Panels¶
InteractionOps has two kinds of panels: popup panels that appear under the mouse on a hotkey and vanish when you move away, and sidebar panels docked in 3D View › N-panel › iOps tab. The sidebar tab name can be changed in Preferences › iOps › General.
TPS (Transform / Pivot / Snap)¶

Everything about how transforms behave, in one popup: gizmos, orientation, pivot point, snapping and the eight Snap Combo slots. In the UV Editor it shows UV select modes, pivot and UV snapping instead.
Hotkey: Shift+Mouse Button 4 (3D View and UV Editor)
| Button | What it does |
|---|---|
| Lock cursor, Rotate around active, Auto Merge, Auto Merge & Split, Correct Face Attributes, Keep Connected, Live Unwrap | Common tool-setting toggles |
| Create orientation | New custom transform orientation from the selection |
| Homogenize UV names | Rename UV maps on the selection to ch1, ch2, ... |
| UV cleanup | Remove all UV maps from the selection |
| Name from Active | Rename the selection after the active object |
| M / R / S | Show the move / rotate / scale gizmo |
| Orientation, rename, delete | Manage transform orientations |
| Pivot Point, Edit Origin, Only Locations, Skip Children | Pivot settings |
| Snap to, Target, Self, Align Rotation, Backface Culling, Selectable, Move / Rotate / Scale, angle increment | Snap settings |
| A – H | Snap Combo slots: click to recall, Shift+click to save |
| Smooth / Flat / Auto Smooth 30°–180° | Shading shortcuts (with MACHIN3tools installed) |
| Reload Images, display channels, Repeat | UV Editor header row |
Transform¶

A compact popup with the active object's location, rotation, scale and dimensions, so you can type exact values without opening the N-panel.
Hotkey: Ctrl+Alt+Shift+T (Object Mode)
| Button | What it does |
|---|---|
| Location / Rotation / Scale | Edit the active object's transform |
| Dimensions | Resize the object by its real size |
| Apply to Selected | Push the typed dimensions to every selected object |
| Reset Scale to 1 | Bake the new size into the mesh and reset scale |
| Ignore Modifiers | Measure the base mesh, not the modified result |
Data¶

The active mesh's UV maps, colour attributes, vertex groups and material slots side by side, with add / remove / assign buttons — a popup version of the Object Data tab.
Hotkey: Ctrl+Shift+Mouse Button 4 (3D View and UV Editor, mesh active)
| Button | What it does |
|---|---|
| Homogenize UV names | Rename UV maps to ch1, ch2, ... on the selection |
| All, 2+, 3+ ... 8 | Keep only the first N UV maps on the selection (All removes every one) |
| UVMaps list: +, -, set active by object, set active by name, sort, channel hop | Manage UV maps across the selection |
| Color Attributes list: +, -, menu | Manage colour attributes |
| Vertex Groups list: +, -, menu, up / down, Assign / Remove / Select / Deselect, Weight | Manage vertex groups |
| Materials list: +, -, menu, up / down, material picker, Assign / Select / Deselect | Manage material slots |
Modifiers¶

A modifier stack you can drive with modifier keys. The icon grid adds or manages a modifier type on the whole selection; the tool row cleans and sorts stacks; the list below edits the active object's stack row by row. Also docked in the sidebar.
Hotkey: Alt+Shift+RMB
| Button | What it does |
|---|---|
| Icon grid (click) | Add that modifier type to the selection with your preset defaults |
| Icon grid, Ctrl | Apply all modifiers of that type |
| Icon grid, Alt | Remove all modifiers of that type |
| Icon grid, Shift | Toggle viewport visibility of that type |
| Icon grid, last + button | Blender's own Add Modifier menu, for types not in the grid |
| Sort | Order stacks by the Sort Order set in preferences: rules of modifier type + optional comma-separated names (default: Geometry Nodes "Smooth by Angle" / Mirror / Array on top, Simple Deform / Weighted Normal / Triangulate at the bottom; everything else keeps its order). A Bottom of Stack rule can be flagged Pin to Last (pin icon next to the rule): its modifiers get Blender's Pin to Last and sit at the very end; modifiers caught by other rules are unpinned so they can be sorted. Also remaps geometry-nodes modifiers from .001-style duplicate node groups to the base-named group and deletes the unused duplicates (toggle in the redo panel) |
| Cleanup | Remove modifiers that do nothing (empty targets, zero values). Alt: also remove modifiers disabled in the viewport |
| Sync Vis | Make render visibility match viewport visibility |
| Cursor Target | Create an empty at the 3D cursor and use it as the modifier target |
| Active Target | Use the active object as the modifier target on the others |
| Users | Select objects whose modifiers reference the active object |
| Safe Apply | Apply transforms without breaking distance-based modifier settings |
| Adaptive Decimate | Add a curvature-aware Geometry Nodes decimate |
| Iron | Add a Geometry Nodes cleanup for folded-over flaps, sliver triangles and dangling fin triangles (the leftovers a decimate leaves behind). Mode: Merge collapses folds and slivers, Unfold relaxes fold apexes onto the surface and only merges slivers, Keep Topology moves vertices without welding so vertex count and order stay intact. Delete Fins removes flag faces glued to the mesh by one edge (off in Keep Topology) |
| Apply All | Bake the whole stack into the mesh |
| Stack row: expand, name, eye, up, down, apply, copy to selected, remove, save preset | Per-modifier actions. Alt runs the action on every selected object with the same modifier; Shift picks the variant (to top / bottom, render visibility, apply up to here) |
Collection Append¶

Turn a linked collection instance into local, editable collections: scan the source file, tick the collections you want, append. Sidebar panel (Object Mode).
Hotkey: None — sidebar panel.
| Button | What it does |
|---|---|
| Scan Collections | List the collections inside the selected linked instance |
| Collection list with checkboxes, Select All / Deselect All | Choose what to bring in |
| Append (N selected) | Append the chosen collections into the scene |
Vertex Color¶

Quick vertex colouring: pick a colour or palette swatch and stamp it onto the selection. Sidebar panel.
Hotkey: None — sidebar panel.
| Button | What it does |
|---|---|
| Colour picker, palette | Choose the colour |
| Set Color | Assign the colour to the selected vertices / faces |
| Set Alpha | Assign the alpha value only |
| Paint Brush box | Vertex Paint Brush: Paint button, a palette row of colour squares (R, G, B, R+G, G+B, R+B, black, white) that start the brush with that colour, Radius / Strength / Falloff / Colour / Alpha, Vert / Edge / Face element, Paint / Blur tool, RGB-Alpha channel, Eraser / Front Only / Mute Mods toggles, Preview VC / Wire |
| Post Process box | Blur / Sharpen the whole colour attribute (selection in Edit mode); amount and iterations in the redo panel |
Object Color¶

Set the viewport object colour of the selection and keep a row of recent colours. Sidebar panel.
Hotkey: None — sidebar panel.
| Button | What it does |
|---|---|
| Colour picker | Choose the colour |
| Copy From Active | Load the active object's colour into the picker |
| Apply Color | Apply the picker colour to all selected objects |
| Recent swatches | Click a numbered swatch to apply that colour again |
Selection Sets¶

Named vertex / edge / face selections stored on the mesh. Save, recall, replace and combine them; the same controls are also in the 3D View header as a popover. Sidebar panel (Edit Mesh).
Hotkey: None — sidebar panel and header popover.
| Button | What it does |
|---|---|
| Set list | Pick the active set; shows element type and a stale warning |
| + / - / rename / refresh / trash | Create, delete, rename, refresh all, delete all |
| Select Set | Select the stored elements |
| Replace | Overwrite the set with the current selection |
| Extend / Subtract / Intersect / Difference | Combine the current selection with the set (Shift: write the result into the set) |
| Preview (eye) | Highlight the set in the viewport without selecting |
Material Override¶

Set or clear the view layer's material override from a list of scene materials — a clay / checker / lighting pass without touching the objects.
Hotkey: Not bound by default — assign a key to View Layer Material Override in Preferences › iOps › Keymaps.
| Button | What it does |
|---|---|
| Current Override + Clear | Show and remove the active override |
| Fancy Mode | Show material previews instead of plain names |
| Material buttons | Set that material as the override (checkmark = active) |
| Refresh / Generate All Previews | Rebuild the preview thumbnails |
Library¶

Home of the iOps master asset library: point it at a master file, publish things into it, refresh, and open the popup palette. Sidebar panel.
Hotkey: None — sidebar panel (the popup itself is Ctrl+Alt+Q).
| Button | What it does |
|---|---|
| Master, Find Master | Choose or locate the master library file |
| Refresh Library | Re-sync the catalog |
| Clean Unlinked Assets | Remove assets whose source is gone |
| Publish Active Object / Collection / Material / Geometry Nodes / Shader Group | Add to the library |
| Open Library Popup | Open the Library Popup |
| Preview size | Thumbnail size in the popup |
| Status, Queue | Background sync progress |
Executor¶

A popup list of your own Python scripts from the Executor folder — click a name to run it. Type in the search box to filter.
Hotkey: Ctrl+Alt+Shift+X
| Button | What it does |
|---|---|
| Search field | Fuzzy-filter the script list |
| Script name | Run that script |
The folder, column count and name length are set in Preferences › iOps › Script Executor.
Widgets¶

A popup list of the GPU widgets defined in your widgets folder (JSON). Click a widget to show or hide its on-screen panel; opening the list also reloads edited widget files.
Hotkey: Not bound by default — assign a key to IOPS Widgets Panel in Preferences › iOps › Keymaps.
| Button | What it does |
|---|---|
| Widget name | Toggle that widget in the viewport |
Widgets are composed in Preferences › iOps › Widgets.
UV Tools¶

A small sidebar panel in the UV Editor (N-panel › iOps) with the two UV helpers.
| Button | What it does |
|---|---|
| UV Info Rect | Drag a rectangle in the UV editor to read its min / max / size; the values are copied to the clipboard |
| Drag Snap UV | Drag Snap UV: drag a UV vertex onto another one |