Import a mesh, and a dense one stays usable

v379213
10 September 2026
14 changes in this update

Added

9 changes
  • Import a mesh as a body. Sketch stage → Import, pick a Wavefront OBJ.

  • The triangles live beside the document rather than inside the .effigy text, so the file stays small.

  • Paint, weight paint and auto-skin then work on an imported part like any other.

  • FBX and GLB are refused with a remedy rather than half-parsed.

  • Import splits a file into its parts. Brows, lids, hair and a visor arrive separately instead of as one welded lump.

  • Each part is named after whatever the exporter called it, so you can hide, re-material and weight them a piece at a time.

  • A file with a single object reads exactly as before: one part, named after the feature.

  • Citizen size reference is a button on the tool row, right-hand end. The same switch as Edit → Settings → Reference.

  • A hand tutorial. Help → Start Hand Tutorial: palm, a three-joint index, the other digits, sculpt, paint, then bones parented so a finger curls.

Fixed

5 changes
  • Hovering a dense imported mesh dragged the viewport to a crawl.

  • The face, edge, body and bone pickers each re-scanned every triangle in the part on every frame the cursor was over the canvas.

  • On a 60k-face import that was about 13ms and 25MB of garbage per frame.

  • Parts past a few thousand faces now get a pick tree, built once per rebuild — the same pick costs microseconds and allocates nothing.

  • Small parts are untouched; they were never the problem.