9 September 2026

22 changes in this update

Added

22 changes
  • Revolve can spin about a line you drew in the sketch. Set Axis to "A line of the sketch" and pick the line — construction lines included, which is what the dashed centreline of a lathe profile is

  • The axis follows that line when you move it, so dragging the centreline moves the bore with it.

  • Bones from the shape of your parts. Right-click a part and pick Make a bone from this part: it measures the part and adds a bone down its longest axis, already pinned to it.

  • The same from the feature tree — right-click the feature that built the parts and get one bone per part it made, so a patterned row of eight fingers is one click instead of eight.

  • The bone takes the part's name, and a part is named after the feature that made it. Call the extrude index_finger and that is what the bone is called.

  • It is rolled to match the part, so the flat of the bone runs with the flat of the part and there is no arbitrary twist to undo on every one.

  • Select a bone first and the new ones hang off it, pointing away from it — which is also what decides which end of the part is the root, so place the palm bone before the fingers.

  • A part with no long axis, like a sphere or a cube, is skipped and named in the console rather than given a bone pointing nowhere in particular.

  • Pose the rig and watch it bend. A Pose button in the Rig panel — press it, drag a bone, and the mesh deforms with it, so a bad weight shows up as a crease instead of a number in a panel.

  • Reset Pose (or toggling Pose off) returns to the bind pose; nothing is saved. It is built on the same weights the export uses, so what you see is what compiles.

  • Assign bones from the Parts list. Right-click a part and pick Assign to bone — the same pinning the rig panel does, reachable from the body's side. An assigned part shows its bone in blue on the row.

  • An eraser. Hold Ctrl while you paint and the brush takes paint off instead of putting it on, back to the surface underneath.

  • The brush ring turns red while Ctrl is held, so you can see which one you are about to do before you press rather than after.

  • Erasing uses the brush you already have — the same size, strength and falloff — so a soft eraser fades out at its edge and a Constant one takes a hard bite.

  • An erase is a stroke like any other: one Ctrl+Z, saved into the .effigy, and still there after you edit a feature underneath it and the part rebuilds.

  • Ctrl is read once, when you press. Letting go halfway through does not turn the back half of the mark into paint.

  • Drag a box to select in a sketch. Press on empty space in the sketcher and drag: left to right takes only what is completely inside the box, right to left takes anything the box touches, the same two boxes Onshape has.

  • The box adds to what is already selected, so you can build a selection up out of several boxes. Clicking empty space still clears it.

  • A mirror tool. Select the geometry, arm Mirror, and click the line to reflect it across.

  • The copy is held symmetric to the original rather than just pasted, so dragging one half moves the other.

  • A point already sitting on the mirror line is shared rather than doubled, so a half profile drawn against the line closes into one region when it is mirrored.

  • The selection stays lit while a tool that uses it is armed, so Mirror and Offset are no longer aimed at something invisible.