Push and pull the faces of a part

v367420
4 September 2026
37 changes in this update

Added

16 changes
  • Faces of a part can be extruded. Click a face of anything on screen, press Extrude, and it pulls.

  • No sketch is involved and none is asked for, so it works on a part built entirely out of primitives.

  • Taper, Up to next, Through all, a second distance and New body all work from a face exactly as they do from a sketch profile.

  • A plain pull moves the face rather than growing a boss on top of it, so the part stays one clean solid you can still Shell afterwards.

  • Move Face, a new tool on the Detail stage.

  • Offset pushes each picked face along its own normal, so picking both sides of a wall makes it thicker or thinner.

  • Translate moves them together, so the wall slides and keeps its thickness - material added on one side and taken from the other.

  • The distance can be dragged instead of typed. Open Extrude or Move Face, pick the faces, and a set of arrows appears on them.

  • The arrows are turned to the face rather than to the world, so the blue one is always straight out of it.

  • Pull it and the solid grows under the cursor, with the number in the panel counting up as it goes.

  • Dragging only ever sets the open tool’s distance. It never adds a feature behind your back, and the arrows are gone the moment the tool is closed.

  • The Profiles box in the Extrude panel picks faces. Hover one, click it, and that is your profile; click it again to take it off.

  • Sketch regions are still pickable in the same box at the same time, and a sketch in front of a face gets the click.

  • Right-click a face and every tool that can use it is on the menu: Sketch, Fillet, Chamfer, Shell, Draft, Hole, Subdivide and Face Material.

  • Each of them opens already pointed at the face you clicked.

  • Moving a face refuses rather than guesses. A face that is not flat, a face moving while a flat neighbour stays put, or a move far enough to turn the part inside out each say which it was and what to do instead.

Improved

12 changes
  • The panel no longer says "No sketch yet - add a Sketch first" at a part that has faces you can point at.

  • That message appeared whenever the document had no sketches, which is the normal state of a part built out of primitives.

  • It now says what you can click, and the box stops being red once a face answers it.

  • Revolve, Sweep and Loft still ask for a sketch, because a face is not something they can use.

  • The line under the viewport that tells you what your selection is good for now asks the tools instead of reciting a list somebody typed.

  • Subdivide asks which part you mean instead of taking the whole document.

  • Click a part in the Parts list and you get that part entire, or pick faces in the viewport and you get those.

  • The grease pencil’s colour picker is folded into the pen button itself - click the pen to draw or put it down, open its dropdown to change colour.

  • The eraser works like the sketch Cut tool: hold the left button and drag through the notes you want gone.

  • The Edit menu is shorter and reads in groups instead of as one list of fifteen.

  • The five sculpt-mask commands are behind a single "Sculpt Mask" submenu.

  • The three "Normal Map:" toggles move to Edit > Settings under "Normal map bake", as switches and a size dropdown, and are remembered between sessions.

Fixed

4 changes
  • Chamfered and filleted parts measured smaller than they are.

  • The little triangles that cap each corner were being built inside-out, so they subtracted from the enclosed volume instead of adding to it. A chamfered 1-unit box measured 0.811 against a true 0.883.

  • Nothing looked wrong because nothing was wrong to look at - the mesh was closed, valid and the right shape, and only the numbers taken off it were out.

  • Those numbers are what collision hulls and physics are built from.

Known Issues

5 changes
  • An oversized fillet or chamfer is not always refused any more.

  • The check that catches "the blends have met through the middle" measures enclosed volume, and some of what it used to catch it was catching only because of the inside-out corners fixed above.

  • On a 2-unit cube a fillet radius between about 1.0 and 1.25 now builds a part that is quietly self-intersecting instead of saying so. Below and above that band it still refuses correctly.

  • A compiled model arrives with no material on it, and renders in the bright red missing-material shader until you assign one by hand.

  • The geometry, the UVs and the skinning are all fine - it is only the material reference that does not survive the compile.