Editors 3D

A 3D editor, and the scene keeps its controls.

An outliner, object and edit modes, modal transforms on the keyboard, a modifier stack, mesh editing with UVs and shape keys, curves and text, materials, lights and cameras, and glTF, OBJ or STL in and out.

The ParamRig 3D editor with a desk study open: an outliner naming ten objects, a menu bar reading Object mode, View, Select, Add and Object, a lamp built from a base, a stem and an inverted cone shade, a ring and a bead on the ground, and a status bar counting 1,111 vertices
A study of ten objects and 1,111 vertices. The shade is a cone turned over with Solidify and Bevel on it, and the beside its Z and its two scale axes say a control drives them. This scene is not one the application ships.

What it holds.

Object mode

An outliner with collections, modal transforms on the keyboard, gizmos, snapping, a 3D cursor, pie menus and a navigation gizmo.

Edit mode

Vertices, edges and faces. Extrude, inset, bevel, loop cut, knife, bisect, bridge, spin, hull, merge, split and symmetry.

Meshes

Polygons with stable vertex and face ids, so a selection survives an edit that renumbers everything around it. Normals, UVs and shape keys.

Curves and text

Bézier curves and paths, text objects with extrude and bevel, and a control that can drive the words themselves.

Materials and light

Base color, metallic, roughness, emission, alpha and transmission, a shader editor, point, sun, spot and area lights, and cameras.

Files

glTF, OBJ and STL in and out. A scene saved to disk is a .paramrig.json the library accepts when it is dropped on it.

Sixteen modifiers, eight property tabs.

  • Array
  • Bevel
  • Boolean
  • Decimate
  • Edge split
  • Mirror
  • Screw
  • Solidify
  • Subdivision surface
  • Triangulate
  • Weld
  • Wireframe
  • Cast
  • Displace
  • Simple deform
  • Smooth

A modifier hands its own bounds to the control that drives it, so a slider on Thickness cannot leave the range Solidify will take. That is the difference between a control on a scene and a slider wired to a number.

  • Scene
  • World
  • Object
  • Modifiers
  • Material
  • Data
  • Controls
  • History
The shade's modifier stack: Solidify with thickness, offset, even thickness, rim options and material offset, then Bevel with its own parameters
Press F1 in the editor for the keymap. The chords follow the ones your hands already know.

One viewport across both modes.

A single WebGL context survives the switch between Edit and Tune. React unmounts the old tree before mounting the new one, so the viewport is kept by document id instead of being rebuilt.

Toggling modes therefore costs nothing: no reload, no lost camera, no second context.

What it leaves out, on purpose.

  • Armatures and skinning, grease pencil, a video sequencer, physics, Python and a path tracer are out of scope. They are not queued.
  • Two object-mode chords have no operator behind them: Link / Transfer Data, and Make Single User, which the command palette runs but no key does.
  • Rendering is the viewport's own solid and material shading. There is no offline renderer.
  • Export writes glTF, OBJ or STL. It does not write back into your source.

The vector editor is the same idea, flat.

Layers, a pen with real node editing, boolean geometry, and the same diamond beside a bound property.

The vector editor