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.
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.