Mesh primitives
- Cube
- Plane
- Sphere
- Cylinder
- Cone
- Torus
- Text mesh
Warforge Studio combines object-level scene management with mesh editing, curve editing, modifiers, grouping, parenting, and import safety actions. This page summarizes the modeling features available from the Create, Object, Mesh, Curve, and Modifier menus.
Object workflow is for selecting, transforming, organizing, duplicating, parenting, locking, and hiding full objects before deeper component editing.
| Area | What it controls | Primary use |
|---|---|---|
| Transform tools | Select, move, rotate, scale, free/X/Y/Z axis constraint, snap, reset transform. | Place objects precisely in the scene and prepare clean export transforms. |
| Object operations | Duplicate, delete, new group, parent to another object, unparent, toggle visibility, toggle lock. | Build hierarchy and scene organization for multi-part models. |
| Imported mesh safety | Read-only toggle, convert to editable, recover edit safety, and reimport preserved source. | Protect large or imported mesh data while still allowing controlled editing. |
| Camera operations | Set selected camera active, toggle camera view, show frustum guides, show look-target cues. | Frame shots, inspect output composition, and prepare render/export previews. |
Mesh editing supports vertex, edge, and face selection. You can clear component selection from the object menu, selection dropdown, or shortcuts.
Use extrude, inset, bevel, bridge edge pairs, fill face, loop-cut placeholder, delete component, merge/weld selected, flip normals, and recalculate normals.
Separate selected faces into a new object or join visible meshes into one editable mesh copy. These actions help cleanly package multi-part asset work.
Flip and recalculate normals after topology changes so face orientation and lighting remain predictable before export.
Add mirrored axes, array count changes, per-axis offsets, and offset resets for repeatable symmetrical or patterned models.
Adjust bevel amount, bevel segments, solidify thickness, solidify offset, and reset defaults for surface refinement.
Use subdivision viewport/render levels and smoothness controls, plus bend, twist, taper, and lattice placeholder controls for shape experiments.