Wednesday August 26th, 2026
Plasticity Tips & Tricks
Last updated: August 24th, 2026
Plasticity is a modern, robust, and artist-friendly 3D NURBS-based CAD application designed for artists across multiple disciplines who need to create complex, high-quality surfaces efficiently without the overhead of traditional engineering software. It emphasizes speed and flexibility through a direct modeling approach, offering an intuitive user interface and a hotkey-driven workflow similar to Blender. This section includes a wide range of useful and sometimes underutilized features!
Recent Updates
August 24th, 2026
August 19th, 2026
August 16th, 2026
Modified tip #14: Copy Bevels to Selections with an image and bullet points.
August 15th, 2026
August 14th, 2026
August 13th, 2026
Modified tip #13: Stopped Fillet/Bevel with renaming it, adding an image and bullet points.
Subject
Description
Tapering Face From All Sides
In Plasticity, tapering isn't as simple as selecting a central face and scaling it! To do this, you'll need to:
Tapering Face From Specific Side
If you only wish to taper a side of something more complex, you can simply:
You can trim curves/line segments by simply pressing T (for trim) and clicking on a curve (or line) segment to remove it!
Did you know that you can simply hover the mouse cursor over a foreground object, left click but hold the button down and scroll the middle mouse wheel to select through objects behind it? You'll even have a mini popup list of objects and the current selected object highlighted! Once you find the object you wish to select, simply let go of the left mouse button and voila! That highlighted object from the list is now selected. You've in essence cycle selected through objects in the viewport without needing to select it via the outliner!
When it comes to marquee selecting objects, the direction of the click-dragging action will determine whether they will be selected or not!
It's pretty easy to duplicate and object and align it to another one.
Much like in Blender, you can add some line segments to a surface by first hovering over a face (regardless of which selection mode you are in).
Finally, left click to finalise the placement of the segment(s).
When drawing a circle in say front or side view, before left clicking to finalise this shape, press V to change its orientation 90 degrees. This is useful when drawing a circle based off of blueprints for instance. Given the image's line density, it might not be practical to try and get a circle properly sized from top view, but is manageable from the side! The only other shape that supports this feature seems to be the polygon tool.
Aligning One Segment Point to Another
When drawing out shapes with the line tool for instance, it is possible to align your next line segment (which requires to be aligned with a certain source point) by:
Aligning Segment Angle to Another
It is also possible to align a new curve line segment's angle to another one, but this time you'll hover over the desired existing segment's edge instead.
Say you have multiple difference boolean cylinders of varying radius sizes in a surface, and the goal is to make all the radii equal.
Select an object, then press G then F then double right mouse button click! That object will return to the world origin!
You can copy an existing edge fillet radius to another edge quite easily!
Did you know that after starting a fillet/bevel, it's possible to restrict its length along an edge, thus creating what is known as a stopped fillet/bevel?
If you have a series of edges you wish to uniformly bevel (but perhaps you're unsure of which ones), you can do this after establishing on bevel (but not finalising it yet) and copy this to other edges.
One of perhaps many nifty things about Plasticity is the ability to create variable fillets (though this does't work on chamfers). Here's how to do it!
Suppose you modelled a curved surface that was based off of a partial circle. Here is a way to recreate a perfect circle from that curved surface.
Let's use the following example below as a starting point. The idea here is to select the curved
edge of the surface from which you wish to create a circle from and duplicate it as a sample curve by simply pressing Shift + D. From here, with that newly created curve segment, press . to isolate it for better clarity and
view it from the appropriate orthographic view (in this example, the front view via pressing 1 on the numpad). Your situation might require another view.
Now that we have this starting point done, let's examine how to go about reconstructing a circle.
You might have a model that has been rotated to some arbitrary angle, and you wish to straighten this model's rotation so it is perpendicular to either the Z or Y axis for instance. With the use of a guide line, this can be easily accomplished!
Did you know that the direction you draw a curve prior to slicing a model will determine whether the top or bottom part of the model is selected?
Left to Right
Right to Left
Knowing this, you can strategically auto select which one you need (top or bottom) from the slice operation through the draw direction of the the curve!