Advanced Modeling Bundle

Tachyon Studio in Modeling


DOCUMENTATION

Advanced Modeling Bundle

Advanced Inset, Advanced Bevel and Advanced Extrude · Blender 3.3 – 5.2 · Windows, macOS and Linux

Three of Blender's modelling tools, held open for editing: Advanced Inset, Advanced Bevel and Advanced Extrude. All three share one idea — a rounded corner is found as a corner and moved as one piece, so it never collapses or turns inside out — and one editor: click once and every corner becomes a handle you can push to its own depth, widen, or give more vertices, all before you confirm.

They appear in Blender's add-on list as Tachyon Advanced Inset, Tachyon Advanced Bevel and Tachyon Advanced Extrude, so they group with the other Tachyon Studio tools there.

These add-ons don't replace Blender's own Inset, Bevel and Extrude.
They're 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 they can't handle every mesh, and on some tricky shapes they won't give you the result you want. When that happens, or when a plain inset, bevel or extrude is all you need, use Blender's own. Each add-on's menu has Blender's tools right next to the advanced ones, and they're still on their usual keys: I, Ctrl + B, E and Alt + E.

Version:  Advanced Bevel 1.1.1, Advanced Extrude 1.2.0, Advanced Inset 1.0.4

Blender:  3.3 – 5.2, one package per add-on — 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

This page covers what the three have in common first, then each tool on its own. Where a control differs between them, the tool's own section says so.


Getting started

1. Install them

The bundle is three zips. For each: Edit ▸ Preferences ▸ Add-ons ▸ Install from Disk, pick the zip, and enable it. A welcome dialog appears once per install and points you at the first few steps. Each is standalone — install one, two or all three, in any order. The panel is in the 3D Viewport sidebar — press N, then the Unreal Tools tab, shared by the three and by the other Tachyon Studio add-ons when they are installed.

2. Start one

In Edit Mode, with faces selected, Shift + Alt + I insets and Shift + Alt + E extrudes; with edges selected, Shift + Alt + B bevels. Each is also in its menu — Face for the inset and the extrude, Edge for the bevel — and on the toolbar, as one group right after Blender's Bevel tool, where a click-drag on the selection starts it. The result follows the mouse at first, like Blender's own.

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.


The problem they solve

Blender's inset and bevel are parallel offsets: 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.

Blender's Extrude Along Normals has the same fault from the other side. It moves every vertex along its own normal, and around a rounded corner those normals converge, so as a band is pushed inward the corner's vertices close in on each other. Past the corner radius they cross, and the outline folds over itself. Blender does all of this without complaint and leaves the repair to you.

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


How the three work

Corners are found, not declared

Each boundary is read for its corners. The inset cuts the boundary 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. The bevel reads each bevelled run the same way — a vertex that turns sharply starts a corner, a long straight ends one. The extrude reads each boundary in its own plane, and a stretch that keeps turning — the bevel strip between two sharp corners — is a corner in its own right.

Only a vertex the boundary actually turns at is a corner with a handle. A vertex partway along a straight edge belongs to the side between two corners, which on the inset and the bevel has one small dot for a handle, halfway along it, and one depth.

Blender's result is the base

The bevel's topology is always Blender's own bevel, and a corner stays exactly where Blender put it until you shape it — the editor is opt-in, one corner at a time. The extrude reads back where Blender's own extrude placed every vertex, as a direction per unit of depth, and everything after that is that direction times the depth with the corner controls on top. A quad, or a region of several faces, takes Blender's own inset for its positions. In all three, an untouched result is Blender's, vertex for vertex.

Each corner carries its own settings

Its own depth, 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

Mode What the corner does
Keep Shape The whole corner moves as one piece. Its shape is untouched, its spokes come out parallel, and it can be pushed as deep as you like
Shrink (Classic on the bevel) The corner tightens the way Blender's own would, but is stopped just short of the distance where it would cross itself. The crossing point is solved exactly, not guessed

T swaps the selection between them. The inset and the bevel start rounded corners in Keep Shape; the extrude starts in Shrink, so that an untouched extrude is Blender's.


Using the editor

The same in all three, apart from the differences the tools' own sections note.

Do Result
Click a corner Select it. Shift adds to the selection
Drag from empty space Box-select corners
A / Alt + A Select all corners / none
Shift + Wheel Step the selection's depth or width
I Open a dialog with the selection's current value, and — on the inset and the bevel — 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
Ctrl + Wheel Spread — widen or tighten the corner
Alt + Wheel Vertex count — double or halve it
Ctrl + Alt + Wheel Vertex count, one vertex at a time
T Keep Shape ↔ Shrink (Classic) for the selection
J / Shift + J Merge the selected corners into one / split a merged corner 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)
[ / ] Corner sensitivity (Shift for fine steps)
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
H Show or hide the full list of shortcuts
Enter / Space / right-click Confirm
Esc Cancel, restoring the mesh exactly

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, depth, spread, vertex count and mode as you work.

The bare mouse wheel is left alone — it stays Blender's zoom, as everywhere else. Every shortcut can be changed in each add-on's preferences, with any of Ctrl, Shift and Alt (on a Mac, also Cmd); anything that goes up and down can be the wheel with any modifiers, or a pair of keys.


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 (on the bevel, S is the profile's segments instead), and U switches between giving every selected corner the same length (Absolute) or the same multiple of its own size (Relative).


Vertex count

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.

On the inset and the extrude, a corner that is a single sharp vertex takes a count too, and is rounded into a fillet tangent to the two edges meeting there. The bevel can densify an arc it already has, but not round a single-vertex corner into one: its rails carry profile columns that would have to be rebuilt with it. Use Edit Corners (Shift + Alt + C) for that, in the Inset or the Bevel.


Merge and split

J makes the selected neighbouring corners into one corner: on the inset, 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 a U, a V-notch its fillet. From then on it is one corner in every respect, and Shift + J splits it back.

On the bevel and the extrude, merging and breaking are structure only: nothing on the mesh moves when you do either. You regroup the outline first and shape it afterwards.


Corner sensitivity

[ and ] change how sharp a turn has to be, or 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, and 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. On the extrude, with corners picked, the change applies only to the boundaries those corners are on.


Nothing can cross

A corner is held by whichever cap is tightest:

Cap What it guards against
Its own vertices A corner tightening until its own arc crosses itself — the collapse Blender's tools produce
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
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

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. C turns the caps off if you want to see what would have happened.

Auto Merge

M, on the inset and the bevel, 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. 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. Confirming welds the coincident vertices. It is off by default on the inset. On the bevel it starts on whenever Clamp Overlap is on, so a bevel that runs into the structure beside it joins it instead of stopping dead against it.


Copy and paste

Ctrl + C opens a list of what the selection carries — depth, spread, vertex count, mode and the options; on the bevel the profile as one row — each with its current value beside a tick box. Tick what you want and press Copy. Ctrl + V shows the same list holding what was copied, 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 sharp one.
  • The vertex count reads N vertices, and pastes onto any corner, including one that is still a single vertex.

The clipboard outlives the editor. Copy in one inset, confirm, start the next and paste, and the settings carry over — and they carry between the three tools, too, wherever the setting means the same thing.


Advanced Inset

Shift + Alt + I with faces selected. The inset follows the mouse — toward the middle of the face is deeper, away is shallower — and one click turns it into the editor.

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. The corners at its two ends slide to where the two offset edges now cross, so nothing tears. A side is only ever picked on purpose; A selects the corners.

The rim

Only the inset arc changes when a corner takes a count: 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.

Quads, regions and Individual

One n-gon gets the corner solver. 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. A rounded corner keeps its shape here too, in the plane of the face it was modelled in. Edge Rail (R) is off by default, as on Blender's own inset. Individual (the chip, or I while the inset still follows 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
Vertices Each connected run of selected vertices is one open corner, its flanks the edges leading on from its two ends

The inset shortcut falls through to this when only vertices are selected. 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 — that rail is rebuilt against the new count.

The inset's own keys

Key What it does
I Distance dialog. While the inset still follows the mouse, I toggles Individual
S Reset spread to ×1
M Auto Merge on or off
E / R / C Toggle Offset Even / Edge Rail / No Collapse
Shift + Alt + C Edit Corners
Shift + Alt + T The menu: Inset (Editable), Edit Corners, and Blender's own Inset

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 / Menu Entries Pie / all three Pie or dropdown, and which entries it shows
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; draw the handles through the mesh
Shortcuts Shift+Alt+I / C / T All three, in Blender's own keymap editor, with a Restore button

Advanced Bevel

Shift + Alt + B with edges selected. The width follows the mouse, like Blender's own bevel, and one click turns it into the editor.

Which faces the editor lays out

The editor lays out a face bevelled all the way round (the top of a slab whose whole outline is in the selection) and the ring of faces around the foot of an extrusion. An edge with no corner bevels exactly as Blender's bevel does, vertex for vertex. On a face bevelled along only part of its outline, straights and sharp corners keep Blender's answer until you shape them, and a round corner is laid out in Keep Shape from the start.

Structural edges

Where three or more bevelled edges meet at one vertex (the corner of a box, or a whole rounded strip), Blender's patch of new geometry is kept exactly as Blender builds it, at any width, and every corner around it is still a handle. Clamp Overlap stops a bevel that runs into existing geometry at the vertex it runs into, and with Auto Merge on it welds there when you confirm.

The foot of an extrusion

Bevel the ring of edges around the base of an extruded shape and the surface around it comes up as one outline with its own corners. A round corner grows around its own centre, with its first and last vertices going out square to the straight sides; spread slides its ends along the straights. The round on the extrusion's wall is one corner too, left where Blender puts it; spreading it slides it along the wall at the same height, never tighter than the wall's own round with Clamp Overlap on.

The profile

Key What it does
S / Shift + S, or Shift + Alt + Wheel The profile's segment count — 1 is a chamfer
P / Shift + P The profile's shape — 0.5 is a circular arc, lower is flatter, higher is squarer
O Cycles how the amount is measured — Offset along the faces, Width of the bevel face, or Depth from the original edge

Every vertex across the bevel — not just the rail on either face — is laid out afresh along the profile between the two rails, evenly spaced, so a corner pushed deeper or wider keeps a clean profile rather than bunching its rows.

Spread on the rail

Spread runs along the n-gon's own rail — the face the bevel runs around. Select All picks that rail, not the rails on the far side of the strip: those are the neighbouring faces' boundaries, and spreading them would pull apart geometry that has nothing to do with the bevel.

Structure

A round made of many small faces is read as one corner across all of them. Shift + J takes a run apart into a corner per vertex — handles without any change of shape, since each one is still exactly where Blender put it. J puts any of them back together. From there each corner has its own depth, and giving one a spread hands that corner to the solver while its neighbours stay as they were.

Clamp Overlap

C toggles the caps. The corners cut out of one smooth run are one curve, so neither cap applies between them: widening one never stops it against its neighbour or breaks the shape. Clamp Overlap also stops a bevel at the geometry it runs into, and turning it on turns Auto Merge on with it.

The bevel's own keys

Key What it does
I Width dialog
S / P / O Profile segments / shape / measurement
M Auto Merge on or off
E / C Toggle Offset Even / Clamp Overlap
Shift + Alt + Y The menu: Bevel (Editable) and Blender's own Bevel

Preferences

Setting Default What it controls
Corners Keep Shape What a rounded corner does when the tool starts
Starting Distance 0.1 The width the bevel opens at
Bevel Profile Segments 3 How many segments across the profile a new bevel starts with
Menu / Menu Entries Pie / both Pie or dropdown, and which entries it shows
First drag Away from the centre deepens Which way the first drag runs
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; draw the handles through the mesh
Shortcuts Shift+Alt+B / Y Both, in Blender's own keymap editor, with a Restore button

Advanced Extrude

Shift + Alt + E with faces selected, or one of the five buttons in the sidebar panel. The depth follows the mouse at first, and one click turns it into the editor.

The five extrudes

Kind What it does
Region The whole selection travels together along its normal — Blender's E
Along Normals Every vertex travels along its own normal, so a band closes in on itself — Blender's Alt + E, without the corners overshooting
Individual Faces Every face extrudes on its own, along its own normal, with its own rim
Manifold Region, with the edges it slides along dissolved, so a wall that comes out flush with the face beside it leaves no shell
Follow Edge Direction Region, travelling along an edge you pick instead of the normal, so a part whose sides lean can be extruded on down the lean. The edge can belong to any visible object, not only the one being extruded. The copy stays parallel to the faces it came from

All five open in the same editor, and the kind can be switched from its chip while the extrude is still open — the corners you have set are kept.

Picking and dragging

A first press only ever picks. Press a corner you already hold to drag it, and dragging is the spread, not the depth: depth travels along the normal, so dragging for it would move the dot up and down the screen in whatever direction the normal happened to point. The wheel and the I field are the depth.

Depth

Each corner, each column and the whole extrude can carry its own depth, and the sides between two corners run smoothly from one depth to the other. Shift + Wheel steps it; hold Shift as well for the fine step. A negative depth pushes into the solid instead of out of it, wherever the extrude has a direction to take it along.

Columns

On a band, the top ring and the bottom ring carry the same corners — two views of one profile. The rings are joined vertex by vertex through the band before it is extruded, so each corner knows its partner, and an edit reaches the whole column unless the Columns chip is switched off.

Spread, pinned at one end

A corner's first and last vertex are placed on the edges either side of it, each sliding along its own edge, so this holds even where the two edges are skew and never meet. The corner spreads as one piece: whichever end runs out of room first stops both. Press the dot at the run's first or last vertex and that end pins, so the round grows into the straight on the side you pressed.

The edges between corners

On a wide selection, the edges in the middle that belong to no corner move with the corners either side. The Interpolate chip (shown whenever there are such edges) picks how: on (the default), they ease from one corner to the next; off, each moves with the nearest corner, so the loops between two merged corners stay straight while you spread the pair.

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 copy stops before it would fold.

Vertex count

The new vertices sweep round the corner's own arc, in its own plane, with even chords at every count. Measured on a real corner, the sharpest turn along it falls 46° → 30.7° → 15.3° → 11.5° → 7.7° as the count rises. It never leaves the mesh with more n-gons than it found. The moved copy gains the new vertices but the original outline keeps its own, so the wall between the two is bridged with triangles where the counts differ.

The extrude's own keys

Key What it does
Drag a picked corner Spread
I Exact depth
S Reset spread
G Follow Edge Direction: pick the edge to follow (from any kind, it switches to this one)
Shift + Alt + T The menu: the five extrudes, and under a Vanilla Blender Extrude heading every extrude Blender's own Extrude menu offers for the selection

Preferences

  • Menu — pie or dropdown, a checkbox for each of the five extrudes, and one for the Vanilla Blender Extrude section.
  • Keys in the editor — every shortcut, with any of Ctrl, Shift and Alt (and Cmd on a Mac); up-and-down controls on the wheel or a pair of keys.
  • Shortcuts — Shift + Alt + E and Shift + Alt + T, in Blender's own keymap editor, with a button to restore the defaults.

The menus

Each add-on has a menu that opens as a pie or a dropdown, whichever its preferences say, and every entry on it has its own checkbox, so a menu holds only what you reach for. Blender's own tool sits on each one, unchanged.

Add-on Key Carries
Advanced Inset Shift + Alt + T Inset (Editable), Edit Corners, Blender Inset
Advanced Bevel Shift + Alt + Y Bevel (Editable), Blender Bevel
Advanced Extrude Shift + Alt + T Extrude Region, Along Normals, Individual Faces, Manifold, and Blender's Extrude Region and Extrude Along Normals

The Inset's and the Extrude's menus share a key by default. With both installed, that key opens both — give one of them another key in its preferences, through Blender's own keymap editor, and each opens on its own.


Limits worth knowing

  • On Blender 3.3, changing a corner's vertex count — and, on the inset and the bevel, Auto Merge — is declined, and says so. 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.
  • There is no redo panel. It would re-run the tool on geometry that is already inset, bevelled or extruded and discard every per-corner edit, so none of the three offers one. Ctrl + Z undoes the whole thing in a single step, and bpy.ops.tin.inset(thickness=...) and bpy.ops.tbv.bevel(thickness=...) still work from a script.
  • Attribute interpolation (UVs, colours) on a rim is done by Blender at the starting distance. Push a corner much deeper and the UV stretch on that rim will not follow — the same behaviour as moving the vertices after a normal inset or bevel.
  • The inset's maths works in the plane of the region's average normal. On a strongly curved region it is an approximation, as any planar offset is. The extrude reads each boundary in its own plane.
  • Where three or more bevelled edges meet, the patch Blender builds is Blender's own: it follows the width but has no handles of its own. A single-vertex corner cannot take a vertex count on the bevel; Edit Corners rounds it.
  • The bevel's profile between the rails is evenly spaced, which differs slightly from Blender's own parameterisation. It is what lets the profile controls work live without rebuilding the bevel.
  • 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.
  • The extrude needs faces, exactly as Blender's own extrude does, and the walls beside a re-counted corner are triangles.

Troubleshooting

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

Press [ or ] to change the sensitivity — 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; on the bevel, Shift + J breaks a run into a corner per vertex first if you need to regroup it.

A corner stops before the distance I asked for

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

Nothing changes when I push a bevel corner

A corner only leaves Blender's placement once it is shaped. Give it a spread with Ctrl + Wheel, or switch it between Keep Shape and Classic with T. A face bevelled only along part of its outline keeps Blender's answer throughout.

The bevel refuses to start

Either no edges are selected, or an edge in the selection is missing a face on one side. Every bevelled edge needs a face on both sides.

An extrude corner will not drag

The first press picks it. Press it again and drag — and dragging is the spread; the depth is on Shift + Wheel and I.

Alt + Wheel and M do nothing

You are on Blender 3.3, where they are declined — see Limits worth knowing. The editor says so when you press them. On the bevel, a single-vertex corner cannot be rounded either.

The wheel zooms instead of changing the value

That is deliberate: the bare wheel is left to Blender. Shift + Wheel steps the depth or width.

Dragging feels backwards

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

One key opens two menus

Advanced Inset and Advanced Extrude both put their menu on Shift + Alt + T. Change one of them in its add-on preferences.

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, Edge and Vertex menus, and on their shortcuts.


Network use and files written

None, and almost none. None of the three opens a socket, sends telemetry or checks a licence. The Documentation and Discord buttons hand a URL to your default browser and nothing more.

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

Release history

Version Released What changed
Bevel 1.1.1, Extrude 1.2.0, Inset 1.0.4 4 November 2026 Advanced Inset: improved corner calculations for tricky scenarios. A short chamfer on a sharp corner is found as one corner, so Keep Shape moves it as one piece and Spread widens it. On quads and regions, vertices that would pass each other become one corner instead of crossing, welded on confirm (with No Collapse on).
Bevel 1.1.1, Extrude 1.2.0, Inset 1.0.3 1 November 2026 Advanced Extrude: Follow Edge Direction, a fifth extrude: the selection travels along an edge you pick (G in the editor, or a selected edge outside the faces), on this mesh or any other visible one, instead of its normal, and the copy stays parallel to the faces it came from.
Bevel 1.1.1, Extrude 1.1.1, Inset 1.0.3 25 September 2026 All three: 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 earlier choices carry over.
Bevel 1.1.0, Extrude 1.1.0, Inset 1.0.2 24 September 2026 All three: a reset point for corners (Shift + Z), spread pastes as a length and a vertex count pastes onto any corner, the shortcut panel sits on the left. Bevel: structural edges, the foot of an extrusion as one outline with square-ended rounds, Clamp Overlap stops a bevel running into other geometry and brings Auto Merge with it, stable merges, Edit Corners. Extrude: the edges between corners follow a spread (Interpolate), Reach, and every one of Blender's own extrudes on the menu. Inset: very wide rounds and merged corners keep their shape.
1.0.1 21 September 2026 All three: 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-ons 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 of Advanced Inset, Advanced Bevel and Advanced Extrude.

Support

Questions, bug reports and feature requests — join the Discord. The same invite is in each add-on's 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
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Details
Blender Extension Compatible Yes
Sales 20+
Rating
3 ratings
Published about 2 months ago
Blender Version 3.3 - 5.2
Extension Type Add-on
License GPL