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Mesh objects and edit mode

Mesh objects are your own geometry placed in rooms: box, cylinder, plane, sphere, wedge, arch, stairs, tube and cone.

Key Action
Shift+A Add a primitive at the pointer (also Edit > Add > Mesh object)
Ctrl+J Join the selected mesh objects

A mesh object has a role: part of the shell, the details model, or collision only. Shell objects also get collision unless Collides is off.

Booleans (union, subtract, intersect) work between two mesh objects; the second is removed unless you ask to keep it. Faces take a material each and belong to a room (fixed, or the room under their centre).

In the Scale tool (Alt+S) a selected mesh object has x, y, z and uniform handles along its own axes.

Select a mesh object and press Tab. The keys are the same in the Modlo and Blender controls, and while editing they win over the global ones (so 1 2 3 pick element modes, not camera views).

Key Action
Tab, or Esc Esc Enter / leave; your edits stay
1 / 2 / 3 Vertex, edge, face select; the selection converts
Click / Shift+click / drag Pick, toggle, box select (what is behind the surface only with X-ray, Alt+Z)
Alt+click / Ctrl+Alt+click An edge loop (a face loop in face mode) / an edge ring
A / Alt+A / Ctrl+I / L All, none, invert, the connected piece under the pointer
G / R / S Grab, rotate, scale about the median; X Y Z lock an axis, type numbers, Esc cancels
E / I Extrude, inset: move the pointer or type a distance
Ctrl+B Bevel (wheel: segments)
Ctrl+R Loop cut (hover shows the loop, click, slide, click)
Ctrl+E Subdivide
M The merge menu
X or Delete The delete / dissolve menu
F Fill (a face from the open edges or vertices)
Alt+N Normals menu (flip, recalculate outside)
P Separate the faces into a new object
Shift+D Duplicate the faces
U The UV menu
W or right-click The Mesh menu with everything above

Dropping a material on the object, or picking one in Properties, paints only the selected faces in face mode. Every refusal shows in the status line and as a toast; the result of an operation stays selected.

  • The export needs clean geometry: closed meshes without T-junctions or non-manifold edges. Operations keep this; Problems warns when something does not.
  • A vertex within 1 mm of its room’s floor or ceiling is moved 3 mm past it, so a box standing on the floor does not share edges with it. Keep objects 2 mm off a wall or push them into it.
  • UV projections work in the object’s own space, so turning the object does not change them.

See the tutorial Modelling a kitchen counter.