Objects Mode

Objects mode lets you manage the 3D models in your scene. You can add, position, transform, and configure individual parts of your 3D model.

The Objects Panel

The left panel in Objects mode shows a hierarchical list of all 3D objects (meshes, groups) in your scene. Each row represents a mesh or group that can be selected and configured.

Nested Subgroups

The panel mirrors the full structure of your model, including nested subgroups — groups inside groups, as authored in your 3D tool (for example Roof → Back_roof_part → part_01 / part_02 / part_03). Container rows show a folder icon and can be expanded or collapsed; individual meshes show a box icon. Selecting a subgroup lets you transform every mesh inside it as one unit.

Meshes inside subgroups work everywhere a part can be referenced — Select Material / Fixed Material targets, per-variant visibility, conditional logic, animations, and AR. In each of those pickers, parts are grouped under collapsible subgroup headers with a "select all in this subgroup" checkbox, so you can target a whole subgroup in one click.

Duplicate names: targeting is by mesh name. If two meshes in different subgroups share the same name, selecting one targets both, and the picker shows an amber warning next to the name. Rename one of them in your 3D software for independent control (Blender automatically appends .001, .003, etc. on export, so this is rare).
Subgroup not showing children? If a group row has no expand arrow, the uploaded model doesn't actually contain those child meshes — usually an older, flattened export. Re-upload the model that has the nested groups and the full hierarchy appears.

Available Options

OptionDescription
SelectClick an object name to select it in both the list and 3D viewport. The object will be highlighted.
RenameDouble-click an object name to rename it. Use descriptive names like "seat_cushion" or "left_arm".
VisibilityToggle the eye icon to show or hide an object in the scene. Hidden objects are not rendered.
LockLock an object to prevent accidental selection or transformation.
TransformWith an object selected, use Move (W), Rotate (E), or Scale (R) gizmos. Enter precise values in the Properties panel.
Edit Axis / PivotChange the pivot point (origin) of an object. Affects rotation centre. Choose from presets (centre, bottom, top, etc.) or set custom coordinates.
DeleteRemove an object from the scene. Press Delete key or use the context menu.
DuplicateDuplicate a selected object with all its properties.

Properties Panel

When an object is selected, the right-side Properties panel shows:

SectionWhat You Can Do
TransformSet exact Position (X, Y, Z), Rotation (X, Y, Z in degrees), and Scale (X, Y, Z) values.
MaterialView and change the material applied to the selected mesh.
Pivot / AxisEdit the object's pivot point. Choose a preset or enter custom coordinates. Toggle the axis helper visibility. Use the scale preview slider to test transforms.
Geometry InfoView polygon count, bounding box dimensions, and vertex count.
Pivot gizmo: When an object is selected, a pivot gizmo (RGB axes with cone tips) appears at the object's origin. This gizmo is screen-space scaled, so it stays the same visual size regardless of zoom level. A purple accent ring appears when the pivot is set to a non-default position.
What you set here shows up everywhere: the Position, Rotation, and Scale you give an object in Objects mode are reflected exactly in the Preview modal and the published Share view — for Viewer, Configurator, and Modular projects alike. The single exception is a model you use as a module in a Modular block: that model becomes a placement template, so it's hidden in Preview/Share and your customers position copies of it by snapping. Its Objects-mode position is just where you parked the template — it does not decide where the placed copies land. (Tip: don't hand-scale a model you also use as a module template; let the Modular relative-size fit handle its scale so all modules stay proportional.)

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