimit.

Dissolve Selection

Dissolves the selected geometry.

Last Operator Dissolve Selection

Last Operator Dissolve Selection
Last Operator Dissolve Selection
EntryWhat it does
Dissolve VertsWhen the dissolve operation leaves vertices behind, then this vertices will be dissolved too.
Face SplitSplit off Face corners to maintain surrounding geometry.
Tear BoundarySplit off face corners instead of merging faces.

Collapse Edges & Faces

Collapses the selected edges or faces to a vertice at the center of the selection.

Mesh Select Mode

Mesh Select Mode
Mesh Select Mode

Mesh Select mode is a sub menu Set the current mesh select mode. Its functionality is equal to the mesh select mode buttons in the header. Just that you can't select more than one mode directly here.

This menu just exists to show and to edit the hotkeys. Not to work with it.

Smart Delete

Smart Delete

Smart Delete

Smart delete deletes what is selected in an intelligent way. When you for example delete an edge then the edge gets deleted. But it also deletes the vertices connected to this edge. It performs a Dissolve operation under the hood.

There is also a Delete and Dissolve menu in the Mesh menu, choose different methods for deleting if required.

Smart delete is an add-on. And can be deactivated if desired.

UV menu

Edit Mode - UV Menu

Edit Mode - UV Menu
Edit Mode - UV Menu

Here you find the uv mapping methods and some further functionality. You use it best in the U Editing layout. There you can see the result in the UV Editor then.

The UV menu is just available for Mesh objects.

EntryWhat it does
Angle BasedUnwraps the selected geometry with the method Angle based. ABF stands for Angle Based Flattening. ABF can give a bit better result than LSCM when unwrapping organic shapes.
ConformalUnwraps the selected geometry with the method LSCM, which is the short for Least Square Conformal Mapping. LSCM can give a bit better results than ABF with geometric shapes.

Minimum Stretch

Unwraps the selected geometry with the method SLIM, which is a “state-of-the-art” iterative UV unwrapping algorithm.

Last Operator Unwrap

Method

Method is a drop down box where you can choose the unwrap method.

Method Angle based + Conformal
Method Angle based + Conformal
Method Angle based + Conformal

Unwrap ABF and Unwrap LSCM shares the same Last Operator.

Method

Method is a drop down box where you can choose between Unwrap method Angle Based and Conformal.

Fill Holes

Fill Holes

Fill holes in the mesh before unwrapping.

EntryWhat it does
Use Subdivision SurfaceUnwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first.
Correct AspectTake the Image Aspect Ratio into account.

Margin Method

Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.

Margin

The distance between the single UV patches.

Method Minimum Stretch
Method Minimum Stretch
Iterations

Number of iterations.

EntryWhat it does
No FlipPrevent flipping UV's
Importance WeightTake per vertex importance weights into account.
Use Subdivision SurfaceUnwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first.
Correct AspectTake the Image Aspect Ratio into account.

Margin Method

Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.

Margin

The distance between the single UV patches.

Smart UV Project

Smart UV Project

Smart UV Project projects the UV mapping from different angles.

Smart UV Project Settings dialogue

Angle Limit

The Angle Limit defines after which angle the mapping happens from the next side. With an angle of 66 you have around six sides to map from. The calculation is 360/66.

Margin Method
Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.
Rotation Method
Rotation Method

How to rotate islands.

EntryWhat it does
Island MarginIsland Margin defines the distance between the UV patches.
Area WeightWeight Projection Vector by faces with larger areas.
Correct AspectTake the Image Aspect Ratio into account.

Last Operator Smart UV Project

Last Operator Smart UV Project
Last Operator Smart UV Project

The Last Operator for Smart UV Project contains the same settings than the Smart UV Project Settings dialogue.

Lightmap Pack

Lightmap Pack

Lightmap Pack maps each face individually, and puts the result into the UV space. Without margin.

Lightmap Pack has no Last Operator.

Settings

EntryWhat it does
SelectionSelection is a drop-down box where you can choose what will be packed, either Selected Faces or All Faces.
Share Tex SpaceMap all objects into one lightmap.
New UV MapCreate a new UV map for every new mesh.
Pack QualityThe pack quality.
MarginThe distance between the single UV patches.

Follow Active Quads

Follow Active quads maps UV coordinates starting from an active face, and maps all adjacent faces in quad shape then. This way you can for example unwrap a pipe or a road. You first need to have a face selected. Then select everything. And then click at Follow Active Quads.

Settings

Settings
Edge Length Mode

Edge Length Mode is a drop-down box where you can choose the Length method.

Last Operator Follow Active Quads

Last Operator Follow Active Quads
Last Operator Follow Active Quads

The Last Operator contains the same settings than the Settings dialogue.

Cube Projection

Cube Projection maps the mesh from six sides, means cubic.

Last Operator Cube Projection

Last Operator Cube Projection
Last Operator Cube Projection
EntryWhat it does
Cube SizeCube Size defines the size of the UV mesh in the UV space.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Cylinder Projection

Cylinder Projection tries to map the geometry cylindric.

Last Operator Cylinder Projection
Last Operator Cylinder Projection
Last Operator Cylinder Projection
Direction
Direction

Direction is a drop-down box where you can choose in which direction the spherical projection will be mapped.

Align
Align

Align is a drop-down box where you can choose the Align method.

Pole
Pole

How to handle the faces at the poles.

EntryWhat it does
Preserve SeamsKeep existing seams intact.
RadiusRadius defines the Polar size of the UV mesh in the UV space.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Sphere Projection

Sphere Projection tries to map the geometry spherical.

Last Operator Sphere Projection
Last Operator Sphere Projection
Last Operator Sphere Projection
Direction
Direction

Direction is a drop-down box where you can choose in which direction the spherical projection will be mapped.

Align
Align

Align is a drop-down box where you can choose the Align method.

Pole
Pole

How to handle the faces at the poles.

EntryWhat it does
Preserve SeamsKeep existing seams intact.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Project from View

Project from View projects the UV from the current 3D view.

Last Operator Project from View

Last Operator Project from View
Last Operator Project from View
EntryWhat it does
OrthographicUser orthographic projection.
Camera BoundsMap UV's to the camera region taking resolution and aspect into account.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Project from View (Bounds)

Project from View projects the UV from the current 3D view.

Same as Project from View, but with Scale to Bounds ticked in the Last operator. And so it scales to the bounds.

Mark Seam

Mark Seam

The unwrap algorithms Angle based and Conformal requires to have edges marked as seams. Think of it as a cutting pattern for a trouser for example. Such a trouser is also made of fabric patterns.

Same goes for the UV patches when you use Angle based or conformal unwrapping. You need to cut your mesh into parts and mark edges as seams, so that the algorithm knows where the seams are.

Mark seam marks the currently selected edge(s) as a seam. Seam edges will be displayed as red in the 3D viewport.

EntryWhat it does
Clear SeamClear seam removes the seam from the currently selected edge(s).
ResetResets the UV Projection.

Vertex Menu

Edit Mode - Vertex Menu

Edit Mode - Vertex Menu
Edit Mode - Vertex Menu

The Vertex menu just exists for mesh objects. It provides you with tools that are designed to modify vertices.

Legacy

Legacy

The legacy sub menu contains tools that exists in the tool shelf already. It's the old way to do things. Different to the tools in the tool shelf, these tools are usually modal. And performs once. You have to call them again in case you want to repeat the tool.

Bevel

Bevel

The Bevel Tool adds a bevel to the selected geometry.

Usage: first select the geometry that you want to bevel. Then activate the tool. Don't wonder that the mouse movement does nothing until you move the mouse really really far away. That's by design. Best is to adjust the amount in the Last Operator Bevel panel.

Last Operator Bevel
Last Operator Bevel
Affect

What geometry to bevel. Vertices or Edges.

Width type
Width type

Which measure type to choose for the bevel action. Offset, Width, Depth or Percent.

Segments

How many segments gets created.

Profile Shape
Profile Shape
Profile Shape

Controls the profile shape strength. A value close to 0 bends the roundness to inside. A value towards 1 bends the curve to outside. A value of 0.5 defines a radius around the center point of the bevel.

EntryWhat it does
Material IndexThe material for bevel faces. -1 means to use the material from the adjacent faces.
Harden NormalsMatch normals of new faces to adjacent faces.
Clamp OverlapDo not allow beveled geometry to overlap each other.
Loop SlidePrefer slide along edge to even widths.
Mark SeamsMark the edges of the new created geometry as seams.
Mark SharpMark the edges of the new created geometry sharp.
Miter Outer
Miter Outer

How the outer miter is set. Miter is how the bevel rounding at a corner is done.

Sharp

Sharp

Creates a sharp miter.

Patch

Patch

This replaces the outside vertex of a miter with 3 vertices. And uses a patch pattern there.

Arc

Arc

This replaces the vertex of a miter with 2 vertices, joined by an arc. A separate Spread parameter says how far to move the vertices away from their original position.

Inner
Inner

How the inner miter is set. Miter is how the bevel rounding at a corner is done.

Sharp

Sharp

Creates a sharp miter.

Arc

Arc

This replaces the vertex of a miter with 2 vertices, joined by an arc. A separate Spread parameter says how far to move the vertices away from their original position.

Intersection Type
Intersection Type

The method to use to create meshes at intersections. Bevel can create self intersecting geometry.

Face Strength
Face Strength

Set Face Strength on the faces involved in the bevel, according to the specified mode. This can be used in conjunction with a Weight Normals Modifier (with the Face Influence option checked).

EntryWhat it does
NoneDo not set face strength.
NewSet the face strength of new faces along edges to Medium, and the face strength of new faces at vertices to Weak.
AffectedIn addition to those set for the New case, also set the faces adjacent to new faces to have strength Strong.
AllIn addition to those set for the Affected option, also set all the rest of the faces of the model to have strength Strong.
Profile Type
Profile Type

The profile type.

Superellipse

Uses a mathematically smooth curve for bevel profiles

Custom

Allows manual control of the bevel profile shape via a curve widget.

Presets

Presets

Curve presets.

Navigation elements

EntryWhat it does
Zoom in and outThe two buttons with the magnifying glass at it zooms in and out in the curve window.
Reverse PathReverses the curve path.
Toggle Profile ClippingTurns the profile clipping on or off.

Tools menu

Tools menu
EntryWhat it does
Reset ViewResets the curve windows zoom.
Reset CurveResets the curve to the initial shape.

Handler and node position

Handler and node position
Handler and node position

When you select a node, then the handler and node position tools shows below the curve window.

EntryWhat it does
Sample straigt edgesSample edges with vector handles.
Sample even lengthSample edges with even lengths.

Rip Vertices

Rip Vertices

Rip splits the edges between the selected vertices. It creates two edges out of one.

This tool works similar to the Edge Split tool. It also selects the outer edges so that you immediately move them. Right click will snap them back to the initial space.

Last Operator Rip
Last Operator Rip
Move X , Y , Z

Adjust the position.

Orientation
Orientation

Orientation is a drop-down box. Choose the type of orientation for the mirroring action.

Mirror Editing

Enable mirror editing.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

Proportional Falloff

Adjust the falloff methods.

EntryWhat it does
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Rip Vertices and Fill

Rip Vertices and Fill
Rip Vertices and Fill

Rip splits the edges between the selected vertices. It creates two edges out of one. But fills the gap.

The last operator is the same than for the rip vertices tool above.

Rip Vertices and Extend

Rip Vertices and Extend
Rip Vertices and Extend

This tool is the same tool than the Rip Edge tool from the tool shelf.

Rip Vertices and Extend extrudes out the selected vertices. When you do this operation at an edge then you will create N-Gons that way.

Last Operator Extend Vertices
Last Operator Extend Vertices
Last Operator Extend Vertices
Move X , Y , Z

Adjust the position.

Orientation
Orientation

Orientation is a drop-down box. Choose the type of orientation for the mirroring action.

EntryWhat it does
Mirror EditingEnable mirror editing.
Proportional editingEnables proportional editing. Activating proportional editing reveals further settings. · Proportional Falloff: Adjust the falloff methods. · Proportional Size: See and adjust the falloff radius. · Connected: The proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Slide Vertices

Slide Vertices

Same tool than the Vertex Slide in the Tool Shelf. Vertex Slide slides the selected vertice along the edge that it is part of. This is for the corner vertice at a cube into three possible directions.

Last Operator Vertex Slide
Last Operator Vertex Slide
Last Operator Vertex Slide
EntryWhat it does
FactorFactor is a sliding box Adjust the slide strength numerically. The width of the face is the 0-1 range.
EvenMake the Edge loop match the shape of the adjacent edge loop.
FlippedWhen Even Mode is active, flips between the two adjacent edge loops.
ClampClamp within the edge extend.
Mirror EditingEnable mirror editing.
Correct UV'sCorrect UV's corrects the UV's while editing the geometry.

Smooth Vertices

Same tool than in the tool shelf. Smoothens the selected vertices.

Last Operator Smooth Vertices
Last Operator Smooth Vertices
Last Operator Smooth Vertices
EntryWhat it does
SmoothingThe smoothing factor.
RepeatHow often the smoothing should be applied.
X Axis, Y Axis, Z AxisWhich axis to affect.

Extrude to Cursor or Add

Extrude to Cursor or Add
Extrude to Cursor or Add

Extrude to the mouse position.

Howto: activate the tool. then right click into the workspace by holding down the ctrl key.

In the header you will see a message that the tool waits for input.

Extrude to Cursor or Add
Extrude to Cursor or Add
Extrude to Cursor or Add
Extrude to Cursor or Add

This tool has two functionalities. If the whole geometry is selected, then it creates a copy of the geometry at the mouse position, randomly rotated by a small amount. If just elements are selected, then it extrudes this element to the mouse position.

Make Edge/Face

Adds a face when you have edges selected. And Edges when you have Vertices selected. It's a Bridge tool.

You can have either the one method or the other. When you select two adjacent vertices, then you select the edge too. And the tool works in edge mode then. In this case just the possible faces gets created. Not edges between single vertices.

First select the edges or Vertices that you want to bridge. Then click the New Edge/Face from Vertices Button.

Make Edge/Face
Make Edge/Face
Make Edge/Face
Make Edge/Face

Connect Vertex Path

Connect Vertex Path

Connect Vertex path connects selected vertices, but takes the vertex order into account in which you selected the vertices. It just creates edges between vertices that are not connected in this order.

Connect Vertex Pair

Connect Vertex Pair

Connect Vertex pair connects selected vertices and makes a face of the pairs.

Smooth Laplacian

Laplacian Smooth Vertex smooths out the angles between the selected vertices. It is a tool to reduce noise at the mesh. It works a bit different than the normal Smooth Vertex tool. And gives a different result. The Laplacian method allows you to preserve the volume, and to adjust border smoothing.

Last Operator Laplacian Smooth Vertex

Last Operator Laplacian Smooth Vertex
Last Operator Laplacian Smooth Vertex
EntryWhat it does
Number of IterationsNumber of Iterations is the number of iterations that the smoothing action gets repeated. With 1 the smoothing is just performed once. With 10 it is performed ten times.
Lambda FactorLambda Factor is the strength of the smoothing.
Lambda Factor in borderLambda Factor is the strength of the smoothing in border areas.
Smooth AxisThe Smooth Axis check boxes allows you to limit the smoothing to specific world axis.
Preserve VolumePreserve Volume preserves the volume of the object.

Vertex Crease

Vertex Crease

When you use a Subdivision Surface Modifier, then you can define the sharpness of selected vertices with this tool. Crease vertices will be marked colored in edit mode.

You will see a value in the header that indicates the current strength when you activate the tool. Move with the mouse to increase or decrease the value. Or type in a value while you are in this mode. You can also scale into negative range.

Vertex Crease

A negative crease value will subtract from the current active crease value in case it exists already from a former crease operation. A Crease value of -1 removes the crease from this edge.

Last Operator Vertex Crease

Last Operator Vertex Crease
Last Operator Vertex Crease
Factor

Adjust the crease factor.

Blend from Shape

Blend from Shape

This tool requires to have a shape key at the mesh. It blends the selected shape key into the mesh.

Last Operator Blend from Shape

Last Operator Blend from Shape
Last Operator Blend from Shape
EntryWhat it does
Drop-down boxDefine which shape key should be used.
Blend edit boxAdjust the blend factor between the current shape and the shape that you want to blend here.
AddAdd to blend shape instead of blending in.

Propagate to Shapes

This tool requires to have a shape key at the mesh. It applies the current vertex locations for the selected vertices to all other shape keys at the mesh.

Vertex Groups

Vertex Groups

Vertex groups is a menu around vertex group functionality. The vertex groups can be found in the Object data tab in the Properties editor.

Vertex Groups

When there is no vertex group assigned yet then you can only see one menu item. The Assign To New Group button.

Once you have a vertex group assigned you will see the full functionality.

EntryWhat it does
Assign to New GroupAssigns the mesh selection to a new vertex group.
Assign to active GroupAssigns the mesh selection to the currently active vertex group.
Remove from Active GroupRemoves the mesh selection from the currently active vertex group.
Remove from AllRemoves the mesh selection from all vertex groups.

Set Active Group

Set Active Group

Select a vertex group to be the active one.

EntryWhat it does
Remove Active GroupRemoves the currently active vertex group.
Remove All GroupsRemoves all vertex groups from the mesh.

Hooks

Hooks

Hooks is a menu with tools around the hook modifier. You could also adjust the hook modifier from the Properties editor. But the menu items are more accessible.

Hooks
Hooks

When there is no hook modifier at the mesh then you just see three menu items. When there is minimum one hook modifier applied, then you will see an extended menu.

Hook to New Object

Creates a new Hook Modifier for the active object and assigns it to the selected vertices. It also creates an empty at the center of those vertices, which are hooked to it.

Hook to Selected Object

Does the same as Hook to New Object, but instead of hooking the vertices to a new empty, it hooks them to the selected object (if it exists). There should be only one selected object (besides the mesh being edited).

Last Operator Hook to Selected Object
Last Operator Hook to Selected Object
Last Operator Hook to Selected Object
Active Bone

Hook to the object(s) of the active bone.

EntryWhat it does
Hook to Selected Object BoneDoes the same as Hook to New Object. B**ut it sets the last selected bone in the also selected armature as a target.
Assign to HookAssign the selected vertices to the chosen hook modifier. Existing hooks gets overwritten. One vertex can be assigned to more than one hook.
Remove HookRemoves the chosen Hook Modifier from the object.
Select HookSelects all vertices assigned to the chosen Hook Modifier.
Reset HookResets the chosen Hook Modifier.
Recenter HookRecenter the Hook Modifier.

Make Vertex Parent

Parents another object to the selected vertice(s).

Workflow:

In Object mode select the object that you want to parent to a vertex. Shift select the parent object so that both are selected. Enter Edit mode. Then select one vertex for a single point. Or three for an area. Then click the Make Vertex Parent button to make the relation.