Mesh Editing
Reshape any mesh by hand: drag its vertices, slide its edges, extrude and bevel its faces, cut it with a knife, mirror one half onto the other. Every edit replicates to your peers and every step is undoable.
Entering and leaving
Select a mesh, then either press Tab or right-click it ▸ Edit mesh. The Edit Mesh toolbox opens — a floating tool palette you can drag anywhere and resize by its right edge.
| Action | How |
|---|---|
| Enter | Tab, or right-click ▸ Edit mesh |
| Done | Esc or the ✓ button — keeps your work |
| Cancel | the ✕ button — reverts everything since the session opened (it asks first) |
| Undo / redo one step | Ctrl+Z / Y, or the ↶ ↷ buttons in the toolbox header |
Cancel is not a bigger undo
↶ steps back one operation. ✕ throws the whole session away and puts the mesh back as you found it — which is why it is marked as the destructive one and asks before it acts.
While you edit, the object is locked for your peers, and the usual selection outline steps out of the way so it can't hide your work.
The toolbox
| Part | What it holds |
|---|---|
| Tabs | Vertices / Edges / Faces — they stay pinned while the rest of the panel scrolls |
| Header | Undo, redo, the key cheat sheet (?), Done and Cancel |
| Tools & operations | The grid for the current mode, with the selected tool's parameters right below it |
| Sections | Cleanup, Symmetry, Display, Collider — collapsible, and available from every element mode |
Drag the header to move it, drag its right edge to change the width (the tool grid reflows), and double-click the grip to reset it. On a phone it becomes a bottom sheet you can drag taller or shorter instead of a floating window.
One undo step for the whole session
Individual operations undo one at a time while you work. When you press Done, the whole session collapses into a single undo entry — so Ctrl+Z afterwards puts the mesh back the way it was before you started, not one extrude at a time.
The three element modes
A mesh can be edited by vertex, edge or face. Switch with the tabs at the top of the toolbox, or press Tab to cycle forwards and Shift+Tab backwards.
Each mode remembers its own selection, so you can hop between them without losing your pick.
1 / 2 / 3 stay Move / Rotate / Scale
Those keys mean the same thing inside a mesh session as everywhere else in the app — they switch the gizmo, which is what you reach for mid-edit. The element modes live on Tab.
Selecting
- Click an element to select it; Ctrl+click adds to the selection.
- Shift+drag or Ctrl+drag draws a box — every vertex, edge or face inside it joins the selection. Works in all three element modes, and a box always takes whole faces (never half a quad). An empty box changes nothing, so a stray drag cannot wipe your work.
- Selection commands appear as words in the Select row — they change what is picked, never the geometry:
| Command | Modes | What it picks |
|---|---|---|
| Loop (L) | all | Faces: the quad ring through this face — press again for the perpendicular one. Edges: the edge chain, end to end. |
| Ring | edges | The parallel rungs a face loop crosses — the other half of the standard pair. |
| Grow / Shrink (Ctrl++ / -) | faces | Add the neighbouring ring / drop the border ring. |
| All (Ctrl+A) | all | Every element of the mesh. |
| Invert (Ctrl+I) | all | Swap picked and unpicked. |
| Linked | faces | The whole connected island this face belongs to. |
| None | vertices | Deselect everything. |
Selections are undoable too — Ctrl+Z steps back through your picks without touching the geometry, and a selection step can never push a real edit off the undo stack.
Pick granularity (faces)
In face mode, a granularity switch decides how much one click picks up:
| Setting | Picks |
|---|---|
| Quad (default) | The quad under the cursor — the two triangles that form it (a 3-sided face picks alone). |
| Face | The whole coplanar face. |
| Tri | The single triangle under the cursor. |
| Shell | The connected island under the cursor — on a one-piece mesh that is the whole object. |
| Object | Every triangle, including islands not connected to each other. |
Tip
Quad is what you want almost always. A model is made of triangles underneath, but you think in quads — and so do the loop tools.
Apply, then adjust
Most operations run the moment you press them and then let you tune the result: the options pane becomes an Adjusting panel, and changing a value re-runs the operation from the original shape rather than piling a second one on top. Nudge the width until it looks right, then carry on — or press ✕ to take the whole thing back.
- If an operation's preconditions are met (Bridge with two matching pieces selected, Bevel with a bordered selection), pressing it applies immediately.
- If they are not, nothing happens to your mesh and the toolbox says why, with an Apply button once you have fixed it.
- It is one undo step either way, however long you spend adjusting.
Tools and operations
The face tab splits its grid in two. Tools are armed — they change what a viewport click does, and stay armed until you pick another. Operations act on the selection you already have, once.
Icons are for tools; commands that act immediately read as words. Whichever tool you select, its parameters appear right underneath it.
| Tool | Key | What it does |
|---|---|---|
| Extrude | E | Pull the face out along its normal, stitching the walls behind it. |
| Inset | I | Shrink a copy inside a stitched ring — the cap ends up selected, ready for the next step. |
| Move | G | Seat the transform gizmo on the selection (the default). |
| Subdivide | S | Split the selection into a finer grid, 2×2 per quad. |
| Bridge | B | Build a tunnel between two selected pieces. |
| Loop cut | C | Insert edge loops across the ring your selection lies on (the cuts field sets how many). |
| Knife | K | Cut across the mesh on screen — see below. |
| Flip normals | F | Reverse the winding, for a face that renders inside-out. |
| Duplicate | Copy the selected faces in place. They start exactly on top of the originals — drag them off with the gizmo. | |
| Delete | X | Remove the selection. |
Move is the default, deliberately
With auto-apply on, a plain click commits whatever is armed — so the armed tool starts as Move. Clicking a face to look at it should never extrude it.
Tool parameters
| Tool | Parameters |
|---|---|
| Extrude | distance, and individual — extrude each face along its own normal instead of the selection's average |
| Inset | amount, plus a depth that raises or lowers the cap as it goes in |
| Bevel | width (in world units), segments, profile — and the direction, in or out |
| Loop cut | cuts, position along the ring, and which of the two directions to run — Along or Across |
| Bridge | cuts across the tunnel, twist to rotate one end against the other, and invert faces if the walls end up the wrong way round |
| Subdivide | levels — each one splits every quad 2×2 again |
Knife
Pick Knife, click one end of the cut and then the other. A dashed band follows your cursor between the two clicks so you can see where the blade will land; every face the line crosses is split. Esc drops a cut in progress without leaving the session.
The cut is a line on screen, so it slices straight through the model from your point of view — orbit first to line up the angle you want.
Bridge
Select two separate pieces and press Bridge. Their boundaries have to have the same number of edges — the toolbox prints both counts next to the selection so you can check. Bridging two faces of one solid punches a hole through it; bridging two separate shells builds a tube between them, and the walls are wound correctly either way.
Edge tools
| Tool | What it does |
|---|---|
| Move | Seat the gizmo on the selected edges (X runs along the edge, Z out of the surface). The welded neighbours stretch with it. |
| Loop | Select the whole edge loop through this edge. |
| Bevel | Replace the edge with a chamfer strip (width, segments and profile below). |
| Extrude | Pull a border edge out into a new strip of faces. A chain of edges extrudes as one piece; interior edges have nothing to extrude into, so they are refused. |
| Subdivide | Split every face along the selected edge at its midpoint — both sides split at the same point, so no crack appears. |
| Dissolve | Remove the edge and merge the two faces it joined. |
| Delete | Remove every face touching the selected edges. |
Bevel needs a clean corner
Each end of a bevelled edge needs exactly three faces around it. More than that needs a mitered corner, which the tool refuses rather than guessing — it would tear the mesh.
Vertex tools
| Tool | Key | What it does |
|---|---|---|
| Weld | W | Merge the selected vertices into one, at their centroid. |
| Create face | Build a face from 3 or 4 selected vertices. | |
| Bevel | Cut the corner off every selected vertex and cap it. Works on any number of vertices. | |
| Smooth | Relax the selected vertices toward their neighbours — factor sets how far each pass moves them, iterations how many passes. | |
| Slide | Constrain the drag to one of this vertex's own edges. Adjusts a profile without pulling the vertex off the surface. A marker shows where it will land, and the clamp toggle decides whether it may run past the edge's end. | |
| Delete | Remove every face touching the selected vertices. | |
| Deselect | Clear the selection. |
Vertices are drawn as dots sized in screen space, so they stay clickable whether you're zoomed into a cube or out of a whole terrain. The dot size slider multiplies that size, and turning the adaptive toggle off gives you a fixed world size instead.
Bevel options
Bevel works in all three modes and shares one set of options:
| Option | What it does |
|---|---|
| Width | How far the chamfer reaches, in world units — the same 0.1 means the same size on a small prop and a large wall. Clamped per edge, so two bevels can never cross. |
| Segments | More segments = a rounder edge. |
| Profile | 0 is a flat chamfer, positive domes the cap out, negative dishes it in. |
| Direction | Whether the chamfer eats in to the shape or grows out of it. |
Proportional editing
Switch Proportional on and moving one element drags its neighbourhood along, fading off with distance — smooth bulges and dips instead of a single crease. It works in all three modes: vertices, edges and faces.
A ring on the model shows how far the influence reaches. Roll the wheel while dragging to resize it and watch the shape respond; the ring always faces you, so it stays readable from any angle.
Pivot and gizmo
The Gizmo & pivot section decides what the gizmo turns around:
- With several elements selected, transforms happen about the centre of the selection — rotate a whole patch and it turns as one piece.
- Place the pivot yourself by dragging the gizmo: the mesh stays put and only the pivot moves, so the next rotation or scale happens exactly where you want it.
- The gizmo's orientation (local or world) and whether it is shown at all are session-wide, and apply to every element mode.
Clean-up
The Cleanup row acts on the whole object, not on your selection:
| Command | What it does |
|---|---|
| Recalculate normals | Rewind every face to point outward — the cure for patches that render dark or inside-out. |
| Merge by distance | Collapse vertices closer than the given distance into one and drop the faces that go degenerate. |
| Smooth / Flat | Switch the mesh between smooth and faceted shading. |
| Triangulate | Break every face down into plain triangles. |
| Tris to quads | Pair triangles back up into quads — the loop tools work in quads, so this is how you make an imported triangle soup workable again. |
| Symmetrize | Keep one half and replace the other with its mirror image, across an object-local X / Y / Z axis through the object's origin. Pick which half to keep. |
Model half of it
Symmetrize is a one-shot: shape the left side however you like, then mirror it. Faces that straddle the plane are cut cleanly on it, so the two halves join watertight.
Display
| Toggle | What it does |
|---|---|
| Wireframe | Show the edit wireframe overlay (on by default). It draws the quad structure. |
| Show triangulation | Draw the raw triangles instead — the diagonals inside a quad are an artifact of triangulation, not edges of your model. |
| Selection outline | Bring the object outline back while editing (off by default). |
| Shortcuts | Turn the single-key shortcuts off, if they get in the way. |
| ? | Open the key cheat sheet as its own little window you can park beside the viewport. |
The overlay colours — wireframe, selection outline and the edit overlay — are yours to set in Settings ▸ Appearance; the edit overlay defaults to picking a colour that contrasts with the material you are editing.
Snapping while you edit
Element snapping applies to the mesh gizmo too — switch on the Vertex target and a dragged vertex bites onto another one, which is how you close a seam by hand without nudging.
Your mesh remembers its faces
Older versions worked out what a "face" was every time you clicked, by looking for triangles lying flat against each other. That guess falls apart as soon as you edit: rotate an extruded band a few degrees and its wall quads twist just enough to look like real creases, at which point the loop tools quietly stop working.
The face structure is stored with the mesh now. Operations describe the faces they create, so quads survive being rotated, subdivided and bridged, the loop tools keep working after any edit, and a face can have more than four corners — dissolving an edge leaves one real n-gon rather than a fan of triangles.
Note
One exception: an autosave snapshot is stored as GLTF, which cannot carry the face structure, so a restored autosave falls back to deriving it. Saved .tpscene files and sessions keep it.
Converting to a mesh
Right-click a group or a multi-selection ▸ Convert to mesh merges it into a single editable mesh, materials and all, as one undo step. Use it when you've assembled a shape from primitives and want to treat it as one piece.
The materials survive as slots on the merged mesh — see UV & Textures for assigning faces between them.
Sculpting
For organic shaping there's a brush instead: right-click a mesh ▸ Sculpt mesh (or Sculpt terrain on terrain) — raise, lower, smooth and flatten with a round brush. See Terrain & Sculpting.
Keyboard reference
The same list lives behind the ? button in the toolbox.
| Keys | Action |
|---|---|
| Tab / Shift+Tab | Next / previous element mode (Vertices → Edges → Faces) |
| 1 / 2 / 3 | Gizmo: Move / Rotate / Scale |
| Ctrl+A | Select all |
| Ctrl+I | Invert the selection |
| Ctrl+Z / Y | Undo / redo one step inside the session |
| Tab (outside a session) | Enter Edit Mesh on the selected object |
| Esc | Done — leave the session |
| E / I / G | Faces: arm Extrude / Inset / Move |
| S / C | Faces: Subdivide / Loop cut |
| B / F / X | Faces: Bridge / Flip normals / Delete |
| K | Faces: Knife |
| L | Loop select (faces: again = perpendicular) |
| Ctrl++ / - | Faces: grow / shrink the selection |
| W | Vertices: weld the selected vertices |
In VR
Mesh editing works in VR too: the radial menu's Edit entries cover face select, extrude, inset, move and stretch, with the amount adjusted live by moving your controller. See the VR Guide.
Collaboration
- Editing an object locks it — your peers can see it but not edit it at the same time.
- Live gestures stream a preview to peers several times a second; the final shape is committed when you let go.
- A topology change travels as a full geometry snapshot. That has a ceiling, but a generous one — roughly half a million vertices, which is about thirty times what earlier versions allowed.
How big a model can you edit?
Three separate limits, and they are different questions:
| Limit | What it governs |
|---|---|
| Commit (~500k vertices) | The finished edit that replicates and lands in undo. |
| Live preview (~15k vertices) | What streams to peers during a gesture. Above it your edit still works and still replicates — peers just see the result when you let go instead of watching it move. |
| Edit Mesh entry (2500 triangles) | How dense a mesh may be before the session refuses to open, so the interaction stays responsive. Raise it in Settings ▸ VR if your machine can take it. |
All three come from measurement rather than caution: the numbers are what the wire, the frame budget and memory actually stood up to.