Osnap+ Snap System For Blender

guillaume martin in Modeling



Documentation

Complete user guide — v1.8

TABLE OF CONTENTS

PART 1 — GETTING STARTED

1. Installation

2. Quick Start

3. Interface Overview — Sidebar & Pie Menus

PART 2 — SNAP SYSTEM

4. Snap Types

5. Working Plane

6. Auto Working Plane (Edit Mode)

7. SmartTrack

PART 3 — TRANSFORM TOOLS (Alt+W)

8. Move

9. Scale

10. Rotate

11. Rotate 3D

12. Mirror

13. Array

14. Repeat

15. Measure

16. Gumball (NEW v1.8)

PART 4 — CREATE GEOMETRY (Alt+A)

17. Box (3 modes)

18. Sphere & Ellipsoid (5 modes)

19. Cylinder, Cone, Pyramid, Tube

20. Circle & Ellipse

21. Plane & Polygon

22. Torus (3-point)

23. Draw — Polyline, NURBS, Bezier, Text

PART 5 — CREATE OBJECTS (Alt+E)

24. Lights, Camera, Armature, Lattice

25. Empties & Light Probes

PART 6 — SURFACES (Alt+C)

26. Extrude — 5 modes

27. Loft (updated v1.8)

28. Patch Surface

29. Boundary Surface

PART 7 — MODIFIERS (Alt+X)

30. Offset Curve

31. Sweep 1 / 2 Rails

32. Pipe Along Curve

33. Revolve

34. Tween Curves & Surfaces

35. Shell

36. Inset Face Edge

37. Push/Pull Polysurface

38. Blend Curves

39. Rebuild Curve

40. Knife (NEW v1.8)

41. Split by Plane (NEW v1.8)

PART 8 — REFERENCE

42. Coordinate Input (NEW v1.8)

43. Copy Mode

44. Axis Constraints

45. Numeric Input

46. Live Measurement

47. Edit Mode

48. Supported Object Types

49. Settings Panel & Edit Shortcuts

50. Complete Keyboard Reference

51. F9 Redo Panels

52. Troubleshooting

PART 1

Getting Started

1

Installation

Requirements: Blender 4.2 or later (extension format). Python 3.11–3.13. NumPy optional (only used by Patch B-Spline mode). No other external dependencies.

1 Open Edit → Preferences → Get Extensions → Install from Disk

2 Select the osnap_plus_v1_8.zip file

3 Enable the checkbox next to "OSnap+ — Precision Object Snap" and confirm the version reads 1.8

4 In the 3D Viewport, press N to open the sidebar, or any of Alt+W / Alt+A / Alt+E / Alt+C / Alt+X to open a pie menu

Updating from v1.7 or earlier: Disable the previous version first (Preferences → Get Extensions → OSnap+ → Disable), then install v1.8 from disk and enable it. A full Blender restart is recommended so the previous code is unloaded from memory. Your scene settings and keymaps will be preserved.


2

Quick Start

OSnap+ uses a point-by-point workflow for all transformations. You click snap points — vertices, edge midpoints, face centers, intersections — and the tool computes the operation from those points. No more eyeballing positions.

Your first move:

1. Select an object

2. Press N → click Move in the Quick Tools section (or press Alt+W → Move in the pie)

3. Hover near a vertex — a green square □ appears

4. Click to set the origin point (a yellow crosshair marks it)

5. Move to the destination — a wireframe preview shows the result

6. Click to confirm — the object moves precisely

During the destination phase, you can:

X / Y / Z — constrain to an axis (red/green/blue line shown)

Shift+X/Y/Z — constrain to a plane

= — type exact X / Y / Z coordinates in the Work Plane frame (NEW v1.8 — see section 42)

0–9 . - — type an exact distance, then Enter

C — toggle copy mode (cycle: independent / linked / off)

P — project the snap point onto the working plane

Esc — cancel the operation


3

Interface Overview — Sidebar & Pie Menus

OSnap+ provides two equivalent ways to access every tool: a sidebar in the N-panel for mouse-driven workflows, and 5 pie menus bound to Alt+W/A/E/C/X for keyboard-driven workflows. Use whichever fits your style — or mix both.

Sidebar (press N)

Press N in the 3D Viewport and click the OSnap+ tab. The sidebar is organized into collapsible sections that you expand only when needed:

Tool sections (5)

▶ Quick Tools (Alt+W) — Move, Scale, Rotate, Rotate 3D, Mirror, Measure, Repeat, Array, Work Plane, Gumball

▶ Create Geometry (Alt+A) — Box, Sphere, Cylinder/Cone, Circle, Plane, Torus, Draw

▶ Create Objects (Alt+E) — Lights, Camera, Empties, Armature, Light Probes, Lattice

▶ Surfaces (Alt+C) — Extrude (5 modes), Loft, Patch, Boundary

▶ Modifiers (Alt+X) — organized by category: Curves, Sweep, Tween, Solid, Cut

Info / settings sections

▶ Saved Work Planes — store, restore, update and delete named working planes (NEW v1.8)

▶ Snap Types — toggle each snap type, set snap radius, enable Auto WP, pick the snap engine

▶ Legend — visual markers and supported object types

▶ Active Shortcuts — quick-reference list of modal shortcuts

▶ Performance — mode selector (Light / Heavy / Minimal / Auto) and live object count

Inside each tool section, tools are arranged in a 3-column grid so the whole catalogue fits in a compact panel. The expand/collapse state of every section is saved per scene.

At the bottom of the sidebar, an Edit Shortcuts section lets you search, modify, and reset every keymap inline without leaving the viewport.

Pie menus

Each pie menu opens at the cursor location for fast access. The 5 pies match the 5 tool sections of the sidebar:

HOTKEY PIE MENU
Alt+W Quick Tools (Move, Scale, Rotate, etc.)
Alt+A Create Geometry (primitives, draw)
Alt+E Create Objects (lights, camera, empties)
Alt+C Surfaces (extrude, loft, patch, boundary)
Alt+X Modifiers — 5 category sub-pies: Curves ▸ Sweep ▸ Tween ▸ Solid ▸ Cut ▸

Modifiers pie organization (updated v1.8): The Alt+X pie now groups tools into 5 category sub-pies that mirror the sidebar's Modifiers section — Curves (Offset, Blend, Rebuild), Sweep (Sweep 1, Sweep 2, Pipe, Revolve), Tween (Curves, Surfaces), Solid (Shell, Inset, Push/Pull), and Cut (Knife, Split by Plane). Click a category to open its sub-pie.

Customizing shortcuts: Every keymap can be changed in the sidebar's Edit Shortcuts section, with search and per-key reset. Changes are persistent across Blender sessions.

PART 2

Snap System

4

Snap Types

OSnap+ provides 9 snap types, each with a distinct colored marker. Toggle each type on/off in the sidebar (N → OSnap+ → Snap Types).

MARKER TYPE COLOR DESCRIPTION
□ Vertex Green Mesh vertex, bone head/tail, lattice point, curve control point, grease pencil point.
◎ Edge Midpoint Orange Exact center of any mesh edge.
+ Edge Point Blue Closest point on any edge (not just endpoints or midpoint). v1.8: now perspective-correct — the point sits exactly under the cursor even on edges receding in depth.
◇ Face Center Purple Geometric centroid of any face (tris, quads, n-gons).
⬚ On Surface (NEW v1.8) Violet Any point on a face surface, found by raycast under the cursor. Objects always win over the Working Plane, so you can land precisely anywhere on a model.
△ Object Center Pink Origin (pivot) of any visible object.
⊥ Perpendicular Cyan Foot of perpendicular from the origin point onto any edge. Only active after an origin is set.
✕ Intersection Yellow Where two edges physically cross in 3D space, or where an edge pierces a face.
◈ SmartTrack Cyan Projected alignment lines from tracked reference points (see section 7).

Priority order: Vertex → Edge Midpoint → Intersection → Perpendicular → Edge Point → Face Center → On Surface → Object Center. When multiple snap candidates exist within the snap radius, the highest-priority one wins.

Snap radius: Detection radius in pixels (5–60, default 20). Adjustable in the Snap Types section. Larger = easier to snap on dense scenes, smaller = more precise.

Snap engine (NEW v1.8)

A new Raycast engine (default) casts a ray under the cursor and analyzes only the face it hits, using the C-level BVH for O(log n) lookups. This removes the old per-object vertex-scan ceiling, so dense CAD meshes that previously dropped out of snapping now resolve smoothly. A Legacy engine remains selectable in the Snap Types section if you prefer the classic behavior.


5

Working Plane

Access: Alt+W → Work Plane  |  Sidebar → Quick Tools → Work Plane

Defines a custom construction plane. When active, all axis constraints (X/Y/Z) follow this plane instead of world axes. A blue grid is displayed in the viewport to confirm the plane is active.

CLICKS RESULT
1 click + Enter Moves the origin, keeps the current normal direction
2 clicks + Enter Origin + X axis direction (normal computed perpendicular)
3 clicks Origin + X axis + Y axis = fully custom plane orientation

Press Alt+W → Reset Plane (or sidebar → Reset WP) to return to world XY.

Effect on tools: When the working plane is active, pressing X constrains along the plane's X axis (not world X). Same for Y and Z. Free snap (no geometry under cursor) projects onto the working plane instead of world XY.

Always-Visible plane (NEW v1.8)

The working plane grid now stays drawn continuously in the viewport (toggle "Always Show WP" in Quick Tools), not just while a tool is running — so your construction frame is always visible as a reference. The overlay redraws live as you set or reset the plane.

Saved Work Planes (NEW v1.8)

A dedicated Saved Work Planes section lets you keep a library of named planes inside the .blend file:

• Save — set a plane, then press + to store it with a name

• Restore — click a saved plane to make it the active Working Plane again

• Update / Delete — overwrite a saved plane with the current one, or remove it

Saved planes persist with the scene, so frequently-used construction planes (a sloped roof, a façade, a section cut) are one click away in any session.

See also: the Gumball (section 16) aligns Blender's native gizmo to the active Working Plane.


6

Auto Working Plane (Edit Mode)

Toggle: Sidebar → Snap Types → "Auto WP (Edit Mode)"

When enabled, launching any tool in Edit Mode automatically creates a temporary working plane aligned with your current selection.

SELECTION AUTO WORKING PLANE
Face(s) selected Center = face center, Normal = face normal
Edge(s) selected Center = edge midpoint, X = edge direction, Normal from adjacent faces
Vertex/vertices Center = vertex position, Normal = averaged vertex normal

By default the auto plane is temporary — when the tool finishes, the previous working plane is restored. An "AUTO WP" indicator appears in the viewport while active.

Persistent Auto-WP (NEW v1.8): A new option keeps the auto-generated plane active after the tool finishes (instead of reverting), so a series of edits on the same face all share the same frame. Toggle it alongside the Auto WP option.


7

SmartTrack

Toggle: Sidebar → Snap Types → "SmartTrack"

SmartTrack projects alignment axes from reference points you "hover-track", letting you create precise alignments without construction geometry or guides.

How to activate a reference point:

1. During any tool, hover the cursor on a snap point (vertex, edge mid, face center, etc.)

2. Stay still for 0.8 seconds — a cyan progress arc fills around the marker

3. When the arc completes, the point is tracked — cyan axes project from it

4. Repeat to track up to 5 points simultaneously

Projected alignment axes:

World X / Y / Z — from each tracked point

Origin → ST — vector from current operation origin to tracked point

ST → ST — vectors between all pairs of tracked points

When your cursor crosses a projected line, the SmartTrack snap (◈ cyan) activates on the intersection. Press Backspace to remove the most recent tracked point. The status bar shows [ST:N] with the active count.

Use case: To align an object with the corner of one face and the edge of another, hover-track both points, then snap onto the intersection of the projected lines.

PART 3

Transform Tools (Alt+W)

8

Move

Access: Alt+W → Move  |  Sidebar → Quick Tools → Move

Workflow: 2 clicks — Origin → Destination

Step 1 — Origin: Click a snap point on any object. This sets the reference point for the move. A yellow crosshair + marks the origin.

Step 2 — Destination: Move the cursor to the target location. A wireframe preview shows where the object will go. Click to confirm.

During step 2 you can:

X/Y/Z — constrain to an axis

Shift+X/Y/Z — constrain to a plane

= — type exact X/Y/Z coordinates (see section 42)

0–9 . - — type exact distance

C — toggle copy mode

P — project snap on working plane

Esc — cancel

Note: If no geometry is under the cursor but an axis constraint is active, the snap falls back to the constrained axis or plane through the origin. If no constraint is set, it falls back to the working plane (or world XY).


9

Scale

Access: Alt+W → Scale  |  Sidebar → Quick Tools → Scale

Two workflows available:

Scenario 1 — Direct factor (2 clicks)

Click 1: Pivot point (center of scale)

Type: Factor value (e.g. 2 = double size, 0.5 = half size)

Press: Enter or Click to confirm

Scenario 2 — By distance (3 clicks)

Click 1: Pivot point

Click 2: Reference point — defines the source distance (pivot → ref)

Click 3 or type: Target point or target distance — the factor is computed as target_distance / reference_distance

Example: If reference is 3m and target is 6m, the factor is 6/3 = 2×

Scale modes (press Q to cycle):

MODE BEHAVIOR
Uniform 3D Scales equally in all 3 directions
Plane 2D Scales in the working plane, keeps the normal axis unchanged
Axis 1D Scales only along the direction from pivot to reference point

Key detail: The scale direction is defined by the vector from pivot to reference point, NOT by world axes. This allows scaling along any arbitrary direction.


10

Rotate

Access: Alt+W → Rotate  |  Sidebar → Quick Tools → Rotate

Workflow: 3 clicks — Center → Start angle → End angle

Click 1: Center of rotation (pivot)

Click 2: Start direction (defines 0 degrees)

Click 3: End direction, or type degrees + Enter

Rotation axis: Press X, Y, or Z to change (default: Z, or working plane normal if WP active).

An arc indicator shows the rotation angle in real-time, along with the degree value near the cursor.


11

Rotate 3D

Access: Alt+W → Rotate 3D  |  Sidebar → Quick Tools → Rot 3D

Workflow: 4 clicks — Center → Axis point → Start → End

Click 1: Center of rotation

Click 2: Axis direction point — the rotation axis is the vector from center to this point

Click 3: Start direction

Click 4: End direction, or type degrees + Enter

Use case: Rotate around any arbitrary axis in 3D space. Unlike the standard Rotate tool which is limited to X/Y/Z, this lets you define any direction by clicking two points.


12

Mirror

Access: Alt+W → Mirror  |  Sidebar → Quick Tools → Mirror

Mirror selected objects across an axis (2 points) or a plane (3 points). Switch methods on the fly with A / P.

A — Axis method (2 points, default)

Click 1: First axis point

Click 2: Second axis point — mirrors across the line between the two clicks

P — Plane method (3 points)

Click 1: Plane origin

Click 2: X direction

Click 3: Y direction — mirrors across the plane defined by the 3 clicks. The plane follows the Working Plane frame, not the camera.

Copy modes (press C to cycle):

C ×1 — independent copy (blue wireframe preview)

C ×2 — linked copy, shared mesh data (green wireframe preview)

C ×3 — no copy: mirror moves the original (white wireframe preview)

Use case: Symmetric architecture — pick a wall edge as axis, mirror your facade detailing. For arbitrary mirror planes (e.g. across a slanted floor), use the 3-point plane method.


13

Array

Access: Alt+W → Array  |  Sidebar → Quick Tools → Array

After launching, press G, R, or S to choose the array mode.

G — Linear Array

Click 1: Origin point

Click 2: Direction + spacing (vector from origin to this point = offset between copies)

Type + Enter: Number of copies

Example: Origin on corner A, direction to corner B (2m away), count 5 = 5 copies spaced 2m apart

R — Polar Array

Click 1: Center of rotation

Type + Enter: Number of items (distributed over 360°)

Axis: Uses the working plane normal (or world Z if no working plane)

S — Planar Array

Click 1: Origin

Click 2: X direction + spacing

Click 3: Y direction + spacing

Type + Enter: Grid count as NxM (e.g. 3x4) or a single number for a square grid

All array modes show a real-time wireframe preview of every copy before you confirm.


14

Repeat

Access: Alt+W → Repeat  |  Sidebar → Quick Tools → Repeat

Repeats the last OSnap+ action (Move, Scale, or Rotate) N times on the currently selected objects.

Type: Number of repetitions (default: 1)

Press: Enter to confirm

Example: Move an object 5m, then Repeat ×3 = the object moves 15m more (3 × 5m).


15

Measure

Access: Alt+W → Measure  |  Sidebar → Quick Tools → Measure

Workflow: 2 clicks — Start point → End point

Click 1: Start snap point

Click 2: End snap point — reports total distance + XYZ breakdown

The result is displayed in the header bar and printed to Blender's info area for copying. No object is modified — Measure is purely informational.


16

Gumball (NEW v1.8)

Toggle: Sidebar → Quick Tools → Gumball

The Gumball brings up Blender's combined Move / Rotate / Scale gizmo, but pivoted at the center of the selected geometry and aligned to the active Working Plane. Define a plane on an inclined surface and every gizmo manipulation then happens in that frame — drag along the plane's X/Y/Z, rotate about its normal, scale within it.

How it works:

• A custom "OSnap WP" transform orientation is created and kept in sync with the Working Plane

• The gizmo pivot is placed at the median of the current selection

• Toggling the Gumball off restores your previous transform orientation and pivot settings

Use case: Working on a slanted roof plane — set a Work Plane on the slope, enable the Gumball, and nudge/rotate elements directly in the roof's frame without fighting world axes.

PART 4

Create Geometry (Alt+A)

All geometry tools have a live wireframe preview during construction. After creation, every operator exposes a F9 redo panel with full parameter access (resolution, subdivisions, fill type, etc.).

17

Box (3 modes)

Cube (classic)

Click 1: Center point

Creates a unit cube centered on the snap. Use F9 to adjust size.

Box 3pts (precise)

Click 1: First corner

Click 2: X-axis corner — defines width and X orientation

Click 3: Y-axis corner — defines depth and Y orientation

Click 4 or type: Height

Creates a box with arbitrary orientation, perfectly aligned with 3 snap points (typical use: matching an existing slab or wall corner).

Box 2pts (diagonal)

Click 1: First corner

Click 2: Opposite corner — defines width and depth on the working plane

Click 3 or type: Height

Aligned with the working plane axes. Fastest way to box a rectangular footprint.


18

Sphere & Ellipsoid (5 modes)

Sphere (classic) / Ico Sphere

Click 1: Center point. Creates a unit sphere; size adjustable in F9.

Sphere Centre+R

Click 1: Center

Click 2 or type: Radius point or numeric radius. Live preview shows the wireframe sphere expanding.

Sphere 3pts

Click 1, 2, 3: Three points on the sphere's surface. The sphere is fit through these three points (center + radius computed automatically).

Ellipsoid

Click 1: Center

Click 2: X radius

Click 3: Y radius

Click 4 or type: Z radius

F9 options: Mesh type (UV / Ico / Quad), subdivision count, smooth shading.


19

Cylinder, Cone, Pyramid, Tube

Cylinder (classic) / Cone (classic)

Click 1: Center. Creates a unit cylinder/cone; configure in F9.

Cylinder 3pts / Cone 3pts

Click 1: Base center

Click 2: Radius (defines base circle on the working plane)

Click 3 or type: Height (along the working plane normal)

Pyramid

Click 1: Base center

Click 2: Base half-size

Click 3 or type: Apex height (N-sided base configurable in F9, default 4)

Tube

Click 1: Center

Click 2: Outer radius

Click 3: Inner radius

Click 4 or type: Height. Hollow cylinder, ideal for pipes and rings.

F9 options: Side count, fill type (Ngon / Triangle Fan / Nothing), smooth shading.


20

Circle & Ellipse

Circle (classic)

Single click at center. Unit-sized circle, adjustable in F9.

Circle Centre+R (2pt — true flat circle)

Click 1: Center

Click 2 or type: Radius point. Creates a true 2D circle in the working plane (not a sphere wireframe slice).

Bezier Circle

Creates a Blender Bezier curve circle (parametric, editable in Edit Mode). Useful as a profile for Sweep or Pipe.

F9 options: Vertex count, fill type (Ngon / Triangle Fan / Nothing).


21

Plane & Polygon

Plane (classic)

Single click at center. Unit plane on the working plane.

Plane 2pt (diagonal)

Click 1: First corner

Click 2: Opposite corner. Rectangle aligned with the working plane axes.

Plane 3pt (oriented)

Click 1: First corner

Click 2: X-axis corner

Click 3: Y-axis corner. Free-orientation rectangle aligned with 3 snap points.

Polygon N pts

Click each vertex in order. Press Enter to close the polygon.

Creates a flat n-gon mesh. Snap each vertex on existing geometry for perfect fits.


22

Torus (3-point)

Torus 3pt

Click 1: Center

Click 2: Major radius (size of the ring, on the working plane)

Click 3: Minor radius (tube thickness)

A full wireframe preview shows the torus during construction — 8 section rings plus the profile circle — so you can see exactly what the result will look like.

F9 options: Major segments, minor segments, smooth shading.


23

Draw — Polyline, NURBS, Bezier, Text

Polyline

Click each point in order. Press Enter to finish (open) or C to close. Each point uses full snap targeting.

Creates a Blender curve made of straight line segments. Perfect for tracing the outline of a building footprint or floor plan.

NURBS Curve

Same workflow as Polyline, but creates a smooth NURBS curve interpolating the clicked control points. Press C to close into a cyclic curve.

Bezier / Bezier Circle

Single-click placement of a default Bezier curve at the snap point. Edit in Edit Mode afterwards.

Text

Places a text object at the snap point. Edit content and font in the object's properties.

Polyline / NURBS keyboard: Enter = finish open, C = close cyclic, Backspace = remove last point, Esc = cancel entirely.

PART 5

Create Objects (Alt+E)

All non-geometry objects (lights, camera, empties, etc.) are placed via a single click with full snap targeting. The object's origin is positioned exactly at the snap point.

24

Lights, Camera, Armature, Lattice

Lights — Point / Sun / Spot / Area

Click: Place the light at the snap point

Esc: Cancel and delete the created light

Camera

Click to place. The camera looks toward the viewport's current view direction. Adjust orientation afterward in the camera's properties.

Armature / Lattice

Single-click placement at the snap point. Useful when you want to anchor a rig or lattice to an existing mesh vertex.


25

Empties & Light Probes

Empties: Plain Axes, Arrows, Single Arrow, Circle, Cube, Sphere. Single-click placement.

Light Probes: Reflection Cubemap, Irradiance Volume, Reflection Plane. Single-click placement for Eevee rendering setup.

Tip: Empties are ideal as parents/controllers, snap them onto mesh vertices for clean rigging anchor points.

PART 6

Surfaces (Alt+C)

26

Extrude — 5 modes

Five distinct extrude operators, each tailored to a specific workflow. All work in both Object Mode (extrude entire faces of the active object) and Edit Mode (extrude selected faces/edges/vertices).

Linear

Click 1: Origin point on the source face/edge

Click 2 or type: Destination — defines length and direction

Standard linear extrusion along the chosen direction. Axis constraints (X/Y/Z) work as expected.

Tapered

Click 1: Origin

Click 2: Direction and length

F9: Taper factor (0 = no taper, 1 = collapse to point). Useful for pyramidal roofs, draft angles on castings.

To Point

Click 1: Apex point — all source faces extrude toward this single point

Creates conical/pyramidal shapes where the source face converges to a single apex. Snap onto any vertex for precise apex placement.

Along Curve

Setup: Select the source mesh AND a curve object

Run: The source face sweeps along the curve path, with rotation-minimizing frames for clean orientation.

Extrude Curve

Setup: Select one or more curves

Click 1: Origin point

Click 2 or type: Direction + distance

All selected curves are extruded simultaneously, with live preview shown on every curve.

Closed curves → sealed volumes: When a selected curve is closed (cyclic), the result is a watertight volume with bottom cap + top cap + recalculated outward normals.

Open curves → surfaces: Open curves produce an open quad ribbon (the side wall only).

F9 options for all modes: Resolution, taper factor (Tapered only), individual extrusion (per-face vs unified), normal correction.


27

Loft (updated v1.8)

Access: Alt+C → Loft  |  Sidebar → Surfaces → Loft

Setup: Select 2 or more curves (any topology — Bezier, NURBS, polylines)

Loft creates a smooth surface across selected curves. The source order is auto-computed by proximity, so you don't need to select curves in the right sequence.

Loft v2 changes (v1.8):

• No more twist on closed sections — section directions AND seams are now aligned jointly (the solver optimizes both together), so stacked circles and closed profiles no longer spiral

• Smooth interpolation — a Catmull-Rom pass runs through the sections for a fairer surface

• Closed Loft — loop the surface back from the last section to the first

• Cap Ends — seal the first and last sections for a watertight volume

How it works

1. Select 2+ curves and run Loft (Alt+C → Loft)

2. The 2 most distant curves become the chain endpoints; remaining curves are ordered by nearest-neighbor between them

3. The surface is generated and the result is shown immediately

4. Open the F9 redo panel to adjust resolution, mode, output type, sync/seam/closed/cap options, OR reorder the chain

F9 options

PARAMETER EFFECT
Resolution Number of points sampled along each curve (4–256, default 24)
Cross Sections Number of interpolated sections inserted between source curves (smoother surface, Catmull-Rom)
Mode Normal (smooth through all) / Loose (smooth ends, relaxed middle) / Straight Sections (sharp angles)
Sync Directions / Align Seams v1.8 — keep all sections wound the same way and aligned, preventing twist
Closed Loop / Cap Ends v1.8 — loop back to the first section / seal the ends into a closed volume
Output Mesh (quads) or NURBS surface
Order Pipe-separated curve names defining the chain order. Clear the field to re-apply proximity sort.

Reorder by Click

If the auto-sort doesn't produce the order you want, click "Reorder by Click" in the F9 panel:

1. An interactive overlay appears: each source curve gets a small · marker on its center

2. Hover near a curve — a yellow ? shows it's available for picking

3. Click each curve in the order you want — a green numbered badge appears (1, 2, 3…) with connecting lines

4. Press Enter when done (or click every curve). Any unpicked curves are appended in auto-sorted order.

5. The Loft regenerates instantly with your new order.

Use case: 5 cross-sections of a boat hull — proximity sort handles standard cases automatically. For unusual configurations (curves in a star pattern, for instance), click to reorder.


28

Patch Surface

Access: Alt+C → Patch  |  Sidebar → Surfaces → Patch

Setup: Select any combination of curves, mesh objects (point sets), or empties to act as patch inputs

Patch fits a smooth surface through a collection of curves and/or points. Three algorithms are available, selectable in the F9 panel:

ALGORITHM DESCRIPTION
B-Spline (LSQ) Least-squares fit of a B-Spline surface through all input points. Smooth, fairs out noise. Requires NumPy.
CDT (triangulation) Constrained Delaunay triangulation — preserves exact input points, no smoothing.
NURBS Surface True parametric NURBS surface output (editable in Edit Mode afterwards).

AutoTrim: If trimming curves are selected (closed curves lying on the patch surface), Patch can boolean-cut the resulting surface to match them. Enable in F9.

F9 options: Algorithm, U/V resolution, control point counts, smoothing factor, AutoTrim toggle.


29

Boundary Surface

Access: Alt+C → Boundary  |  Sidebar → Surfaces → Boundary

Fills closed curves to create surfaces. Works with a single closed curve (fan/grid fill) or a grid of curves (Coons patch).

Single closed curve

Select a closed curve and run. Generates a flat or curved fill mesh respecting the curve's 3D position.

Grid of curves (Coons)

Select 4 curves forming a closed quadrilateral boundary. The Coons patch algorithm bilinearly interpolates a smooth surface that respects all 4 boundary curves.

F9 options: U/V resolution, fill type (Quads / Triangles), adaptive resolution.

PART 7

Modifiers (Alt+X)

The Modifiers pie (Alt+X) is organized into 5 category sub-pies that mirror the sidebar: Curves (Offset, Blend, Rebuild), Sweep (Sweep 1, Sweep 2, Pipe, Revolve), Tween (Curves, Surfaces), Solid (Shell, Inset, Push/Pull), and Cut (Knife, Split by Plane). Click a category to open its sub-pie.

30

Offset Curve

Access: Alt+X → Curves ▸ Offset  |  Sidebar → Modifiers → Offset

Setup: Select one or more curves

Workflow: Run the operator, drag to define the offset distance and side, click to confirm.

F9 options:

Distance — numeric offset distance

Side — Left / Right / Both Sides

Corner Type — Sharp (miter) or Rounded (arc fillet)

Output — Polyline or NURBS curve

Use case: Wall thickness from a floor plan polyline — Both Sides + Sharp corners with distance = half the wall thickness.


31

Sweep 1 / 2 Rails

Access: Alt+X → Sweep ▸  |  Sidebar → Modifiers → Sweep 1 / Sweep 2

Sweep 1 Rail

Setup: Select a profile curve + a rail curve (any order)

Active object = rail, other selected = profile

The profile is swept along the rail with rotation-minimizing frames. Sharp corners on the rail produce miter joints automatically.

Sweep 2 Rails

Setup: Select 1 profile + 2 rail curves

The profile sweeps between the two rails, scaling and rotating to match both. Useful for ramp railings, varying-section beams, parametric architecture.

F9 options: Resolution along rail, profile sampling, twist factor, scale variation, cap ends.


32

Pipe Along Curve

Access: Alt+X → Sweep ▸ Pipe  |  Sidebar → Modifiers → Pipe

Setup: Select one or more curves

Run: Each selected curve is converted to a tube of constant radius.

F9 options:

Radius — tube radius

Resolution V — number of sides around the tube (default 12)

Resolution U — segments along the curve length

Cap Ends — fill the tube ends

Smooth shading

Use case: Plumbing, electrical conduits, structural reinforcement bars, hand-rails.


33

Revolve

Access: Alt+X → Sweep ▸ Revolve  |  Sidebar → Modifiers → Revolve

Setup: Select a profile curve

Click 1: Axis point 1

Click 2: Axis point 2 — defines the rotation axis

Hotkeys for quick axes: X / Y / Z = use world axis instead of clicking 2 points

By default, revolves a full 360°. Adjust to a partial angle in F9 for arcs and segments.

F9 options: Angle (0–360°), segments, cap ends. Profile direction relative to axis determines whether the result is a vase, bowl, ring, etc.


34

Tween Curves & Surfaces

Access: Alt+X → Tween ▸  |  Sidebar → Modifiers → Tween

Generates intermediate curves or meshes interpolated across a chain of source objects. Use cases: morphing, animation reference, parametric variations, fillets between profile sections.

Key behaviors:

• Count is global — the value is the TOTAL number of intermediates across the whole chain (not per-pair)

• Tween Surfaces supports 2+ meshes

• Proximity auto-sort orders the chain automatically

• "Reorder by Click" in F9 for interactive ordering

Tween Curves

Setup: Select 2+ curves

Run: Curves are auto-sorted by proximity and N intermediate curves are generated

F9 options:

Count — total number of intermediate curves along the chain (1–100)

Output — Polyline / NURBS

Easing — Linear / Smooth (Hermite S-curve)

Auto Flip / Flip B — automatic or manual reversal of every other curve to prevent twisting

Order — chain order (pipe-separated names; clear for re-sort)

Reorder by Click — interactive ordering (see below)

Tween Surfaces

Setup: Select 2+ mesh objects that share the same vertex count

Run: Meshes are sorted by proximity, N intermediate meshes are interpolated vertex-by-vertex

Requirement: All source meshes must have identical vertex counts. The interpolation is vertex-to-vertex (vert N of source A → vert N of source B). To create suitable input, use the same primitive (e.g. 3 deformed copies of the same UV sphere) or Loft a series of curves into similar quad meshes.

F9 options:

In-Between Count — total number of intermediate meshes (1–200)

Easing — Linear / Smooth

Order — same as Tween Curves

Reorder by Click (interactive)

In F9, click "Reorder by Click" to enter interactive ordering mode. Same workflow as Loft (see section 27):

• Each source object gets a small dot at its center in the viewport

• Click each source in the order you want — numbered green badges + connecting lines appear

• Enter to confirm partial order (unpicked sources auto-appended), or click all of them

• Tween regenerates instantly with the new order

Pro tip: Global Count distribution — if you have 3 sources (A, B, C) and Count=10, you get 10 evenly-spaced intermediates along the entire A→B→C chain (5 between A-B and 5 between B-C, approximately).


35

Shell

Access: Alt+X → Solid ▸ Shell  |  Sidebar → Modifiers → Shell

Setup: Select one or more mesh objects (or faces in Edit Mode)

Shell creates a solid thickness on selected mesh objects/faces. Unlike Blender's Solidify modifier, OSnap+ Shell:

• Works on multiple meshes simultaneously

• Supports openings (skip selected faces to create holes)

• Provides three thickness directions: IN, OUT, BOTH

• Returns boolean-clean topology suitable for further CAD operations

F9 options:

OPTION EFFECT
Thickness Distance to offset (positive number)
Direction OUT (outward only) / IN (inward only) / BOTH (centered on the surface)
Openings If Edit Mode + face selection, unselected faces become openings (e.g. windows in a wall)
Even Thickness Preserves uniform thickness at corners (recommended for boolean operations)

Use case: Turn a NURBS-style architectural surface into a wall with thickness, with door/window openings cut into specific faces.


36

Inset Face Edge

Access: Alt+X → Solid ▸ Inset  |  Sidebar → Modifiers → Inset

Setup: Select a NURBS surface, polysurface, or mesh panel

Creates a uniform offset edge inside each face of the selected surface. Unlike Blender's native Inset Faces (which uses a uniform scale toward the face center, distorting on non-uniform faces), this operator produces a geometrically uniform gap on every side of every face — the result is the same offset distance everywhere, regardless of face shape.

F9 options:

Distance — inset depth from each edge

Mode — Planar (faster, for flat faces) / On-Surface (slower, for curved NURBS panels — uses RhinoCommon-style edge offset along the surface)

Per-Face / Joined — whether to inset each face independently or globally

Use case: Facade paneling — create a uniform 2cm gap around every metal panel of a curtain wall. The result is real geometric uniformity, not a scaled approximation.


37

Push/Pull Polysurface

Access: Alt+X → Solid ▸ Push/Pull  |  Sidebar → Modifiers → Push/Pull

Setup: In Edit Mode, select one or more faces. Alternatively, hover the cursor over a face in Object Mode.

Push/Pull provides true CAD-style extrusion with two distinct modes:

PUSH mode (default)

Creates a new solid volume on top of the selected face(s), or carves a cavity if you push in the negative direction.

Internally uses boolean Union (for positive push) or Difference (for negative push, i.e. cavity).

MODIFY mode (hold Alt)

Free deformation — the selected face is simply translated along its normal, like Blender's native extrusion. No boolean operation. Use this when you want to push a face inward without creating a new volume.

Workflow

1. In Edit Mode, select the face(s) you want to push (or hover the cursor over a face in Object Mode)

2. Launch Push/Pull (Alt+X → Solid ▸ Push/Pull)

3. Move the mouse to control distance, or type a numeric value

4. Press Alt any time to toggle between PUSH and MODIFY modes

5. Use X / Y / Z for axis constraints if needed

6. Click or Enter to confirm; Esc to cancel

Live preview

PUSH mode: A blue wireframe outline shows where the new volume will be created (positive direction) or carved (negative).

MODIFY mode: The face is translated live in the viewport, showing the final shape directly.

Per-island grouping

When you select multiple faces, Push/Pull groups them into islands — sets of faces that share at least one edge. Each island is processed as a single boolean operation:

• Adjacent faces → 1 continuous volume (no seam edge between them in the result)

• Non-adjacent faces → separate volumes (independent extrusions, like multiple individual pushes done at once)

Smart cleanup

Boolean operations naturally produce "contre-edges" — parasitic subdivision edges between coplanar faces. Push/Pull's cleanup algorithm:

• Snapshots every vertex position before the boolean

• After the boolean, identifies edges where BOTH endpoints are newly created

• Dissolves only those edges if they're coplanar (within 5°) with surrounding faces

• Welds coincident vertices at junctions

Result: edges from previous Push/Pull operations are always preserved on subsequent pushes, no matter how many times you chain operations. Only the genuine parasitic edges of the current boolean get cleaned.

Even-thickness direction

When multiple adjacent faces are pushed together, the direction vector at shared corners is computed to keep orthogonal thickness rather than averaging the face normals. This prevents the "shrinking corner" artifact that naive extrusion produces.

Use case: Architectural massing — start with a flat slab, push faces upward to create floors, push other faces inward to carve atria and courtyards. All without leaving the source object or breaking topology.


38

Blend Curves

Access: Alt+X → Curves ▸ Blend  |  Sidebar → Modifiers → Blend

Setup: Select exactly 2 curves

Creates a smooth bridge curve between the endpoints of two existing curves, with G1 (tangent) or G2 (curvature) continuity.

F9 options:

Continuity — Position (G0), Tangent (G1), Curvature (G2)

Resolution — number of points in the blend curve

Bulge — controls the curvature of the bridge (0 = straight line, 1 = maximum curvature)


39

Rebuild Curve

Access: Alt+X → Curves ▸ Rebuild  |  Sidebar → Modifiers → Rebuild

Setup: Select one or more curves

Reconstructs the selected curve(s) with a clean, uniform control point distribution. Useful to fix imported curves with messy parameterization, or to convert dense polylines into smooth NURBS.

F9 options:

Point Count — number of new control points

Degree — output curve degree (1 = polyline, 3 = cubic NURBS, 5 = quintic NURBS)

Preserve Tangents — keep start/end tangent directions


40

Knife (NEW v1.8)

Access: Alt+X → Cut ▸ Knife  |  Sidebar → Modifiers → Knife

Setup: One mesh object (Object or Edit Mode)

Knife cuts a mesh surface along a path you draw with snapped points — 2 points for a straight cut, more for a multi-segment polyline. The seam follows your line exactly, segment by segment, only on the faces you draw over, and the mesh stays fully joined (no separation, no new objects).

Workflow

1. Launch Knife (Alt+X → Cut ▸ Knife). From Object Mode it enters Edit Mode automatically.

2. Click snap points across the surface to trace the cut path — every snap type is available, so you can start and end exactly on vertices, edges, or intersections.

3. Press Enter to apply the cut, Backspace to remove the last point, Esc to cancel.

4. When launched from Object Mode, Knife returns to Object Mode once the cut is confirmed.

How the cut is resolved

• Per-segment, surface-only: each segment is cut on a single face, resolved from the segment's midpoint — unambiguous even when an endpoint sits on an edge shared by two faces. The cut never spills onto adjacent faces.

• Collinear with your line: the cut is computed along the drawn line and projected onto the face plane, so it lies exactly under the snap line — no perpendicular drift.

• Multi-face paths: a path crossing several faces divides each one in turn; the face topology is re-evaluated between segments so every cut lands cleanly.

• Joined result: the surrounding geometry stays merged — you get new edges and faces, not a detached piece.

Use case: Splitting a wall face to add a recess line, slicing a panel to follow a snapped reference edge, or scoring a roof surface for a parametric seam — all with exact, snap-driven placement.


41

Split by Plane (NEW v1.8)

Access: Alt+X → Cut ▸ Split by Plane  |  Sidebar → Modifiers → Split Plane

Setup: One mesh object (Object or Edit Mode)

Split by Plane cuts the entire geometry by a plane you define with three snapped points. A live preview shows exactly where the plane falls while you pick.

CLICK DEFINES
Click 1 ● Plane origin
Click 2 ● X direction
Click 3 ● Y direction (the cut normal is X × Y)

Two behaviors by mode

Edit Mode — Incise

The plane cuts every surface it crosses, leaving the geometry joined. Think of it as a projected-plane knife across the whole mesh — ideal for scoring section lines without separating anything.

Object Mode — Split & Cap

The whole object is split along the plane, the two halves are separated into distinct objects, and each open section is capped into a closed volume. Perfect for cutting a massing model cleanly in two.

F9 options:

Cap — fill each section into a closed face (Object Mode; on by default)

Note: Capping is most reliable on convex sections. Concave shapes that produce several separate section loops on the cut plane may cap imperfectly — incise in Edit Mode and close the openings manually for those cases.

PART 8

Reference

42

Coordinate Input (NEW v1.8)

During any tool that asks for a point, press = to switch from cursor picking to exact coordinate entry — CAD-style numeric placement, right in the viewport.

How it works

1. Start any tool that requests a point (Move, a primitive, Work Plane, Knife, Split by Plane…)

2. Press = — a coordinate field opens with X / Y / Z slots

3. Type a value, press Tab to move to the next axis

4. Press Enter (or click) to place the point at the typed coordinate

Frame of reference: Values are expressed in the active Work Plane frame when one is set — so X / Y / Z follow the plane's axes — or in world coordinates when no Work Plane is active. This makes it easy to type positions relative to an inclined construction plane.

Use case: Placing a point exactly 1.20 m along a wall's Work Plane and 0.90 m up, without any reference geometry to snap to — just press =, type the values, Enter.


43

Copy Mode

During any tool (Move, Scale, Rotate, Mirror), press C to toggle copy mode. The transformation creates a duplicate instead of moving the original.

KEY MODE PREVIEW COLOR
C ×1 Independent copy Blue wireframe
C ×2 Linked copy (shared mesh data) Green wireframe
C ×3 Normal mode (no copy) White wireframe

Note: Copy mode is disabled in Edit Mode (vertices cannot be duplicated this way; use Blender's native Shift+D for that).


44

Axis Constraints

Works exactly like Blender's native axis constraints, but follows the working plane when one is active. Press the same key again to deactivate.

KEY CONSTRAINT LINE COLOR
X Constrain to X axis Red
Y Constrain to Y axis Green
Z Constrain to Z axis Blue
Shift+X Constrain to YZ plane Faded red
Shift+Y Constrain to XZ plane Faded green
Shift+Z Constrain to XY plane Faded blue

Working plane interaction: When a working plane is active, X/Y/Z refer to the plane's axes, not world axes. To temporarily get world constraints, press Alt+W → Reset Plane first.


45

Numeric Input

During any tool's action phase, type numbers on the keyboard for exact values. The typed value appears at the bottom center of the viewport. (For full X/Y/Z coordinate entry, see Coordinate Input, section 42.)

TOOL VALUE MEANING
Move / Extrude Distance in Blender units along the current direction or constrained axis
Scale (no ref point) Direct factor (2 = double size, 0.5 = half size)
Scale (with ref point) Target distance — factor is computed as value / reference_distance
Rotate / Rotate 3D / Revolve Angle in degrees
Array Count (for planar: NxM format like 3x4)
Repeat Number of repetitions
Primitives (cube, sphere, etc.) Dimension (radius, height, side) depending on construction phase

Accepted keys: 0–9, . (decimal), - (negative). Backspace deletes the last character. Enter or Click confirms.


46

Live Measurement

A real-time measurement value is displayed near the cursor during all actions, so you always know what's happening before clicking.

Move: D: 2.3456 (1.200, 1.800, 0.500) — total distance + XYZ breakdown

Scale (ref phase): Ref: 3.0000 — reference distance from pivot

Scale (target phase): D: 6.0000 ×2.0000 — target distance + computed factor

Rotate: ∠ 45.00° — current angle from start direction

Array (linear): Spacing: 2.5000 — distance between copies

Extrude: H: 1.2000 — extrusion height

When typing a numeric value, the measurement display switches to show the typed value instead of the cursor position.


47

Edit Mode

All OSnap+ tools work in Edit Mode. Instead of transforming entire objects, they transform the selected vertices, edges, or faces.

TOOL OBJECT MODE EDIT MODE
Move obj.location += delta Selected verts += delta
Scale World matrix scale Selected verts scaled around pivot
Rotate obj.rotation_euler Selected verts rotated around pivot
Mirror Mirrors objects across axis/plane Mirrors selected verts across axis/plane
Copy mode Duplicates objects Disabled
Preview Full wireframe Selected edges transform live; unselected dimmed

Snap detection in Edit Mode sees the mesh being edited in real-time via bmesh.from_edit_mesh() — so you can snap onto verts you've just created in the same session.

Cut tools: Knife and Split by Plane are Edit-Mode operations. Launched from Object Mode they switch into Edit Mode automatically and (for Knife / incise) return to Object Mode when finished.


48

Supported Object Types

TYPE SNAP AVAILABLE
Mesh Vertex, edge mid, edge point, face center, on-surface, origin, perpendicular, intersection
Curve / Surface / Text Control points, Bezier handles, tessellated geometry
Metaball / Volume Converted geometry + origin
Armature Bone head and tail positions
Lattice All lattice control points
Camera Origin + DOF focus target (if set)
Light / Light Probe / Speaker / Empty Origin point only
Grease Pencil All stroke points
Collection Instances Full geometry of all objects inside the collection, recursively

49

Settings Panel & Edit Shortcuts

Location: 3D Viewport sidebar (press N) → OSnap+ tab

Snap Types section

Per-type toggles — enable or disable each of the 9 snap types individually. All enabled by default except Perpendicular (which requires an origin to function).

Snap Radius — detection radius in pixels (5–60, default 20). Larger = easier snap on dense scenes, smaller = more precise.

Snap Engine (v1.8) — choose between Raycast (the depth-aware engine, recommended) and Legacy (the previous projection-based method) if you need the old behavior.

Auto WP (Edit Mode) — toggle automatic working plane creation in Edit Mode (see section 6).

Working Plane status — shows "Active" or "World XY", with controls to save, recall, and delete Saved Work Planes (v1.8) and to toggle the always-visible plane grid.

Edit Shortcuts section

An inline keymap editor right inside the sidebar:

• Search field — type a tool name to filter the keymap list

• Edit a binding — click the keymap field, press your new key combination

• Reset to default — per-key reset button next to each binding

• Reset all — restore all OSnap+ keymaps to factory defaults

Changes are persistent across Blender sessions, and apply immediately without restart.

Performance section

Mode selector — adjusts the snap detection algorithm:

• Auto (default) — chooses mode based on scene complexity

• Light — fast, may miss snaps on very dense meshes

• Heavy — accurate, scans all visible geometry (use on simpler scenes)

• Minimal — only vertex + face center, very fast

Object count — live count of objects in the snap pool, useful to diagnose performance issues.

All settings are stored per scene and persist when saving the .blend file.


50

Complete Keyboard Reference

KEY ACTION WHEN
Alt+W Open Quick Tools pie menu Anytime in 3D View
Alt+A Open Create Geometry pie menu Anytime in 3D View
Alt+E Open Create Objects pie menu Anytime in 3D View
Alt+C Open Surfaces pie menu Anytime in 3D View
Alt+X Open Modifiers pie menu (5 category sub-pies) Anytime in 3D View
X / Y / Z Constrain to axis (toggle) During tool action phase
Shift+X/Y/Z Constrain to plane (toggle) During tool action phase
= Coordinate input — type exact X / Y / Z (Tab between axes) When a tool asks for a point
Q Cycle scale mode (Uniform/Plane/Axis) Scale tool only
C Cycle copy mode (off/copy/linked) During any transform tool
A / P Switch Axis (2pt) / Plane (3pt) method Mirror tool
Alt (hold) Switch PUSH ↔ MODIFY mode Push/Pull tool
P Project snap on working plane During any tool
0–9 . - Type numeric value During action phase
Enter Confirm typed value / partial selection / apply cut Many contexts
Backspace Delete last digit / remove last SmartTrack point / undo last polyline or cut point During any tool
G / R / S Choose array mode (Linear/Polar/Planar) Array tool
F9 Open redo panel with all settings After any of 53 operators
Left Click Set snap point / confirm During any tool
Esc / Right Click Cancel During any tool

Customization: Every keymap can be changed in the sidebar's Edit Shortcuts section (see section 49).


51

F9 Redo Panels

OSnap+ v1.8 exposes 53 operators with full F9 redo panels. After running any of these tools, press F9 to open a panel showing every parameter you can tweak post-execution.

How F9 redo works

1. Run any OSnap+ operator (e.g. create a sphere with Sphere 3pts)

2. Press F9 — a floating panel appears at the cursor

3. Change any parameter (resolution, mesh type, smoothing, etc.)

4. The operator re-runs instantly with the new values — non-destructive iteration

Special F9 features

Loft / Tween F9: The Order field is editable. Clear it to re-trigger proximity sort. Click "Reorder by Click" for interactive ordering.

Patch F9: Switch algorithm (B-Spline ↔ CDT ↔ NURBS) without restarting the operator — see results side by side.

Push/Pull F9: Adjust distance numerically, toggle PUSH/MODIFY mode, change axis constraint, all after-the-fact.

Split by Plane F9: Toggle the Cap option to switch between capped closed volumes and open sections (Object Mode).

Primitives F9: Adjust mesh type (UV/Ico/Quad), subdivision counts, fill types, smooth shading.

Workflow tip: Run the operator with rough parameters, fine-tune everything in F9 once you can see the result. Saves countless undo/redo cycles.


52

Troubleshooting

Alt+W (or any Alt+key) does not open the pie menu

Another addon may be using the same shortcut. Open the sidebar → Edit Shortcuts → search "pie" and change the key binding. Alternatively, all tools are also accessible from the sidebar without any shortcut.

No snap markers appear when hovering

Check that snap types are enabled (sidebar → Snap Types). Also check the snap radius — increase it if it's too small. If the object you're trying to snap is hidden in the viewport or in a hidden collection, it won't snap. If snaps behave unexpectedly on receding geometry, confirm the Raycast snap engine is selected.

Snap is slow on complex scenes

Disable snap types you don't need (especially Intersection and Edge Point, which scan more geometry). Reduce the snap radius. Switch to Light or Minimal mode in the Performance section. OSnap+ uses KDTree and bounding box pre-filtering, but very dense meshes (100k+ vertices) will still take more time.

Tool exits immediately on launch

Make sure you have at least one object selected (Object Mode) or at least one vertex selected (Edit Mode). The tool requires a selection to operate on. Tools like Loft/Tween also require multiple sources selected (2+).

X/Y/Z axes do not match expected directions

A working plane is probably active. Check the sidebar — if it shows "Active", axes follow the custom plane. Press Alt+W → Reset Plane (or sidebar → Reset WP) to return to world axes.

Knife or Split by Plane cap looks wrong on a concave shape

Capping is most reliable on convex sections. If a concave object produces several separate section loops on the cut plane, the cap may be imperfect. Use Split by Plane in Edit Mode to incise without capping, then close the openings manually, or cut the shape into convex parts first.

Push/Pull leaves extra edges on the surface

v1.8's smart cleanup should prevent this in nearly all cases. If you still see parasitic edges, check that the FLOAT boolean solver is selected in F9 (it gives the cleanest topology on Blender 4.x). Also verify that the source mesh has no overlapping faces or non-manifold edges, which can confuse boolean operations.

Loft/Tween produces twisted surface

The source curves are likely in the wrong orientation. For Tween, enable Auto Flip in F9. For Loft, click "Reorder by Click" and pick the curves in their natural sequential order. Also verify all source curves have the same direction (all clockwise or all counter-clockwise) — flip them in Edit Mode if needed. Closed-section lofts that used to spiral are aligned automatically in Loft v2.

Tween Surfaces error "vertex count mismatch"

All source meshes for Tween Surfaces must have the same vertex count. The interpolation is vertex-to-vertex. Use copies of the same primitive (e.g. 3 deformed UV spheres with default subdivisions), or Loft a series of curves into similar quad meshes first.

Interface text appears in the wrong language

Blender automatically translates standard UI terms. The addon is written in English, but if Blender is set to French (or another language), it translates property names like "Vertex" → "Sommet". This is normal Blender behavior. Status bar messages and tool prompts remain in English.

My sidebar is too tall / I have to scroll a lot

All 9 sections are collapsible — click the arrow on each section header to fold sections you're not using. Their fold state is saved per scene. Typically you'd keep "Quick Tools" and "Snap Types" expanded and fold the rest.


Guillaume Martin

[email protected]

OSnap+ v1.8 Documentation
Blender 4.2+ / 5.x | Python 3.11–3.13 | Single-file extension
131 classes — 101 operators — 53 F9 redo panels — 287 properties

$25

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Details
Blender Extension Compatible Yes
Sales 10+
Rating
2 ratings
Dev Fund Contributor
Published 5 months ago
Blender Version 3.0
Extension Type Add-on
Render Engine Used Arnold, Blender-Internal, Blender-Game-Engine, Cycles, Eevee, Freestyle, Luxrender, Mental-Ray, Octane, Vray, Yafaray
License GPL