Advanced Inset
It gives you an inset whose rounded corners keep their shape at any depth, and it turns every corner into a handle you can edit before you confirm. Select faces, press Shift + Alt + I (or pick it from the toolbar), click once, and each corner can be pushed to its own depth, widened, given more vertices, or switched between modes — all live, with nothing committed until you press Enter.
No. Blender's own is untouched and still on I. This is a separate tool on Shift + Alt + I, and Blender's own also sits on the Shift+Alt+T menu as Blender Inset, so you can reach either from one place.
No — the bevel is its own add-on, Advanced Bevel, sold separately. The two install side by side without clashing, and neither needs the other.
3.3 through 5.2, from one package. It installs as a modern extension on 4.2 and newer, and as a classic add-on on 3.3 – 4.1. Two things are declined on 3.3 specifically — see the question about that below.
Yes. There is no native code and nothing platform-specific in it.
3D Viewport sidebar — press N — then the Unreal Tools tab, shared with the other Tachyon Studio add-ons when they are installed. The panel is optional: the tools are on the toolbar (T) as one group after Blender's Bevel tool, in the Face and Vertex menus, and on their own shortcuts.
Tachyon Advanced Inset, so it sits with the other Tachyon Studio tools when you are looking for it.
Blender's inset is a parallel offset: every vertex slides along the bisector of its two edges, and on a rounded corner 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, lands on a single point at t = r, and turns inside out past that.
In Keep Shape the whole arc moves as one piece instead, so its radius never changes. In Shrink it does tighten, but is stopped just short of the distance where it would cross itself.
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, and a circle no corners at all — it is treated as one ring.
If the split is not where you want it, [ and ] change how long an edge has to be to count as a straight run, and J merges neighbouring corners into one.
It has hit the point where something would cross, and the readout says (at limit). Three things can hold a corner: its own vertices, the corner next to it across a short straight run, or geometry far away in the loop — a 40° tip travels 2.9 times the distance you ask for and a 30° tip nearly four, so it can reach parts of the shape nowhere near it along the boundary.
Press C to turn the caps off, or M to let corners fuse and keep going instead of stopping.
Sweeping the outline inward as a straight skeleton. Whenever two vertices meet they become one vertex, which carries on along the bisector of the two edges now either side of it. So a corner pushed too deep is eaten one vertex at a time down to the sharp corner underneath, and further still two corners fuse into one — with everything left sitting where a plain offset of the surviving shape would put it. Confirming welds the coincident vertices.
That is the point of it. Click a corner to select it, Shift to add, or drag from empty space to box-select. Then use Shift + Wheel, or press I for a number field that holds the current distance and an Adjust by field to add or subtract an amount. With nothing selected, every edit applies to all corners at once.
Yes. Every side between two corners has a small dot halfway along it. Drag the dot, or click it and use Shift + Wheel, and that side takes its own depth — the corners at its ends slide to where the offset edges now cross, so nothing tears.
Yes — Ctrl + C with the corner selected opens a list of what it carries, distance, spread, segments, mode and the options, each with its value beside a tick box. Tick what you want. Then select the other corners and Ctrl + V: the same list, holding what was copied, so you can paste only the distance if that is all you want. The clipboard survives confirming, so the settings carry into the next inset too.
It 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 — the corner gets rounder or tighter while staying attached to the shape. Scaling about the arc's own centre would lift its ends off the edges.
No — new vertices land on the fitted circle, so the corner gets genuinely rounder rather than being a denser version of the same polygon. Alt + Wheel doubles or halves the count and Ctrl + Alt + Wheel goes one vertex at a time. A sharp corner can take a count too, and is rounded into a fillet.
It is rebuilt between the old outer arc and the new inner one, end to end — quads where the counts allow, triangles where they do not — carrying the rim's material, smoothing and UVs. The outer arc and the rest of the mesh are untouched.
J turns the selected neighbouring corners into one corner: a single arc tangent to both flanks, evenly spaced, reaching as far as the old corners did. A slab end becomes a semicircle, a notch becomes a U, a V-notch becomes its fillet. From then on it behaves as one corner in every respect, and Shift + J puts it back.
Yes — that is Edit Corners, on Shift + Alt + C. With faces selected it reads the boundary of the selection into corners and moves those vertices; with vertices selected, each connected run is one corner. The inset shortcut falls through to it when only vertices are selected.
Yes. One n-gon gets the corner solver. A quad, or a region of several faces, gets Blender's own inset for its positions — the right answer in 3D on a selection that wraps a fold — with every corner control laid over it. Individual insets each face on its own, as Blender's I-then-I does.
Deliberate — the bare wheel is left to Blender, as everywhere else. Shift + Wheel steps the distance, Ctrl + Wheel is spread and Alt + Wheel is segments. The last two can be swapped in preferences.
The first drag is measured from the middle of the face and toward the middle is deeper — the same convention as Blender's own inset. If you prefer the opposite, Preferences ▸ First drag reverses it.
Yes. The Shift+Alt+T menu carries three entries — Inset (Editable), Edit Corners and Blender's own Inset — and each has its own checkbox in Preferences ▸ Menu.
All three of them, in Blender's own keymap editor, reached from the add-on preferences. There is a Restore button if you want the defaults back. The single-letter keys inside the editor are editable there too.
You are 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, so the add-on declines them there and says so. Everything else works on 3.3, and 3.4 onward has both.
Because it would re-run the inset on geometry that is already inset — insetting a second time and discarding every per-corner edit in the process. Ctrl + Z undoes the whole thing in one step, and bpy.ops.tin.inset(thickness=...) still works from a script.
Not exactly. Blender interpolates the rim's attributes at the starting distance, so pushing a corner a long way afterwards stretches that rim quad's UVs — the same as moving vertices after a normal inset.
The maths works in the plane of the region's average normal, so on a strongly curved region the inset is an approximation — as any planar offset is.
No. It 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.
Its own preferences, saved by Blender, and a one-line marker in Blender's config folder recording which version last showed its welcome dialog, so a reinstall greets you again. Nothing else, nowhere else.
GPL-3.0-or-later, the same as Blender itself.
No. It is entirely standalone. It shares its sidebar tab with the other Tachyon Studio add-ons when they happen to be installed, and that is the whole of the relationship.
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