Header
The header menus of Mesh › Edit Mode.
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.





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

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

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

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.

Last Operator Bevel

Width type

Width Type is a drop-down box choose the Amount type for the bevel action.
| Entry | What it does |
|---|---|
| Offset | Amount is offset of new edges from original. |
| Width | Amount is width of new face. |
| Depth | Amount is perpendicular distance from original edge to bevel face |
| Percent | Controls the Profile shape. 0.5 means round. |
| Absolute | Amount is absolute distance along adjacent edge. |
| Harden Normals | Match normals to new faces of adjacent faces. |
| Clamp Overlap | Do not allow beveled geometry to overlap each other. |
| Loop Slide | Prefer slide along edge to even widths. |
| Mark Seams | Mark seams along the beveled edges. |
| Mark Sharp | Mark the beveled edges sharp. |
Miter Outer

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

Creates a sharp miter.
Patch

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

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

Creates a sharp miter.
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

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

The method used to create geometry at intersections.
Face Strength

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

Curve presets.
Navigation elements
| Entry | What it does |
|---|---|
| Zoom in and out | The two buttons with the magnifying glass at it zooms in and out in the curve window. |
| Reverse Path | Reverses the curve path. |
| Toggle Profile Clipping | Turns the profile clipping on or off. |
Tools menu

| Entry | What it does |
|---|---|
| Reset View | Resets the curve windows zoom. |
| Reset Curve | Resets the curve to the initial shape. |
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

When you select a node, then the handler and node position tools shows below the curve window.
| Entry | What it does |
|---|---|
| Handle Type Auto Handle | Sets the handle type of this curve point to smooth. |
| Handle Type Vector Handle | Sets the handle type of this curve point to sharp. |
| Handle Type Free Handle | Sets 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 Handle | Sets 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 Values | The position of the currently selected curve point |
| Entry | What it does |
|---|---|
| Sample straigt edges | Sample edges with vector handles. |
| Sample even length | Sample edges with even lengths. |
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


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

| Entry | What it does |
|---|---|
| Factor | Factor is a sliding box Adjust the slide strength numerically. The width of the face is the 0-1 range. |
| Even | Make the Edge loop match the shape of the adjacent edge loop. |
| Flipped | When Even Mode is active, flips between the two adjacent edge loops. |
| Clamp | Clamp within the edge extend. |
| Mirror Editing | Enables mirror editing. |
| Correct UV's | Correct UV's corrects the UV's while editing the geometry. |
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

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

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

Adjust the Falloff type for smoothness.
| Entry | What it does |
|---|---|
| Factor | Change the center of the added loop. |
| Even | Make the edge loop match the shape of the adjacent edge loop |
| Flipped | When Even mode is active, flips between the two adjacent edge loops. |
| Clamp | Clamp within the edge extend. |
| Mirror Editing | Enable mirror editing. |
| Correct UV's | Corrects the UV's when modifying the geometry. |
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 caps the loose edges.
| Entry | What it does |
|---|---|
| Edge Slide Factor | Adjust the slide amount. |
| Even | Make the edge loop match the shape of the adjacent edge loop |
| Flipped | When Even mode is active, flips between the two adjacent edge loops. |
| Clamp | Clamp within the edge extend. |
Mirror Editing
Enable mirror editing.
Correct UV's
Corrects the UV's when modifying the geometry.
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

Connect Loops

Choose the method how to deal with bridging multiple loops.
| Entry | What it does |
|---|---|
| Merge | With 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. |
| Twist | The twist offset for closed loops. |
| Number of Cuts | Adds cuts to the bridge face. |
Interpolation

Choose the interpolation mode for the cuts.
| Entry | What it does |
|---|---|
| Smoothness | Adjust the smoothness for the cuts. |
| Profile Factor | Adjust the profile factor for the cuts. |
Profile shape

Adjust the profile shape for the cuts.
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

Number of Cuts
The number of cuts defines the amount of subdivisions.
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

Adjust the corner type.
| Entry | What it does |
|---|---|
| Fractal | Randomize the selected vertices. |
| Along Normal | When randomized, this value defines how strong the subdivision follows the normals of the initial vertices. |
| Random Seed | Randomizing value for fractal randomizing. |
Subdivide Edge ring

Subdivides the selected edge ring(s).
Last Operator Subdivide Edge ring

| Entry | What it does |
|---|---|
| Number of Cuts | Adjust the number of cuts for the subdivision. |
| Interpolation | Choose 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

The Smoothness factor for the interpolation.
Profile Factor

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

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 rotates the selected edge clockwise.
Rotate Edge CCW

Rotate Edge rotates the selected edge counter clockwise.
Last Operator Rotate Selected Edge
Counter Clockwise

Rotate selected edges counter clockwise.
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.

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

Factor
Adjust the crease factor.
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.

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

Adjust the Edge Bevel Weight factor.
Mark Sharp

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

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

Vertices
Calculate by the selected vertices instead of edges to mark the edges.
| Entry | What it does |
|---|---|
| Mark Sharp from Vertices | Same 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 Vertice | Same 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

| Entry | What it does |
|---|---|
| Angle | Sets the angle the sharp edges will be defined by. Any edge angle over this angle will be marked. |
| Extend | Add new sharp edges without clearing the existing sharp edges. |
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

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

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

| Entry | What it does |
|---|---|
| Offset Even | Scales the offset to give more even thickness. |
| Offset Relative | Scales the offset by surrounding geometry. |
| Edge Rail | Inset the region along existing edges. |
| Thickness | Thickness adjusts the thickness of the inset geometry. |
| Depth | With depth you can bevel the inset geometry. It is then not longer co planar to the initial face. |
| Outset | With outset ticked the Inset will not extrude inwards but outwards. |
| Select Outer | With Select Outer the outer ring will be selected after the Inset. |
| Individual | Inset every face individually. |
| Interpolate | Blend 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

Connect Loops

Choose the method how to deal with bridging multiple loops.
| Entry | What it does |
|---|---|
| Merge | With 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. |
| Twist | The twist offset for closed loops. |
| Number of Cuts | Adds cuts to the bridge face. |
Interpolation

Choose the interpolation mode for the cuts.
| Entry | What it does |
|---|---|
| Smoothness | Adjust the smoothness for the cuts. |
| Profile Factor | Adjust the profile factor for the cuts. |
Profile shape

Adjust the profile shape for the cuts.
Poke Faces

Splits the selected faces to create a triangulated geometry.
Last Operator Poke Faces
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.

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 triangulates the faces of the selected geometry.
Last Operator Triangulate Faces
Quad Method

Choose how quads should be triangulated.
Shortest diagonal
Splits the quads based on their distance between vertices.
Fixed Alternate

Splits the quads on the second and fourth vertice.
| Entry | What it does |
|---|---|
| Fixed | Splits the quads on the first and third vertice. |
| Beauty | Tries to optimize the triangulation. |
Polygon Method

Choose how N-Gons should be triangulated.
| Entry | What it does |
|---|---|
| Clip | Splits the polygons with an ear clipping algorithm. |
| Beauty | Tries to optimize the triangulation. |
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

Adjust the threshold to adjacent triangles.
| Entry | What it does |
|---|---|
| Max Shape Angle | Adjust the shape angle limit. |
| Topology influence | How much to priorize regular grids of qads as well as quads that touch existing quads. |
| Compare UV's | Takes the UV patches for the calculation into account. Border geometry will not be calculated. |
| Compare Color attributes | Takes the Vertex colors for the calculation into account. Border geometry will not be calculated. |
| Compare Seam | Takes the Vertex colors for the calculation into account. Border geometry will not be calculated. |
| Compare Sharp | Takes the as sharp marked edges for the calculation into account. Border geometry will not be calculated. |
| Compare Materials | Takes the Materials colors for the calculation into account. Border geometry will not be calculated. |
| Deselect Joined | Only select remaining triangles that were not merged. |
Solidify Faces

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

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 grabs the edges of the faces and turns them into tubes.
Last Operator Wire Frame
Boundary

Inset Face Boundaries.
| Entry | What it does |
|---|---|
| Offset Even | Scales the offset to give more even thickness. |
| Offset Relative | Scales the offset by surrounding geometry. |
| Replace | Removes the source geometry. |
| Thickness | Adjust he thickness of the tubes. |
| Offset | Adjust the offset of the tubes. |
| Crease | Crease adds close edges so that you have sharp corners when you use Subdivision Surface. |
| Crease Weight | Adjust the crease weight. |
Fill

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

Uses the best possible triangulation.
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

Number of sides.
| Entry | What it does |
|---|---|
| Offset | Define an offset |
| Simple Blending | Uses a simple interpolation. Faster but less accurate. |
Beautify Faces

Beautify faces tries to optimize triangulation.
Last Operator Beautify Faces

Max Angle
Set an angle limit.
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

| Entry | What it does |
|---|---|
| Selected/Unselected | works between the selected and unselected geometry. |
| Self Intersect | works on the overlapping geometry of the mesh. |
Separate Mode
| Entry | What it does |
|---|---|
| All | Splits the geometry at the new edge. |
| Cut | keeps each side of the intersection separate without splitting the faces in half. |
| Merge | Merge all geometry from the intersection. Merge merges all the geometry from the intersection. |
Solver
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) 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


Choose the Boolean method.
Intersect

Subtracts the source geometry from the target geometry.
Union

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

Removes all geometry but the overlapping geometry.
Solver
| Entry | What it does |
|---|---|
| Float | Swap: 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. |
| Exact | Swap: Inverts source and target geometry. · Self intersection: Enable self union / self intersection. |
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

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

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

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

The tool rotates clockwise by default. With this option ticked the rotation happens counter clockwise.
| Entry | What it does |
|---|---|
| Flip Quad Tesselation | Flips the tesselation of the selected quads. |
| Reverse UV's | Reverses the UV Space for the selected geometry. This tool requires to have a working UV mapping. |
| Mark Freestyle Face | Mark selected Faces for exclusion from Freestyle Feature edge detection. Freestyle is a cartoon renderer that is also included in Bforartists. |
| Clear Freestyle Face | Unmark 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

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

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 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.

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

| Entry | What it does |
|---|---|
| Plane Point X , Y , Z | Defines the start point of the Bisect cut. |
| Plane Normal X , Y , Z | The direction in which the bisect points. |
| Fill | Fills the cut. |
| Clear Inner | Removes the inner part of the face to cut. |
| Clear Outer | Removes the outer part of the face to cut. |
| Axis threshold | Axis threshold. |
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

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

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

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.

Last Operator To Sphere

| Entry | What it does |
|---|---|
| Factor | The factor to transform the selection into a shape form. |
| Mirror Editing | Enable mirror editing. |
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
To Circle
Transforms selected vertices into a circular arrangement.
Useful for reshaping loops, aligning geometry, or creating radial structures with precision.
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

| Entry | What it does |
|---|---|
| Factor | Controls the strength of the circular transformation. – 1.000: full circle. – < 1.000: partial influence, blending with original shape. |
| Method | Defines 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. |
| Rotation | Applies a rotational offset to the resulting circle. |
| Radius | Sets a fixed radius for the circle. |
| Space Evenly | Distributes vertices evenly along the circle’s perimeter. – Enabled: uniform spacing. – Disabled: preserves original spacing. |
| Flatten | Controls 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

Offset
Adjust an offset.
Axis

Defines one axis of the imaginary shear axis plane.
Axis Ortho

Defines the other axis of the imaginary shear axis plane.
Orientation

Choose the orientation for the shear action.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
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

| Entry | What it does |
|---|---|
| Distance | Adjust the distance of influence of the tool. |
| Mirror Editing | Enable mirror editing. |
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
Warp

Warps a mesh selection between two defined points.
Last operator Warp
| Entry | What it does |
|---|---|
| Warp Angle | The strength of the warp effect |
| Offset Angle | An offset angle to bend side wards. |
Min

The start point.
Max
The end point.
Randomize
This tool allows randomizes the positions of the selected vertices.
Last Operator Randomize

| Entry | What it does |
|---|---|
| Amount | Adjust the amount. |
| Uniform | The uniform offset distance. |
| Normal | Align the offset direction to the normals. |
| Random Seed | The 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

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.
| Entry | What it does |
|---|---|
| Offset | Offset is the strength of the offset for Shrink/Fatten. |
| Offset Even | Offset Even scales the selection to give more thickness in even areas. |
| Mirror Editing | Enable mirror editing. |
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
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.

Last Operator Skin Resize
Vector

Adjust the position values for the three values.
Scale X, Y, Z
Limit the position relative to the source object.
Orientation

Orientation is a drop-down box choose the type of orientation for the mirroring action.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
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.

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.

Last Operator Move

Move
Adjust in which directions you want to transform.
Orientation

Choose the orientation.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
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.

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.

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.

Last Operator Resize

Scale
Adjust in which directions you want to transform.
Orientation

Choose the orientation.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
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

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

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 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

| Entry | What it does |
|---|---|
| Mirror Weights | Mirrors 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 Names | Flip selected group names. This works with vertex groups with symmetrical name conventions. Like .L , .R, right, left. |
| All Groups | Pass information to all groups instead of the active one. |
| Topology Mirror | Use topology based mirroring. |
Snap

Choose several methods to snap one element to another. The menu items should be self explaining.
Last operator Snap Selection to Cursor

| Entry | What it does |
|---|---|
| Offset | Keep the offset of the selected objects to each other. |
| Rotation | Rotate 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

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 is a drop-down box choose the type of orientation for the mirroring action.
Mirror Editing
Enable Mirror Editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
Extrude


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


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

Move X Y Z
The coordinates for the extruded geometry.
Orientation

Choose the type of orientation, in which coordinate system the action should happen.
Mirror Editing
Enable Mirror Editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
Extrude Edges
Extrudes out the selected edges by moving the mouse.
Last Operator Extrude Only Edges and Move

| Entry | What it does |
|---|---|
| Flip Normals | Flip the normals at the involved faces. |
| Move X Y Z | The coordinates for the extruded geometry. |
Orientation

Choose the type of orientation, in which coordinate system the action should happen.
Mirror Editing
Enable Mirror Editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
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

| Entry | What it does |
|---|---|
| Flip Normals | Flips the normals of the extruded faces. |
| Dissolve Orthogonal Edges | Dissolves orthogonal edges at extrusion. |
| Move X, Y Z | The 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

The extrusion can have different orientations. The menu items should be self explaining.
Mirror Editing
Enable Mirror Editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
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

| Entry | What it does |
|---|---|
| Flip Normals | Flips the normals of the extruded faces. |
| Dissolve Orthogonal Edges | Dissolves orthogonal edges at extrusion. |
| Offset | The current extrude amount. |
| Offset Even | Scales the offset to give more even thickness. Without this checked the farer away faces will have a bigger extrude amount. |
| Mirror Editing | Enable Mirror Editing. |
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
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

| Entry | What it does |
|---|---|
| Offset | The current extrude amount. |
| Mirror Editing | Enable Mirror Editing. |
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
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

| Entry | What it does |
|---|---|
| Flip Normals | Flips the normals of the extruded faces. |
| Dissolve Orthogonal Edges | Dissolve edges that are at the same straight surface. |
| Move X, Y Z | The 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

The widget can have different orientations. The menu items should be self explaining.
Mirror Editing
Enable Mirror Editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| 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. |
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

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

| Entry | What it does |
|---|---|
| Steps | How much segments. |
| Use Duplicates | Creates not connected geometry. In Vertex mode single vertices for example. Auto Merge and Flip Normals will not be available with duplicates. |
| Angle | The angle to extrude. |
| Auto Merge | Merge first and last element when the extrude is a full circle. |
| Flip Normals | Flip the normals of the extruded geometry. |
| Center X / Y / Z | The center point of the spin circle. |
| Axis | Axis in global View space. The values goes from -1 to 1. |
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

| Entry | What it does |
|---|---|
| Type | Choose the merge method again. |
| UV's | Move 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

| Entry | What it does |
|---|---|
| Merge Distance | Adjust the distance below which the vertices gets merged. Merge selected vertices to unselected vertices. |
| Unselected | Merge unselected geometry. |
| Sharp Edges | Calculate sharp edges using available normal custom data. |
Split

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

Type
Choose the method again.
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.
| Entry | What it does |
|---|---|
| Selection | Selection separates the current selection. |
| By Material | By Material separates all geometry that has the same material than the current selection. |
| By Loose Parts | By 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.
![]() | ![]() | ![]() | ![]() |
Last Operator Knife Project

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

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 input faces that lies on the hull where possible. This option allows to have N-Gons in the convex hull.
| Entry | What it does |
|---|---|
| Make Holes | Deletes 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 Triangles | Joins adjacent triangles into quads. |
| Max Face Angle | Max Face Angle belongs to the Join Triangles setting. Set the maximum face angle. |
| Max Shape Angle | Max Face Angle belongs to the Join Triangles setting. Set the maximum shape angle. |
| Topology influence | How much to priorize regular grids of quads as well as quads that touch existing quads. |
| Compare UV's | Takes existing UV patches for the calculation into account. |
| Compare Color Attributes | Takes existing color attributes for the calculation into account. |
| Compare Seam | Takes existing seams for the calculation into account. |
| Compare Sharp | Takes existing sharp edges for the calculation into account. |
| Compare Materials | Takes existing materials for the calculation into account. |
| Deselect joined | Only select remaining triangles that were not merged. |
Symmetrize

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

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

| Entry | What it does |
|---|---|
| Direction | The calculation direction. |
| Threshold | The threshold defines the radius in which matching vertices gets located. When you get a warning that snapping failed try increasing the threshold value. |
| Factor | The snapping factor. Blend mirrored locations from one side to the other. 0.5 is blending both sides equal. |
| Center | Snap vertices in the center axis to zero. |
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.

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

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

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

Keep Sharp Edges
Don’t set sharp edges to faces.
Rotate
Rotate the normals of the selected vertices manually.
Last Operator Rotate Normals

| Entry | What it does |
|---|---|
| Angle | The angle of the selected normal(s). |
| Axis | The axis to rotate around. |
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.

Pressing R for Reset will reset the normals to where they were before the operation.
Last Operator Point Normals to Target

| Entry | What it does |
|---|---|
| Invert | The normal directions are reversed from what is specified. |
| Align | All normals will point in the same direction. |
| Target | The target position. |
| Spherize | Each normal will be interpolated between its original value and the direction to the target. |
| Entry | What it does |
|---|---|
| Merge | Merge all of the normals at selected vertices, making one average normal for all of the faces. |
| Split | Split 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 all of the normals in each fan of faces between sharp edges at a vertex.
| Entry | What it does |
|---|---|
| Custom Normal | Take the average of vertices normals. |
| Face Area | Set all vertices normals by face area. |
Corner Angle
Set all vertices by corner angle.
Last Operator Average Normals

Type
Choose the average type again.
| Entry | What it does |
|---|---|
| Weigh | Just for custom normals method. Weight applied by face. |
| Threshold | Just 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

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

Factor
Adjust how strong the smoothen should be.
| Entry | What it does |
|---|---|
| Reset Vectors | Resets the normal of the selected element(s). |
| Select by Face Strength | Face 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

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

Sets the shading of the selected elements to either smooth or flat.
Shading is under the hood a normals operation.
| Entry | What it does |
|---|---|
| Shade smooth | Display shading smooth. |
| Shade Flat | Display shading flat. |
Smooth Edges
Clear as sharp marked edges and set them to smooth.
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

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

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

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


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

| Entry | What it does |
|---|---|
| Mirror Weights | With Mirror Weights ticked it mirrors the weights. |
| Flip Group Names | With Flip Group Names ticked it flips the Group names. |
| All Groups | Mirrors all Vertex Groups |
| Topology Mirror | Uses topology based mirroring. This requires matching mirrored topology. |
Invert
Invert inverts the weight painting for the selected vertex group.
Last Operator Invert Vertex Group

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

Subset

Subset is a drop-down menu choose the Subset method.
| Entry | What it does |
|---|---|
| Limit | Remove weights that are below or equal to the limit value. |
| Keep Single | Keep Vertices assigned to at least one vertex group when cleaning. |
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

| Entry | What it does |
|---|---|
| Subset | Subset is a drop-down menu choose the Subset method. |
| Steps | Here you adjust in how many steps the weight paint colors should be divided. |
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

Here you adjust the offset.
Gain
Here you adjust the gain.
Smooth

Smooths the weight for selected vertices.
Last Operator Smooth Vertex Weights
Subset

Subset is a drop-down menu choose the Subset method.
| Entry | What it does |
|---|---|
| Factor | Here you adjust the factor. |
| Iterations | Here you adjust how many iterations you use. |
| Expand/Contract | Expand or contract the weights. |
Limit Total
Limit number of Weights per vertex. The lowest weights gets removed.

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 is a drop-down menu choose the Subset method.
Limit
Here you adjust how many weights are allowed.
Locks

The locks from the Vertex groups as operators.

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.


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.


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.
| Entry | What it does |
|---|---|
| Selected | Moves all selected elements to the beginning without affecting their relative orders. Attention, this option will also affect unselected element indices! |
| Randomize | Randomizes 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

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

This is a drop-down box choose the sort method again.
| Entry | What it does |
|---|---|
| Vertices, Edges or Faces | Adjust if the sort will affect the vertices, edges or faces. |
| Reverse | Reverses the sorting. |
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 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

| Entry | What it does |
|---|---|
| Level | Set the level of subdivisions |
| Relative | Applies the sub surf level as an offset to the already existing sub surf level. |
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.
| Entry | What it does |
|---|---|
| Show Hidden | Makes all hidden elements in the scene visible again. |
| Hide Selected | Hides the selected elements. |
Hide Unselected
Hides the not selected elements. The selected elements stays visible.
Last Operator Reveal Hidden / Hide Selected

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

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

Delete Vertices.
| Entry | What it does |
|---|---|
| Edges | Delete Edges. |
| Faces | Delete Faces. |
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

Adjust the strength of decimation.
| Entry | What it does |
|---|---|
| Vertex Group | Use active Vertex Group as an influence. You need to have a Vertex Group. |
| Weight | Adjust the Vertex Group Strength. |
| Invert | Invert Vertex Group Influence. |
| Symmetry | Make the decimation geometry symmetric along a chosen world axis. |
Degenerate Dissolve
Removes zero size Faces and Edges.
Last Operator Degenerate Dissolve
Merge Distance

Maximum distance between elements to merge.
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

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

Limit the action to a maximum angle.
Split Concave Faces

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

Define what face size will be filled.
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

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

Deletes the selected edges and the connected faces.
Faces

This one works similar to the smart delete. It deletes the selected faces.
| Entry | What it does |
|---|---|
| Only Edges and Faces | This 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 Faces | This 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

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

Split off face corners to maintain surrounding geometry.
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

| Entry | What it does |
|---|---|
| Face Split | Split off Face corners to maintain surrounding geometry |
| Tear Boundary | Split 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

When the dissolve operation leaves vertices behind, then this vertices will be dissolved too.
| Entry | What it does |
|---|---|
| Angle Threshold | Remaining vertices which eseparate edge pairs are preseved if their edge angle exceeds this threshold |
| Face Split | Split 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

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

The angle limit up to which the dissolve happens.
| Entry | What it does |
|---|---|
| All Boundaries | Dissolve all vertices in between face boundaries. |
| Delimit | By which element to delimit. |
Dissolve Selection
Dissolves the selected geometry.
Last Operator Dissolve Selection

| Entry | What it does |
|---|---|
| Dissolve Verts | When the dissolve operation leaves vertices behind, then this vertices will be dissolved too. |
| Face Split | Split off Face corners to maintain surrounding geometry. |
| Tear Boundary | Split 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 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 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

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.
| Entry | What it does |
|---|---|
| Angle Based | Unwraps 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. |
| Conformal | Unwraps 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

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 in the mesh before unwrapping.
| Entry | What it does |
|---|---|
| Use Subdivision Surface | Unwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first. |
| Correct Aspect | Take the Image Aspect Ratio into account. |
Margin Method

| Entry | What it does |
|---|---|
| Scaled | Use the scale of existing UV to multiply margin. |
| Add | Just add the margin and ignore any existing UV. |
| Fraction | Specify a precise fraction of specific UV. |
Margin
The distance between the single UV patches.
Method Minimum Stretch

Iterations
Number of iterations.
| Entry | What it does |
|---|---|
| No Flip | Prevent flipping UV's |
| Importance Weight | Take per vertex importance weights into account. |
| Use Subdivision Surface | Unwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first. |
| Correct Aspect | Take the Image Aspect Ratio into account. |
Margin Method

| Entry | What it does |
|---|---|
| Scaled | Use the scale of existing UV to multiply margin. |
| Add | Just add the margin and ignore any existing UV. |
| Fraction | Specify a precise fraction of specific UV. |
Margin
The distance between the single UV patches.
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

| Entry | What it does |
|---|---|
| Scaled | Use the scale of existing UV to multiply margin. |
| Add | Just add the margin and ignore any existing UV. |
| Fraction | Specify a precise fraction of specific UV. |
Rotation Method

How to rotate islands.
| Entry | What it does |
|---|---|
| Island Margin | Island Margin defines the distance between the UV patches. |
| Area Weight | Weight Projection Vector by faces with larger areas. |
| Correct Aspect | Take the Image Aspect Ratio into account. |
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 maps each face individually, and puts the result into the UV space. Without margin.
Lightmap Pack has no Last Operator.
Settings
| Entry | What it does |
|---|---|
| Selection | Selection is a drop-down box where you can choose what will be packed, either Selected Faces or All Faces. |
| Share Tex Space | Map all objects into one lightmap. |
| New UV Map | Create a new UV map for every new mesh. |
| Pack Quality | The pack quality. |
| Margin | The 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

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

| Entry | What it does |
|---|---|
| Cube Size | Cube Size defines the size of the UV mesh in the UV space. |
| Correct Aspect | Take Image Aspect ratio into account. |
| Clip to Bounds | Clip UV Coordinates to bounds after unwrapping. |
| Scale to Bounds | Scale UV Coordinates to bounds after unwrapping. |
Cylinder Projection
Cylinder Projection tries to map the geometry cylindric.
Last Operator Cylinder Projection

Direction

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

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

How to handle the faces at the poles.
| Entry | What it does |
|---|---|
| Preserve Seams | Keep existing seams intact. |
| Radius | Radius defines the Polar size of the UV mesh in the UV space. |
| Correct Aspect | Take Image Aspect ratio into account. |
| Clip to Bounds | Clip UV Coordinates to bounds after unwrapping. |
| Scale to Bounds | Scale UV Coordinates to bounds after unwrapping. |
Sphere Projection
Sphere Projection tries to map the geometry spherical.
Last Operator Sphere Projection

Direction

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

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

How to handle the faces at the poles.
| Entry | What it does |
|---|---|
| Preserve Seams | Keep existing seams intact. |
| Correct Aspect | Take Image Aspect ratio into account. |
| Clip to Bounds | Clip UV Coordinates to bounds after unwrapping. |
| Scale to Bounds | Scale 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

| Entry | What it does |
|---|---|
| Orthographic | User orthographic projection. |
| Camera Bounds | Map UV's to the camera region taking resolution and aspect into account. |
| Correct Aspect | Take Image Aspect ratio into account. |
| Clip to Bounds | Clip UV Coordinates to bounds after unwrapping. |
| Scale to Bounds | Scale 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

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.
| Entry | What it does |
|---|---|
| Clear Seam | Clear seam removes the seam from the currently selected edge(s). |
| Reset | Resets the UV Projection. |
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

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

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

Affect
What geometry to bevel. Vertices or Edges.
Width type

Which measure type to choose for the bevel action. Offset, Width, Depth or Percent.
Segments
How many segments gets created.
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.
| Entry | What it does |
|---|---|
| Material Index | The material for bevel faces. -1 means to use the material from the adjacent faces. |
| Harden Normals | Match normals of new faces to adjacent faces. |
| Clamp Overlap | Do not allow beveled geometry to overlap each other. |
| Loop Slide | Prefer slide along edge to even widths. |
| Mark Seams | Mark the edges of the new created geometry as seams. |
| Mark Sharp | Mark the edges of the new created geometry sharp. |
Miter Outer

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

Creates a sharp miter.
Patch

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

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

Creates a sharp miter.
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

The method to use to create meshes at intersections. Bevel can create self intersecting geometry.
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).
| Entry | What it does |
|---|---|
| None | Do not set face strength. |
| New | Set the face strength of new faces along edges to Medium, and the face strength of new faces at vertices to Weak. |
| Affected | In addition to those set for the New case, also set the faces adjacent to new faces to have strength Strong. |
| All | In 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

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

Curve presets.
Navigation elements
| Entry | What it does |
|---|---|
| Zoom in and out | The two buttons with the magnifying glass at it zooms in and out in the curve window. |
| Reverse Path | Reverses the curve path. |
| Toggle Profile Clipping | Turns the profile clipping on or off. |
Tools menu

| Entry | What it does |
|---|---|
| Reset View | Resets the curve windows zoom. |
| Reset Curve | Resets the curve to the initial shape. |
Handler and node position

When you select a node, then the handler and node position tools shows below the curve window.
| Entry | What it does |
|---|---|
| Sample straigt edges | Sample edges with vector handles. |
| Sample even length | Sample edges with even lengths. |
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

Move X , Y , Z
Adjust the position.
Orientation

Orientation is a drop-down box. Choose the type of orientation for the mirroring action.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
Proportional Falloff
Adjust the falloff methods.
| Entry | What it does |
|---|---|
| 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. |
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

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

Move X , Y , Z
Adjust the position.
Orientation

Orientation is a drop-down box. Choose the type of orientation for the mirroring action.
| Entry | What it does |
|---|---|
| Mirror Editing | Enable mirror editing. |
| Proportional editing | Enables 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

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

| Entry | What it does |
|---|---|
| Factor | Factor is a sliding box Adjust the slide strength numerically. The width of the face is the 0-1 range. |
| Even | Make the Edge loop match the shape of the adjacent edge loop. |
| Flipped | When Even Mode is active, flips between the two adjacent edge loops. |
| Clamp | Clamp within the edge extend. |
| Mirror Editing | Enable mirror editing. |
| Correct UV's | Correct 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

| Entry | What it does |
|---|---|
| Smoothing | The smoothing factor. |
| Repeat | How often the smoothing should be applied. |
| X Axis, Y Axis, Z Axis | Which axis to affect. |
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.


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.




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 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

| Entry | What it does |
|---|---|
| Number of Iterations | Number 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 Factor | Lambda Factor is the strength of the smoothing. |
| Lambda Factor in border | Lambda Factor is the strength of the smoothing in border areas. |
| Smooth Axis | The Smooth Axis check boxes allows you to limit the smoothing to specific world axis. |
| Preserve Volume | Preserve Volume preserves the volume of the object. |
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.

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

Factor
Adjust the crease factor.
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

| Entry | What it does |
|---|---|
| Drop-down box | Define which shape key should be used. |
| Blend edit box | Adjust the blend factor between the current shape and the shape that you want to blend here. |
| Add | Add 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 is a menu around vertex group functionality. The vertex groups can be found in the Object data tab in the Properties editor.

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.
| Entry | What it does |
|---|---|
| Assign to New Group | Assigns the mesh selection to a new vertex group. |
| Assign to active Group | Assigns the mesh selection to the currently active vertex group. |
| Remove from Active Group | Removes the mesh selection from the currently active vertex group. |
| Remove from All | Removes the mesh selection from all vertex groups. |
Set Active Group

Select a vertex group to be the active one.
| Entry | What it does |
|---|---|
| Remove Active Group | Removes the currently active vertex group. |
| Remove All Groups | Removes all vertex groups from the mesh. |
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.


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

Active Bone
Hook to the object(s) of the active bone.
| Entry | What it does |
|---|---|
| Hook to Selected Object Bone | Does 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 Hook | Assign the selected vertices to the chosen hook modifier. Existing hooks gets overwritten. One vertex can be assigned to more than one hook. |
| Remove Hook | Removes the chosen Hook Modifier from the object. |
| Select Hook | Selects all vertices assigned to the chosen Hook Modifier. |
| Reset Hook | Resets the chosen Hook Modifier. |
| Recenter Hook | Recenter 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.













