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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)

TPS panel

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

Transform panel

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

Data panel

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

Modifiers panel

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). 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
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

Collection Append panel

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

Vertex Color panel

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

Object Color

Object Color panel

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

Selection Sets panel

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

Material Override panel

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

Library panel

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

Executor panel

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

Widgets panel

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

UV Tools panel

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