Advanced Extrude

Tachyon Studio in Modeling


CHANGELOG

Advanced Extrude

What's new in this version

1.1.1 — 25 September 2026

Every shortcut in the editor can now be changed, and any of them can take Ctrl, Shift or Alt (or Cmd on a Mac).

Changed

Every shortcut is yours to set. In the add-on preferences, under Keys in the editor, each action has Ctrl, Shift and Alt toggles and a key. Click the round button beside one and press the shortcut you want (Esc cancels). Any combination works, so Ctrl + Shift + D is as good as a plain letter. Two actions on the same shortcut get a warning, and the first one keeps it.

The shortcut preferences; the Cmd column only appears on a Mac

Anything that goes up and down can use the wheel or two keys. Distance, spread, corner vertices, corner sensitivity and Reach can each be the wheel with your own modifiers, or a pair of keys, one for up and one for down: letters, numbers, arrows, the numpad or the side mouse buttons. Reach still only works while you hold a handle, so the plain wheel keeps zooming the rest of the time. The old Spread on and Segments on only chose between Ctrl and Alt; spread and vertex count now take any modifiers you like. Shift still gives finer steps on the spread and the corner sensitivity.

The shortcuts that rode on another key have rows of their own: Select none (Alt + A), Split corners (Shift + J) and Set the reset point (Shift + Z).

On a Mac, Cmd works too. Every shortcut gets a Cmd toggle as well, and Alt is shown as Option, the way the keyboard reads.

The shortcut panel no longer lists Auto Merge, which the extrude doesn't have.

Nothing changes until you change it: every default is what it was, and a key you had already changed, or your Spread on and Segments on choice, carries over. The shortcut panel (H) shows whatever you set.

GPL-3.0-or-later · Copyright 2026 Tachyon Studio
A Blender add-on. It needs no engine, no external tool and no network access.
CHANGELOG

Advanced Extrude

Every release, newest first

Every release of the add-on, newest first. One package covers Blender 3.3 – 5.2: a modern extension on 4.2+, a classic add-on on 3.3 – 4.1.

Current version:  1.1.0

Released:  24 September 2026

Blender:  3.3 – 5.2

Licence:  GPL-3.0-or-later


1.1.0 — 24 September 2026

The edges between corners now follow a spread, either easing smoothly from corner to corner or held straight. Corners also get a reset point.

Added

The edges between corners follow a spread. On a wide selection the edges in the middle, the ones no corner owns, used to stay where the extrude first put them while the corners moved. They now move with the corners either side. The new Interpolate chip, shown whenever there are such edges, picks how:

  • On (the default): they ease from one corner to the next, so the face stays smooth.
  • Off: each one moves with the nearest corner, so the edge loops between two merged corners stay straight lines while you spread the pair.
In-between edges easing with a spread, then held straight

Reach. While you drag a corner, roll the mouse wheel to take the next loop behind it along with the drag, then the one after that. The readout shows how far it reaches. The copy stops before it would fold, so turning it up on a shape with many loops simply runs out.

A reset point for your corners. Reset (the chip, or Z) now puts a corner back where it was when you started the tool, not to plain defaults. Click Set Reset Point (or Shift + Z) to make the current shape the one Reset returns to. It works per corner.

Paste a vertex count. Copy a round corner and paste its vertex count onto another, even one that is still a single vertex. The row is labelled N vertices.

The shortcuts panel sits on the left, clear of the toolbar and the sidebar. A new preference, Shortcuts panel, puts it on the right instead.

Changed

Every Blender extrude on the menu. The menu (Shift + Alt + T) used to offer two of Blender's own extrudes. It now offers all of them, the same list Blender's Extrude menu (Alt + E) shows for your selection: faces, edges and vertices, Extrude Repeat and Spin. They sit below this add-on's four, under a Vanilla Blender Extrude heading, so it's clear which are which. On the pie they share one slot. One checkbox in the preferences shows or hides the whole section.

A pasted spread is the same size on any corner. Spread is copied as a length, so the same number is the same size wherever you paste it.

The first drag grows outward. A preference, First drag, changes it back.


1.0.1 — 21 September 2026

Fixed

The corner handles are visible again on the Vulkan backend. On Blender set to Vulkan (Preferences ▸ System ▸ Backend), the coloured dots marking each corner did not appear, while OpenGL showed them normally. The tool itself worked throughout — only the dots were missing, so an edit could be made but not aimed.

The handles are drawn as GPU points, and the Vulkan backend ignores the requested point size for the shader the add-on used, which left every handle one pixel wide. They are now drawn with Blender's dedicated point shader, which honours the size on both backends. Nothing changes if you use OpenGL: the handles are drawn exactly as before.

Reported by a customer, and confirmed by measuring what actually reaches the screen on Blender 5.2 under both backends.


1.0.0 — First release

Blender's own extrude, held open for editing.

What it does

  • The result starts exactly where Blender would put it, vertex for vertex, and then every corner becomes a handle with its own depth, width and vertex count — all live in the viewport before anything is committed.
  • All four kinds are covered: Region, Along Normals, Individual Faces and Manifold.
  • Extrude Along Normals moves every vertex along its own normal, so around a rounded corner those normals converge and a band pushed in past the corner radius crosses itself and turns inside out. Here each corner is handled on its own, so the outline survives.
  • A side — the stretch between two corners — has its own handle and its own depth.
  • Copy one corner's settings and paste them onto another.
  • Distance brings corners in and out along the surface, never up and down.
  • Nothing is committed until you confirm, and Esc puts the mesh back exactly as it was.

Pure Blender, and nothing to configure. No game engine, no external tool, and no network use of any kind: it opens no sockets, sends no telemetry and checks no licence. Blender's own Extrude is untouched and still on E.

GPL-3.0-or-later · Copyright 2026 Tachyon Studio
A Blender add-on. It needs no engine, no external tool and no network access.
CHANGELOG

Advanced Extrude

Every release, newest first

Every release of the add-on, newest first. One package covers Blender 3.3 – 5.2: a modern extension on 4.2+, a classic add-on on 3.3 – 4.1.

Item Detail
Current version 1.0.1
Released 21 September 2026
Blender 3.3 – 5.2
Licence GPL-3.0-or-later

1.0.1 — 21 September 2026

Fixed

The corner handles are visible again on the Vulkan backend. On Blender set to Vulkan (Preferences ▸ System ▸ Backend), the coloured dots marking each corner did not appear, while OpenGL showed them normally. The tool itself worked throughout — only the dots were missing, so an edit could be made but not aimed.

The handles are drawn as GPU points, and the Vulkan backend ignores the requested point size for the shader the add-on used, which left every handle one pixel wide. They are now drawn with Blender's dedicated point shader, which honours the size on both backends. Nothing changes if you use OpenGL: the handles are drawn exactly as before.

Reported by a customer, and confirmed by measuring what actually reaches the screen on Blender 5.2 under both backends.


1.0.0 — First release

Blender's own extrude, held open for editing.

What it does

  • The result starts exactly where Blender would put it, vertex for vertex, and then every corner becomes a handle with its own depth, width and vertex count — all live in the viewport before anything is committed.
  • All four kinds are covered: Region, Along Normals, Individual Faces and Manifold.
  • Extrude Along Normals moves every vertex along its own normal, so around a rounded corner those normals converge and a band pushed in past the corner radius crosses itself and turns inside out. Here each corner is handled on its own, so the outline survives.
  • A side — the stretch between two corners — has its own handle and its own depth.
  • Copy one corner's settings and paste them onto another.
  • Distance brings corners in and out along the surface, never up and down.
  • Nothing is committed until you confirm, and Esc puts the mesh back exactly as it was.

Pure Blender, and nothing to configure. No game engine, no external tool, and no network use of any kind: it opens no sockets, sends no telemetry and checks no licence. Blender's own Extrude is untouched and still on E.

GPL-3.0-or-later · Copyright 2026 Tachyon Studio
A Blender add-on. It needs no engine, no external tool and no network access.
No versions found for this variant.
CHANGELOG

Advanced Extrude

What's new in this version

1.1.1 — 25 September 2026

Every shortcut in the editor can now be changed, and any of them can take Ctrl, Shift or Alt (or Cmd on a Mac).

Changed

Every shortcut is yours to set. In the add-on preferences, under Keys in the editor, each action has Ctrl, Shift and Alt toggles and a key. Click the round button beside one and press the shortcut you want (Esc cancels). Any combination works, so Ctrl + Shift + D is as good as a plain letter. Two actions on the same shortcut get a warning, and the first one keeps it.

The shortcut preferences; the Cmd column only appears on a Mac

Anything that goes up and down can use the wheel or two keys. Distance, spread, corner vertices, corner sensitivity and Reach can each be the wheel with your own modifiers, or a pair of keys, one for up and one for down: letters, numbers, arrows, the numpad or the side mouse buttons. Reach still only works while you hold a handle, so the plain wheel keeps zooming the rest of the time. The old Spread on and Segments on only chose between Ctrl and Alt; spread and vertex count now take any modifiers you like. Shift still gives finer steps on the spread and the corner sensitivity.

The shortcuts that rode on another key have rows of their own: Select none (Alt + A), Split corners (Shift + J) and Set the reset point (Shift + Z).

On a Mac, Cmd works too. Every shortcut gets a Cmd toggle as well, and Alt is shown as Option, the way the keyboard reads.

The shortcut panel no longer lists Auto Merge, which the extrude doesn't have.

Nothing changes until you change it: every default is what it was, and a key you had already changed, or your Spread on and Segments on choice, carries over. The shortcut panel (H) shows whatever you set.

GPL-3.0-or-later · Copyright 2026 Tachyon Studio
A Blender add-on. It needs no engine, no external tool and no network access.
CHANGELOG

Advanced Extrude

Every release, newest first

Every release of the add-on, newest first. One package covers Blender 3.3 – 5.2: a modern extension on 4.2+, a classic add-on on 3.3 – 4.1.

Current version:  1.1.0

Released:  24 September 2026

Blender:  3.3 – 5.2

Licence:  GPL-3.0-or-later


1.1.0 — 24 September 2026

The edges between corners now follow a spread, either easing smoothly from corner to corner or held straight. Corners also get a reset point.

Added

The edges between corners follow a spread. On a wide selection the edges in the middle, the ones no corner owns, used to stay where the extrude first put them while the corners moved. They now move with the corners either side. The new Interpolate chip, shown whenever there are such edges, picks how:

  • On (the default): they ease from one corner to the next, so the face stays smooth.
  • Off: each one moves with the nearest corner, so the edge loops between two merged corners stay straight lines while you spread the pair.
In-between edges easing with a spread, then held straight

Reach. While you drag a corner, roll the mouse wheel to take the next loop behind it along with the drag, then the one after that. The readout shows how far it reaches. The copy stops before it would fold, so turning it up on a shape with many loops simply runs out.

A reset point for your corners. Reset (the chip, or Z) now puts a corner back where it was when you started the tool, not to plain defaults. Click Set Reset Point (or Shift + Z) to make the current shape the one Reset returns to. It works per corner.

Paste a vertex count. Copy a round corner and paste its vertex count onto another, even one that is still a single vertex. The row is labelled N vertices.

The shortcuts panel sits on the left, clear of the toolbar and the sidebar. A new preference, Shortcuts panel, puts it on the right instead.

Changed

Every Blender extrude on the menu. The menu (Shift + Alt + T) used to offer two of Blender's own extrudes. It now offers all of them, the same list Blender's Extrude menu (Alt + E) shows for your selection: faces, edges and vertices, Extrude Repeat and Spin. They sit below this add-on's four, under a Vanilla Blender Extrude heading, so it's clear which are which. On the pie they share one slot. One checkbox in the preferences shows or hides the whole section.

A pasted spread is the same size on any corner. Spread is copied as a length, so the same number is the same size wherever you paste it.

The first drag grows outward. A preference, First drag, changes it back.


1.0.1 — 21 September 2026

Fixed

The corner handles are visible again on the Vulkan backend. On Blender set to Vulkan (Preferences ▸ System ▸ Backend), the coloured dots marking each corner did not appear, while OpenGL showed them normally. The tool itself worked throughout — only the dots were missing, so an edit could be made but not aimed.

The handles are drawn as GPU points, and the Vulkan backend ignores the requested point size for the shader the add-on used, which left every handle one pixel wide. They are now drawn with Blender's dedicated point shader, which honours the size on both backends. Nothing changes if you use OpenGL: the handles are drawn exactly as before.

Reported by a customer, and confirmed by measuring what actually reaches the screen on Blender 5.2 under both backends.


1.0.0 — First release

Blender's own extrude, held open for editing.

What it does

  • The result starts exactly where Blender would put it, vertex for vertex, and then every corner becomes a handle with its own depth, width and vertex count — all live in the viewport before anything is committed.
  • All four kinds are covered: Region, Along Normals, Individual Faces and Manifold.
  • Extrude Along Normals moves every vertex along its own normal, so around a rounded corner those normals converge and a band pushed in past the corner radius crosses itself and turns inside out. Here each corner is handled on its own, so the outline survives.
  • A side — the stretch between two corners — has its own handle and its own depth.
  • Copy one corner's settings and paste them onto another.
  • Distance brings corners in and out along the surface, never up and down.
  • Nothing is committed until you confirm, and Esc puts the mesh back exactly as it was.

Pure Blender, and nothing to configure. No game engine, no external tool, and no network use of any kind: it opens no sockets, sends no telemetry and checks no licence. Blender's own Extrude is untouched and still on E.

GPL-3.0-or-later · Copyright 2026 Tachyon Studio
A Blender add-on. It needs no engine, no external tool and no network access.
CHANGELOG

Advanced Extrude

Every release, newest first

Every release of the add-on, newest first. One package covers Blender 3.3 – 5.2: a modern extension on 4.2+, a classic add-on on 3.3 – 4.1.

Item Detail
Current version 1.0.1
Released 21 September 2026
Blender 3.3 – 5.2
Licence GPL-3.0-or-later

1.0.1 — 21 September 2026

Fixed

The corner handles are visible again on the Vulkan backend. On Blender set to Vulkan (Preferences ▸ System ▸ Backend), the coloured dots marking each corner did not appear, while OpenGL showed them normally. The tool itself worked throughout — only the dots were missing, so an edit could be made but not aimed.

The handles are drawn as GPU points, and the Vulkan backend ignores the requested point size for the shader the add-on used, which left every handle one pixel wide. They are now drawn with Blender's dedicated point shader, which honours the size on both backends. Nothing changes if you use OpenGL: the handles are drawn exactly as before.

Reported by a customer, and confirmed by measuring what actually reaches the screen on Blender 5.2 under both backends.


1.0.0 — First release

Blender's own extrude, held open for editing.

What it does

  • The result starts exactly where Blender would put it, vertex for vertex, and then every corner becomes a handle with its own depth, width and vertex count — all live in the viewport before anything is committed.
  • All four kinds are covered: Region, Along Normals, Individual Faces and Manifold.
  • Extrude Along Normals moves every vertex along its own normal, so around a rounded corner those normals converge and a band pushed in past the corner radius crosses itself and turns inside out. Here each corner is handled on its own, so the outline survives.
  • A side — the stretch between two corners — has its own handle and its own depth.
  • Copy one corner's settings and paste them onto another.
  • Distance brings corners in and out along the surface, never up and down.
  • Nothing is committed until you confirm, and Esc puts the mesh back exactly as it was.

Pure Blender, and nothing to configure. No game engine, no external tool, and no network use of any kind: it opens no sockets, sends no telemetry and checks no licence. Blender's own Extrude is untouched and still on E.

GPL-3.0-or-later · Copyright 2026 Tachyon Studio
A Blender add-on. It needs no engine, no external tool and no network access.
  • For 1 person (1 seat). Commercial use included.

    $7.49 $9.99
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    $74.93 $99.90
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Details
Blender Extension Compatible Yes
Sales 10
Rating
1 ratings
Published 7 days ago
Blender Version 3.3 - 5.2
Extension Type Add-on
License GPL