Wednesday August 5th, 2026
Plasticity Tips & Tricks
Last updated: August 5th, 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 5th, 2026
Modified tip #8: Change Circle Orientation with an image.
August 5th, 2026
Modified tip #7: Isoparam with an image and bullet points.
August 5th, 2026
Modified tip #5: Complete vs Partial Selections with an image and bullet points.
July 23rd, 2026
Added tip #1: Face Tapering
July 23rd, 2026
Added tip #2: Add to Favorites
July 23rd, 2026
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. Start by selecting the object you wish to duplicate and press Ctrl + D. At this point, Plasticity is expecting the user to click on a face of the selected object to be duplicated (as denoted by the blue gizmo
that shows up once the mouse cursor is close enough to the object in question). The pivot location of this object is important as Plasticity will use this as the point of contact with another surface. Also feel free to orientate this object for easy face access that will act as an "anchor"
of sorts!
Strategically click on the object's desired mentioned access face (usually center bottom or side face). Now this object will follow the mouse cursor. Hover over the surface of another object. If the orientation of the selected object is not correct, press F
to invert its orientation. Finally, left click where you want to place it! This operation is still ongoing, so you can continue to place copies of this object!
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.
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 first hovering the cursor over said source point and tapping Shift. This will generate X and Y construction lines from both the latest point you added and the source point. This will allow precise segment point alignments!
Say you have multiple difference boolean cylinders of varying radius sizes in a surface, and the goal is to make all the radii equal. First press 3 to enter face mode, and start by selecting the boolean wall of one of the cylinders where the size of its radius needs to change. Next, hold Shift and select any other cylindrical walls you want to change the radius of, and ensure that the final selection is the radius you wish the others to inherit! Finally, press = then Enter/Return. All the other cylindrical walls will automatically match the radius of the final selected one!
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 by selecting another edge, press B (if the fillet tool isn't already used), start click dragging to create the fillet, then while the operation is still live, simply click over an existing desired fillet to replicate it! This doesn't seem to currently work on chamfers however!
Did you know that after starting a bevel, while the operation is still live, you can press L, click on the bevelled edge in progress, and the bevel will stop at that point? Speaking of points, a new big blue point is created where you clicked. Clicking on this dot will toggle between an upper and lower bevel!
If you have a series of edges you wish to uniformly bevel, start selecting an edge (or say edge loop for example), press B if need be and drag out the desired bevel. While the bevel operation is still live, simply hold Ctrl and continue to click other edges. Once the Ctrl key is released, all the additional selected edges will have the same bevel as the first edge(s). Right-click to finalize the bevel operation. Done.