Advanced Modeling Bundle
Three add-ons, each a Blender modelling tool 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 with its own depth, spread and vertex count, live in the viewport, with nothing committed until you confirm.
No. Blender's own are untouched and still on I, Ctrl + B, E and Alt + E. The three tools live on their own shortcuts — Shift + Alt + I, Shift + Alt + B and Shift + Alt + E — and each add-on's menu also carries Blender's own version, unchanged, so you can reach either from one place.
Three, installed separately from three zips. Each is entirely standalone: none needs the others, and they install side by side without clashing. They share one sidebar tab and the same conventions, so once you know one you know the other two.
3.3 through 5.2, from one package per add-on. Each installs as a modern extension on 4.2 and newer, and as a classic add-on on 3.3 – 4.1. A few things are declined on 3.3 specifically — see the question about that below.
Yes. There is no native code and nothing platform-specific in any of the three.
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 sit on the toolbar (T) as a group right after Blender's Bevel tool, in the Face, Edge and Vertex menus, and on their own shortcuts.
Tachyon Advanced Inset, Tachyon Advanced Bevel and Tachyon Advanced Extrude, so they sit together with the other Tachyon Studio tools.
The tool shortcuts do not: Shift + Alt + I, B and E are three different keys. The menus are on Shift + Alt + T (Inset), Shift + Alt + Y (Bevel) and Shift + Alt + T (Extrude) — so with Inset and Extrude both installed, that one key opens both menus. Every shortcut is editable in Blender's own keymap editor from each add-on's preferences, so give one of the two menus another key and the clash is gone.
Blender's inset and bevel are parallel offsets: 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. Extrude Along Normals has the same problem from the other side: every vertex moves along its own normal, and around a rounded corner those normals converge, so a band pushed inward past the corner radius crosses itself.
All three tools fix it the same way. In Keep Shape the whole corner moves as one piece, so its radius never changes. In Shrink (or Classic, on the bevel) it tightens as Blender's would, but is stopped just short of the distance where it would cross itself — the crossing point is solved, not guessed.
Each boundary is read for runs of vertices that turn together, cut at its long edges: every run between two straights is one corner. A rounded rectangle gives four corners of seven vertices, a chamfered one four of two, a sharp box four of one. On the bevel a sharp turn starts a new corner, and on the extrude a stretch that keeps turning — the bevel strip between two sharp corners — is a corner in its own right.
If the split is not where you want it, [ and ] change the sensitivity, and J merges neighbouring corners into one.
Yes. The bevel is built with Blender's own operator and a corner stays exactly where Blender put it until you shape it; the extrude reads back where Blender placed every vertex and starts there, vertex for vertex; and a quad or a region of faces takes Blender's own inset for its positions. Everything you do afterwards is done to a real result, not an imitation of 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. It is on M in the inset and the bevel.
That is the point of it, in all three. 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 value and an Adjust by field to add or subtract an amount. With nothing selected, every edit applies to all corners at once.
Yes — Ctrl + C with the corner selected opens a list of what it carries, each value beside a tick box, so you take only what you want. Then select the other corners and Ctrl + V: the same list, holding what was copied. The clipboard survives confirming, so a corner's settings carry from one inset, bevel or extrude to the next.
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. Ctrl + Wheel in all three; on the extrude, dragging a picked corner does it too.
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. In the inset and the extrude a sharp corner can take a count too, and is rounded into a fillet.
J turns the selected neighbouring corners into one — a single arc tangent to both flanks, evenly spaced — and Shift + J puts it back. On the bevel and the extrude, both are structure only: nothing on the mesh moves when you merge or break, so you regroup the outline first and shape it afterwards.
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 — 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. Give an existing bevel more segments, or spread a corner wider, and the rail of quads beside it is rebuilt against the new count.
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.
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.
S and Shift + S, or Shift + Alt + Wheel, change the profile's segment count — 1 is a chamfer. P and Shift + P change its shape — 0.5 is a circular arc, lower flatter, higher squarer. O cycles how the amount is measured: Offset along the faces, Width of the bevel face, or Depth from the original edge — the same three ways Blender's own bevel offers.
Yes. Every vertex across the bevel — not just the rail on either face — is laid out afresh along the profile between the two rails, so a corner pushed deeper or wider keeps a clean profile rather than bunching its rows.
No. An edge with no corner bevels exactly as Blender's bevel does, vertex for vertex, and a face bevelled only along part of its outline keeps Blender's answer. Even where the editor takes over, a corner stays exactly where Blender put it until you give it a spread or a vertex count.
Yes. Shift + J takes a run apart into a corner per vertex, and J merges any of them back into one. Neither moves anything; both are structure. Shaping one corner then hands only that corner to the solver.
Not yet. Chains and loops of edges work, each with a face on both sides, but three or more bevelled edges meeting at one vertex make a vertex mesh this add-on does not model. It is declined with a message rather than producing something wrong.
A rounded corner, yes — it can take more vertices. A single-vertex corner cannot be rounded by the bevel, because its rails carry profile columns that would have to be rebuilt with it. That is the inset's Edit Corners, which is in the bundle too.
All four Blender has: Region, Along Normals, Individual Faces and Manifold. They open in the same editor, and you can switch between them from its chip without losing the corners you have set.
Shrink is Blender's own placement — which closes a rounded corner up as it goes deeper — stopped just short of the depth where the corner would cross itself. It is where the tool starts. Keep Shape gives the whole corner one direction, so it travels as a piece and keeps its radius at any depth. T swaps the picked corners between the two.
Yes. A negative depth goes into the solid, wherever the extrude has a direction to take it along.
On a band — the wall round a shape — the same corner appears on the top ring and the bottom ring. Moving one without the other bends the wall, so they are linked as one column and an edit reaches both. Switch the Columns chip off to shape one end on its own.
The first press picks it. Press it again and drag to change it. That way picking a corner can never also take its depth or width with it.
The moved copy gains the new vertices, but the original outline it was extruded from keeps its own, so the wall between them is bridged with triangles where the counts differ.
Deliberate — the bare wheel is left to Blender, as everywhere else. Shift + Wheel steps the depth or width, Ctrl + Wheel is spread and Alt + Wheel is the vertex count, in all three. Which of Ctrl and Alt does which can be swapped in preferences.
On the inset and the bevel, 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. On the extrude the depth is on the wheel and the I field, and dragging a corner is its spread.
Yes. Each add-on's menu can be a pie or a dropdown, and every entry on it has its own checkbox in that add-on's preferences, so a menu holds only what you actually reach for.
All of them, in Blender's own keymap editor, reached from each add-on's preferences, with a Restore button if you want the defaults back. The single-letter keys inside the editors are editable there too.
You are on Blender 3.3. Changing a corner's vertex count — and, in the inset and the bevel, Auto Merge — changes 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-ons decline them there and say so. Everything else works on 3.3, and 3.4 onward has all of it.
Because it would re-run the tool on geometry that is already inset, bevelled or extruded — doing it 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=...) and bpy.ops.tbv.bevel(thickness=...) still work 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 or bevel.
The inset's maths works in the plane of the region's average normal, so on a strongly curved region it is an approximation — as any planar offset is. The extrude reads each boundary in its own plane, which is what lets a closed band, whose faces point every way round, keep its corners.
No. 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.
Each writes 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, for all three.
No. Each is entirely standalone. They share their sidebar tab with each other and with the other Tachyon Studio add-ons when those happen to be installed, and that is the whole of the relationship.
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BlenderAddon blender #ModelingTools blender3d hardsurfacemodeling extrude b3d 3dmodeling gamedev inset bevel 3dart