Advanced Inset

Tachyon Studio in Modeling


DOCUMENTATION

Advanced Inset

Blender 3.3 – 5.2 · Windows, macOS and Linux · no engine required

An inset whose corners never collapse. Every rounded or chamfered corner becomes a handle you can push to its own depth, widen, or give more vertices — all before you confirm. The same editor also works on corners the mesh already has, with nothing inset at all.

It appears in Blender's add-on list as Tachyon Advanced Inset, so it groups with the other Tachyon Studio tools there.

Advanced Inset doesn't replace Blender's Inset.
It's for the shapes where you want more control: rounded corners that keep their shape, and every corner adjustable on its own. Building corners like that is complex, so it can't handle every mesh, and on some tricky shapes it won't give you the result you want. When that happens, or when a plain inset is all you need, use Blender's own Inset. It's on the same menu (Shift + Alt + T), right next to the advanced one, and still on I.

Version:  1.0.3

Blender:  3.3 – 5.2, one package for all of them — a modern extension on 4.2+, a classic add-on on 3.3 – 4.1

Platform:  Windows, macOS or Linux. No native code, nothing platform-specific

Network use:  None

Licence:  GPL-3.0-or-later


Getting started

1. Install it

Edit ▸ Preferences ▸ Add-ons ▸ Install from Disk, pick the zip, and enable Tachyon Advanced Inset. A welcome dialog appears once per install and points you at the first few steps. The panel is in the 3D Viewport sidebar — press N, then the Unreal Tools tab, shared with the other Tachyon Studio add-ons when they are installed.

2. Inset something

Select faces and press Shift + Alt + I, use Edit Mode ▸ Face menu ▸ Inset (Editable), or pick Inset (Editable) from the toolbar — the tool group right after Blender's Bevel tool — and click-drag on the selection. The inset follows the mouse, like Blender's own — toward the middle of the face is deeper, away is shallower.

3. Click once

The tool stops following the mouse and becomes an editor (from the toolbar, releasing the mouse does the same). Every corner is now a coloured handle you can select and set. Nothing is committed until you confirm, and Esc puts the mesh back exactly as it was.

4. Confirm

Enter, Space or a right-click commits the whole thing as one undo step, and the inset faces are left selected, as with Blender's own inset.


The problem it solves

Blender's inset is a parallel offset: every boundary vertex slides inward along the bisector of its two edges. On a straight edge that is exactly right. On a rounded corner — a fan of short edges — every bisector points at the arc's centre, so the arc shrinks as it goes in: a corner of radius r inset by t has radius r − t. At t = r the whole fan lands on one point, and past it the vertices cross over and the corner turns inside out. That is the wrecked corner you have seen on beveled ngons.

Measured on a 0.5-radius corner: fine at 0.4, a single point at 0.5, inverted at 0.6.


How it works

Corners are found, not declared

The boundary is cut at its long edges, and every run of vertices between two of them is one corner. A rounded rectangle gives four corners of seven vertices; a chamfered one four of two; a sharp box four of one. A circle has no corners at all and is treated as one ring.

Corners and sides

Only a vertex the boundary actually turns at is a corner with a handle. A vertex partway along a straight edge is not, and neither is the place where the boundary runs straight over a rounded roof: those vertices belong to the side between two corners. A side has one small dot for a handle, halfway along it, and one depth.

Each corner carries its own settings

Its own distance, its own spread, its own vertex count and its own mode. One face can hold four corners set four different ways.

Two modes per corner

Keep Shape — the default for rounded corners. The whole arc moves as one piece along the corner's bisector. Its shape is untouched, the spokes come out parallel, and it can be pushed as deep into the face as you like; the flanking straight edges simply connect to wherever it went.

Shrink — the corner tightens the way Blender's inset would, but is stopped just short of the distance where it would collapse. The crossing point is solved exactly, not guessed.


Using the editor

Press Shift + Alt + I with faces selected and the whole inset follows the mouse. Click once and it becomes an editor:

Do Result
Click a corner Select it. Shift adds to the selection
Drag from empty space Box-select corners
Click a side's small dot Select that side. Distance edits then set how deep that side goes, on its own
Drag a side's small dot Set that side's depth by hand
Shift + Wheel Step the selection's distance
I Open the Distance dialog: a number field with the selection's current distance, and an Adjust by field that adds or subtracts an amount while keeping any difference between the selected corners. Both update the mesh live; Enter keeps it, Esc puts it back
Z Reset the selection to its reset point: where each corner was when the tool started, or where you last set it. With nothing selected, every corner
Shift + Z Make the selection's current shape its reset point (also the Set Reset Point chip)
Ctrl + C / Ctrl + V Copy the selection's settings, and paste them onto another selection — through a tick list, so you take only what you want

With nothing selected, every edit applies to all corners at once. The panel at the bottom of the viewport carries the same actions as clickable chips, and reads back the selection, distance, spread, segment count and mode as you work. H shows or hides the full list of shortcuts.

The bare mouse wheel is left alone — it stays Blender's zoom, as everywhere else. Corners are picked rather than dragged, because their handles sit on the mesh and a pointer reaching for one should not move it.


Sides

A side follows its corners until you give it a depth of its own. Click its dot and use Shift + Wheel or I, or drag the dot, and that side goes in less or more than the rest — a shallow inset along the long sides of a panel and a deep one across its ends, say. The corners at its two ends slide to where the two offset edges now cross, so nothing tears. A selects all the corners; a side is only ever picked on purpose.


Nothing can cross

Three caps, and a corner is held by whichever is tightest:

Cap What it guards against
Its own vertices A corner tightening until its own arc crosses itself — the collapse Blender's inset produces
The corner next to it Two corners pushed toward each other along a short straight run, meeting in the middle of it. Both are scaled back together, so your ratio between them is kept and only the depth is reduced
Geometry far away in the loop A sharp tip shooting through the shape and out the far side. An even offset moves a 40° tip 2.9 times the distance asked for and a 30° tip 3.9 times, and what it hits can be nowhere near it along the boundary

The readout says (at limit) while a corner is being held back.

When two corners stop against each other, the two vertices that met are left exactly touching and welded into one on confirm — no sliver of an edge left between them.

You can turn the whole thing off with C if you want to see what would have happened.


Spread

Ctrl + Wheel widens or tightens the selected corner. This changes the corner's radius about the point where its two straight edges would meet if the corner were sharp, so the tangent points slide along those edges and stay on them — which is what "rounder" and "tighter" mean to a modeller. Scaling about the arc's own centre would lift its ends off the edges.

S resets the selection's spread to ×1, and U switches between giving every selected corner the same length (Absolute) or the same multiple of its own size (Relative).


Segments

Alt + Wheel doubles or halves the selected corner's vertex count, and Ctrl + Alt + Wheel changes it one vertex at a time.

New vertices land on the fitted circle, so adding them makes the corner rounder rather than a finer version of the same chords. A corner that is a single sharp vertex takes a count too: it is replaced by a run along a fillet tangent to the two edges meeting there. Only the inset arc changes: the outer arc and the rest of the mesh are untouched, and the rim between them is rebuilt end to end — quads where the counts allow, triangles where they do not, carrying the rim's material, smoothing and UVs.


Auto Merge

M turns on the alternative to being held back. Nothing is capped; instead the outline is swept inward as a straight skeleton, and whenever two vertices meet they become one vertex that carries on along the bisector of the two edges left either side of it.

So a rounded corner pushed too deep is eaten one vertex at a time until it is the sharp corner underneath, and pushed further still two corners fuse into one. Everything that remains sits exactly where a plain offset of the surviving shape would put it, so the outline stays clean rather than creased. Confirming welds the coincident vertices.

It is off by default, because the cap is the safer default.


Merge and Split corners

J makes the selected neighbouring corners into one corner: a single arc tangent to both flanks, reaching as far as the old corners did, with the vertices spaced evenly along it. The end of a slab becomes a semicircle; the bottom of a notch becomes a U; a V-notch becomes its fillet.

From then on it is one corner in every respect — one distance, one spread, one vertex count, one mode — and it stays selected so your next edit acts on it as a single piece. The merge survives changing its segments.

Shift + J splits a merged corner back into the corners it was made of, each keeping the merged distance.


Corner sensitivity

[ and ] change how long an edge has to be to count as a straight run — which is what decides where one corner ends and the next begins; Shift with them steps finely. The report line tells you how many corners the new setting found.

Use it when a corner is being read as two, or when a shallow bevel is not being recognised as a corner at all.


Copy and paste

Ctrl + C opens a list of what the selection carries — distance, spread, segment count, mode, and the options (Offset Even, Edge Rail, No Collapse, Auto Merge) — each with its current value beside a tick box. Tick what you want and press Copy. Where the selected corners disagree, the row says the first corner's value is the one taken.

Ctrl + V shows the same list holding what was copied, so you can paste only the distance, or only the spread and segments, onto whatever is selected now, or onto every corner with nothing selected.

  • Spread is copied as a length, so the same number is the same size on any corner: 0.3 copied off a round corner is 0.3 on a filleted sharp one.
  • The vertex count reads N vertices, and pastes onto any corner, including one that is still a single vertex, which becomes a round of that many vertices.

The clipboard outlives the editor. Copy in one inset, confirm, start the next and paste, and the settings carry over.


Quads, regions and Individual

One n-gon gets the corner solver described above. A quad, or more than one face, gets Blender's own inset for its positions — the only thing that is right in 3D on a selection that wraps a corner — with the corner controls laid over it: every corner still has its handle, its own distance, spread and vertex count, and the sides their own depth. A rounded corner keeps its shape here too: under Keep Shape it moves as one piece in the plane of the face it was modelled in. T switches it to Shrink, which is Blender's offset exactly.

Edge Rail is off by default, as it is on Blender's own inset, so a quad or a region of faces insets exactly as I would. R turns it on.

Individual (the chip, or I while the inset is still following the mouse) insets every face on its own, as Blender's I-then-I does, each with its own corners.


Edit Corners

The same editor, on corners the mesh already has. Nothing is inset; what moves is the mesh itself. Shift + Alt + C, the toolbar, or the Face and Vertex menus.

Selection What happens
Faces The boundary of the selection is read into corners exactly as the inset does, and those boundary vertices are the handles. Distance pushes a corner along its bisector, spread changes its radius, segments its vertex count
Vertices Each connected run of selected vertices is one open corner, its flanks the edges leading on from its two ends. Select the vertices of a corner and give it more segments, or spread it wider

The inset shortcut falls through to this when only vertices are selected, so one shortcut serves both.

Changing a corner's vertex count reconnects what was attached. Where the run has a parallel run beside it joined by a rail of quads — the far side of a bevel, the wall below a plate's top edge — that rail is rebuilt against the new count, quads where the counts allow and triangles where they do not. Otherwise the faces along the run simply take the new vertices.

Edge Rail and Auto Merge do not apply here and are not offered.


The menu

Shift + Alt + T opens the tools as a pie or a dropdown — whichever the preferences say. It carries:

  • Inset (Editable) — this add-on's inset.
  • Edit Corners — the editor with no inset.
  • Blender Inset — Blender's own, unchanged, for when a plain parallel offset is exactly what you want.

Each entry can be switched off. Preferences ▸ Menu lists all three with a checkbox each.


Every control

Key What it does
Wheel Zooms, as everywhere else in Blender — the tool does not take it
Shift + Wheel Step the selection's distance
Ctrl + Wheel Spread — widen or tighten the corner
Alt + Wheel Segments — double or halve the corner's vertices
Ctrl + Alt + Wheel Segments one vertex at a time
I Distance dialog — set exactly, or adjust by an amount, live. While the inset still follows the mouse, I toggles Individual
S Reset spread to ×1
U Spread: Absolute / Relative
Z Reset the selection to its reset point
Shift + Z Set the reset point
M Auto Merge on or off
T Keep Shape ↔ Shrink for the selection
J / Shift + J Merge the selected corners into one / split a merged corner back
E / R / C Toggle Offset Even / Edge Rail / No Collapse
A / Alt + A Select all corners / none
[ / ] Corner sensitivity (Shift for fine steps)
Ctrl + C / Ctrl + V Copy / paste the selection's settings, through a tick list
H Show or hide the shortcut panel
Enter / Space / right-click Confirm
Esc Cancel, restoring the mesh exactly. While dragging a side's dot, right-click aborts just that drag

Every key above except confirm and cancel can be changed in the add-on preferences, and any of them can take Ctrl, Shift or Alt (on a Mac, also Cmd, with Alt shown as Option). The ones that go up and down (the wheel rows and [ ]) can each be the wheel with any modifiers, or a pair of keys: one for up, one for down.


Preferences

Setting Default What it controls
Corners Keep Shape What a rounded corner does when the tool starts
Starting Distance 0.1 The distance every corner opens at
Menu Pie Whether Shift + Alt + T opens a pie or a dropdown
Menu Entries all three shown Which of the three entries appear on that menu
First drag Away from the centre deepens Which way the first drag runs, before the editor opens
Shortcuts panel Left Which side of the viewport the shortcut panel (H) sits on
Wire / X-Ray Off / Off Draw the original outline and spokes, and draw the handles through the mesh
Keys in the editor as listed above Every shortcut the editor answers to: a key with any of Ctrl, Shift and Alt (and Cmd on a Mac), set by clicking the round button and pressing it. Up-and-down controls take the wheel or a pair of keys. A clash is flagged, and Restore Default Editor Keys puts them all back
Shortcuts Shift+Alt+I / C / T All three, in Blender's own keymap editor, with a Restore button

Limits worth knowing

  • Attribute interpolation (UVs, colours) on the rim is done by Blender at the starting distance. Push a corner much deeper and the UV stretch on that rim quad will not follow — the same behaviour as moving the vertices after a normal inset.
  • Segments and Auto Merge are declined on Blender 3.3. Both change topology, and that build's bmesh is intermittently fatal at the Python teardown which follows such operator sequences — nothing in Python can prevent it. 3.4 and later are fine; everything else works on 3.3.
  • The maths works in the plane of the region's average normal. On a strongly curved region the inset is an approximation, as any planar offset is.
  • There is no redo panel. It would re-run the inset on geometry that is already inset and discard every per-corner edit, so the operator does not offer one. Ctrl + Z undoes the whole inset in a single step, and bpy.ops.tin.inset(thickness=...) still works from a script.
  • Auto Merge handles vertices meeting each other. A concave vertex reaching a distant edge is not a merge event, so an asymmetric concave shape pushed absurdly deep with Auto Merge on can still self-cross; the caps cover that case when it is off.

Troubleshooting

My corner is being read as two corners, or not at all

Corner detection cuts the boundary at its long edges. Press [ or ] to change how long an edge has to be to count as a straight run — the report line says how many corners the new setting found. If two corners really should act as one, select both and press J to merge them.

A corner stops before the distance I asked for

It has hit one of the three caps, and the readout says (at limit). That is the point at which something would have crossed. Press C to turn the caps off and see what would have happened, or M to let the corners fuse instead of stopping.

Alt+Wheel and M do nothing

You are on Blender 3.3, where both are declined — see Limits worth knowing. The editor says so when you press them.

The wheel zooms instead of changing the inset

That is deliberate: the bare wheel is left to Blender. Shift + Wheel steps the distance.

Dragging feels backwards

The first drag is measured from the middle of the face, and moving away from the middle makes the inset deeper. Blender's own inset works the other way round; Preferences ▸ First drag ▸ Toward the centre deepens matches it.

Where is the bevel?

The editable bevel is its own add-on, Advanced Bevel, sold separately. The two install side by side and neither needs the other. Both carry Edit Corners; with both installed, Blender's menus list it once.

The panel is not there

Press N in the 3D Viewport and look for the Unreal Tools tab. The tools are also on the toolbar, in the Face and Vertex menus, and on Shift + Alt + T.


Network use and files written

None, and almost none. The add-on opens no sockets, sends no telemetry and checks no licence. The Documentation and Discord buttons hand a URL to your default browser and nothing more.

Path What, and when
Blender's own preferences The add-on preferences, saved by Blender
<Blender config>/tachyon/welcomed_tachyon_inset.txt One line recording which version last showed its welcome, so a reinstall greets you again

Release history

Version Released What changed
1.0.3 25 September 2026 Every shortcut in the editor can be changed, with any of Ctrl, Shift and Alt (and Cmd on a Mac). Anything that goes up and down can use the wheel with any modifiers, or a pair of keys. Defaults and your earlier choices carry over.
1.0.2 24 September 2026 A reset point for corners (Shift + Z, or the Set Reset Point chip). Spread pastes as a length, so it is the same size on any corner, and a vertex count pastes onto any corner. Very wide rounds keep the inset's width, and a merged corner in Keep Shape keeps its arc with Auto Merge on. The shortcut panel sits on the left, and the first drag grows away from the centre.
1.0.1 21 September 2026 Corner handles are visible again on Blender's Vulkan backend (Preferences ▸ System). They are drawn as GPU points, and Vulkan ignores the requested point size for the shader the add-on used, so every handle came out one pixel wide and read as missing; they now use Blender's dedicated point shader, which honours the size on both backends. Nothing changes on OpenGL.
1.0.0 — First release. An inset whose rounded corners never collapse, with every corner a handle you edit before you confirm.

Support

Questions, bug reports and feature requests — join the Discord. The same invite is in the add-on preferences, next to a link back to this documentation.

GPL-3.0-or-later. Copyright 2026 Tachyon Studio.

GPL-3.0-or-later · Copyright 2026 Tachyon Studio
A Blender add-on. It needs no engine, no external tool and no network access.
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Details
Blender Extension Compatible Yes
Rating
1 ratings
Published 8 days ago
Blender Version 3.3 - 5.2
Extension Type Add-on
License GPL