0.9.18+patch.7
2025-10-27
Blender 5.0
Blender 5.0 should be fully supported now, ~2 weeks before its scheduled release.
Unless I've overlooked something, then it only came down to supporting the Boolean FAST/FLOAT solver rename, and fixing a registration issue due Blender making a specific module private now.
If you find something not working in Blender 5.0 definitely let me know please.
Transform tools
A lot of work on this release went in the TransformCursor and PointCursor tools, both used to transform the cursor or optionally a selection.
Transform Cursor
TransformCursor now supports grid snapping with non-default unit scales as well as for imperial units - I've tested feet, others may need more work, but that's gonna be trivial from here on out. Unit scales and imperial units are now also properly shown in the HUD (previously it would always show Blender internal units, which are equivalent to meters), and when tabbing into numeric input mode, you can enter your scaled or imperial units accordingly too.
snapping to an imperial feet grid
When moving a selection of instance collections objects, the wire preview now supports nested/recurtsive instance collections.
Also, I've encountered a Blender bug the other day, present since 4.4 that broke the Edge Pair face alignment method when snapping on faces.
And while it is fixed in today's beta, I've taken the opportunity to implement a custom face alignment method called Most Parallel and I've made it the new default. I think it performs better than Edge Pair.
As before you can cycle through the (now 3) modes via F.
Snapping to a face using the new custom 'Most Parallel' alignment method for cursor orientation
Point Cursor
The PointCursor tool would previously fall back to World Z alignment, whenever no object is hit.
Now it supports proper grid based alignment - so not just Z (XY Grid), but also Y (XZ Grid) and X (YZ Grid). And it supports each of these from both sides.
Meaning you can align the cursor with the underside of the Grid to have it point down for example.
Aligning the Cursor's Z axis to the World Z (inverted) by pointing it at the XY Grid from below
Furthermore, you can now use the CTRL and ALT mod keys to align the Cursor's X or Y Axes too, just like when hitting geometry, but now for Grid "Edges".
Aligning the Cursor's X axis via CTRL to the World X or World Y axes, depending on which Grid 'Edge' you are closest to
Last but not least, you can now not only align the Selection via S based on it's own orientation, but instead instead also based on the the Cursor's orientation.
This allows you to align any Selection, independent of its origin, by first snapping or aligning the cursor accordingly.
And like the Transform Cursor too the selection transform preview now also supports drawing wires of nested instance collections.
Hyper Arrays
The AdjustArray tool (adjusting arrays) now supports numeric inputs via TAB.
TAB into numeric input mode, and type in an angle value. RETURN to finish, or TAB to go interactive again
TransformCursor (setting up arrays) already did before of course.
Radial Array Parenting
Radial Arrays have always been based on an origin object, which is created automatically for you, when setting them up through the Transform Cursor tool, buy invoking a rotation while holding the CTRL key.
Using a helper object for the array origin, has a number of advantages over a pure modifier-value-based approach - in particular easy editing in the 3D view, where it's nice to be able to transform the arrayed object completely independently from the origin.
Even the geo node gizmos don't allow for that, afaik.
Anyway, in the past these array empties were not parented, because I could not decide what the best approach is there, and so moving around your arrayed setups could mess up the radial arrays, if you weren't careful and if the origin empty isn't also selected.
This has been resolved now, and parenting is now happening automatically - although can be disabled via Q.
There are up to 4 different parenting modes to select from, depending on whether the arrayed object is itself parented or is used by a boolean mod at the time the array is set up or not.
- TREE
- The array empty is parented to arrayed object's parent or boolean host - if present - and the arrayed object is parented to array empty.
- SHARE
- The array empty is parented to arrayed object's parent or boolean host - if present.
- PARENT
- The arrayed object is parented to array empty.
- CHILD
- The array empty is parented to arrayed object.
Adjusting a radial array with the option to change the parenting
The default is the TREE mode - if available - otherwise PARENT. Cycle through the modes via E and SHIFT + E.
Having the arrayed object parented to the array empty allows you to easily move the entire arrayed setup, while also adjusting the array radius by moving the arrayed object.
Having the array empty parented to the arrayed object's parent, then allows you to keep that relationship too.
These 4 parenting modes are then also recognized by the AdjustArray tool, and can be changed back and forth as you like.
When removing a tree-parented radial array with AdjustArray via X, the tool will now re-parent the arrayed object to its boolean host, in an attempt to maintain the existing hierarchy.
Also, any changes you do to the parenting though the AdjustArray tool are now indicated via fading labels once it finishes.
Array Instances
The Transform Cursor tool will now always assign a unique UUID to Hyper Array mods, when it did so previously only for multi-object-selections.
This allows you to manually duplicate an arrayed object afterwards, and have thew recognized as as instanced arrays by the Adjust Array tool.
The AdjustArray tool will look for instances of the active array mod, and then allows you to edit all instances at once. This can be disabled via D (previously R).
What's new then, is that you can also toggle whether unrelated instances are also affected via R now.
Unrelated (radial array) instances are those that share an UUID - perhaps because they were duplicated manually - but whose origin object differs - again as a result of duplication for example.
Add Object At Cursor
This too supports non-default unit scales and imperial units when size-snapping via CTRL as you drag out your object.
Also, when setting up a boolean while creating the object via B, and the host object's mesh is non-manifold, then the solver falls back to FAST/FLOAT in favor of MANIFOLD now.
While booleans on non-manifold geometry don't always work, with MANIFOLD solver they are guaranteed to never work, so it's worth a shot to try other solvers.
Note
The Add Boolean and HyperCut tools will act the same too now.
HyperBevels will fall back to the EXACT solver with the use_hole_tolerant option enbaled.
HyperCursor will now prevent adding objects to machin3-addon-mananged collections, if one is active in the outliner.
Right now this affects HyperCursor's own _Wires and _Insets collections, as well as MACHIN3tools' _Groups and _Assemblies and any child collections.
Once the upcoming DECALmachine and MESHmachine updates go out, these addons' _Decals and _Plugs collections will also be avoided.
Push Face
The Push Face tool can now also snap on the grid, and again supports non-default unit scales and imperial units too.
Grid and Grid-Increment snapping with the Push Face tool
Self-snapping is now disabled by default as too often it caused "snap-flickering". Enable via S if desired.
more
There's plenty more.
For users new to HyperCursor, who may have seen parts of it used in Cane T's or Noax's tutorials, know that HyperCursor has moved to making its keymaps active only while the HyperCursor tool is active.
However, you can restore legacy behavior by enabling global keymaps that work "outside" of the HyperCursor tool.
And you can do this very easily from the main Settings tab of the addon preferences now:
Snap Rotate has been added to the Global Keymaps, and you can toggle them all at once now
See the changelog for a list of all the changes.
0.9.18+patch.6
2025-08-27
Originally intended to be bugfix releases only, these patch releases are getting bigger and bigger it seems, increasingly adding new features too, while the focus remains on making the .18 experience more solid, before I dive into .19, for which I plan to add some bigger later-stage-workflow tools.
And while Blender 4.2 LTS is still supported, I would suggest people upgrade at minimum to 4.3 now, or better 4.5 LTS. For two reasons: 1. Edge Weight Bevels and 2.Modifier gizmos. Without either of these some of the HC Example insets will no longer work 100% in 4.2
Create Split Boolean
With this release I'm most excited about the Create Split Boolean tool. You could already create split booleans using AddObjectAtCursor, HyperCut or the Boolean tools of course, but what's cool about the CreateSplitBoolean tool is that it works from a selection of an existing Difference Boolean Operand Object.
That means you can setup a regular Difference Boolean, then modify that with additional modifiers on the operand object, and once happy with that you can create the "negative" split-off part from it. This allows for more complex splits, which weren't as easily possible before, without doing everything twice.
The tool will then automatically invoke the RemoveUnusedBoolean tool as well, as Split booleans tend to create these. Also, it's super accessible through it's own little gizmo button at the bottom right:
Creating a Split Boolean from an existing Difference Boolean operand, which hosts 2 Boolean mods itself
Also, in combination with the Extrude Face tool, it's now very easy to turn Lazy Splits (from HyperCut) into real splits: Just Extrude the manifold lazy-split cutter to encompass the to-be-split-off part, then invoke Create Split Boolean. The tool will remove the Shell mod for you too then.
Face Bevel
You can now easily bevel entire faces by invoking the Bevel Tool from the face pie.
Under the hood, it will create the Edge Selection for you, and then Invoke the regular Edge Bevel tool.
You can repeat previous bevels via ALT or create mesh bevels using CTRL exactly as for the Edge Bevel tool.
Note
Only the 'Index Face' (aka gizmo's face) is supported for now. I'll support hyper selected faces in the next patch most likely.
Inset Collection sorting
Insets dropped or added from the Asset Browser will now by default be sorted in the _Insets collection. This can be renamed in the addon preferences, or disabled completely.
There's also a dedicated Sort Insets tool in the sidebar now, that performs the same sorting, but for the entire scene.
Within the _Insets collection Hyper Cursor will create 2 sub-collections: Hooks and Subsets to collect - well Hook Handle Objects and Subsets (rendered non-mod objects, like a screw's head for instance).
The _Insets collection and its sub-collections
Select X-Ray
In edit mesh mode, Hyper Cursor will now automatically and temporarily enable X-Ray allowing you to select through an object and so select back-faces toot, if you drag out your selection box to the left side. If you drag it to the right a regular box select is performed, leaving X-Ray however it is. If X-Ray is enabled already and you drag to the left, it will also be left as it is.
X-Ray is temporarily enabled for the selection only, when the box is dragged out to the left.
Hyper Hooks
In the Example Insets I've replaced use of all Hook modifiers with a custom geo node Hyper Hook mod, that supports moving both ends in opposite directions at the same time.
In addition it is now controlled via Gizmo, which allows removing the Hook Handle Object.
Hyper Hook inset with it's yellow modifier gizmo to the left, and the the right with another modifier active and ⬆ gizmo at the top right used to reveal the modifier gizmo it again
The mod also still does support such an object to control the offset however, because it's useful to be able to control multiple hooked objects with a single control object.
Object and Modifiers panel with the Hyper Hook exposed in it's own section
The same panel for a different Hyper Hook inset, that's using a Hook Handle Object to control multiple objects at once
Transform Edit Mesh Mode Selections
Previously I've introduced the ability to move objects using the TransformCursor tool by toggling S to move the selection instead of the cursor, or toggling Q to move the selection along with the Cursor.
This is different from passing through to the Blender native Transform tools via ALT and useful, because it allows you to take advantage of the Transform Cursor tools' snapping features.
Moving a mesh selection by toggling S in the Transform Cursor tool
This now also works for edit mode mesh selections.
Tool Header
The Tool Header now provides quick access to display preferences for the Header, previously only exposed in the addon preferences.
Quick-access Display Toggles in the Tool Header, with a warning shown because Blender has disabled all Gizmos
If you disable Gizmos globally and you have hints enabled, HyperCursor will let you know about it, and offer a way to enable them again.
This also happens if you have Modifier Gizmos disabled, while having an active object with Modifier gizmos selected.
A Warning because Blender has Modifier GIzmos disabled, while an object making use of them is active
Also you can very quickly get to the addon preferences now via little gears ⚙ button. All of these toggles can be collapsed too.
Furthermore, Cursor History controls are now exposed here too now.
Quick-access Display Toggles are collapsed, and Cursor History is shown
Sidebar
In the Sidebar's Gizmos panel, Object Gizmos now have their own section, and you can pick and chose exactly which of these you actually want to see.
Also, like in the Tool Header, a quick access button ⚙ for the addon preferences is also shown in the HyperCursor header, but can be disabled in the addon prefs.
Pick and chose which of these button-gizmos you want to see and use
Also, in the Add-Object-History, the names of insets are now more aggressively shortened depending in the number of different libraries and asset blend files are represented in the current history.
Item names in the Add-Object-History are now shorter if possible
more
The Push Face tool now supports disabling self-snapping via S and wire-object-snapping via W while snapping is active via CTRL.
Self- and Wire-Object-Snapping disabled in Push Face tool
Also, the Duplicate Object Tree tool - usually accessed from the Object and Modifiers panel - can now act on multi-object selections when invoked from its new gizmo or the sidebar.
Duplicate gizmo for multi-object selections
Furthermore there's a Toggle Renderability tool in the Object and Modifiers panel tool now, to quickly switch not just an object's display type, but also whether it's rendered or not.
Last but not least, if you uses the Tools Pie in MACHIN3tools, you can now very quickly set it up for HyperCursor, directly from HyperCursor's addon preferences.
Easily tweak the MACHIN3tools Tools Pie from HyperCursor's addon interface preferences
There is plenty more, but the rest is mostly just behavioral tweaks and fixes, see changelog for details.
0.9.18+patch.5
2025-07-05
Wake up Babe, new HyperCursor just dropped.
This release adds the MESHCUT operation for the Boolean and AddObject tools.
Cutting the mesh from object mode - geo gizmos are added for visibility
It's supported for insets created via the CreateAsset tool as well now. I'm not sure just how useful this will be yet - for insets in particular - but it's kind of cool.
Secondary Booleans
Secondary Booleans just refers too booleans set up on an inset's root object. There always has been the option "to use" secondary booleans, which has now been renamed to "Transfer Secondary Booleans".
If enabled (when creating the inset via CreateAsset tool), it means that any booleans on the inset's root object will be transferred to the inset's boolean host object - so the object you drop the inset on.
I've added some simple example insets to demonstrate this and made sure it all works as intended for MeshCut and Split booleans too now.
Difference - Secondary boolean stays on the Inset, or is transferred to the inset's host object
MechCut - Secondary stays on the Inset and contributes to the cut, or is transferred to the inset's host object
For Split Booleans there's also a new option to Ignore Secondary Booleans, which will keep the secondary booleans it on the newly split-off object part, but will not add it to the inset's host object.
Split - normal (sec. contributes to cut), ignore secondary boolean (on host) and transfer boolean (to host)
Create Asset Popup with 'Ignore Secondary' option for Split Insets
Evaluated Extract
The Evaluated Face extract tool now has the option to remove boundary edges, which can be useful, if you follow up meshcut.
Do note however, that this does work on the original mesh, not the evaluated one, and so is best used on objects with no or few mods, in particular booleans in the area of extraction.
Toggling 'Remove Boundary' will remove the edges on the base mesh
Transform Cursor, Point Cursor
TransformCursor, when invoked from the MACHIN3tools Cursor and Origin pie will now only set Blender's Transform Orientation, when you change the Cursor's rotation only, and will only set Blender's Transform Pivot, when you change the Cursor's location only.
Previously both Pivot and Orientation where always set, when Set Transform Pivot/Orientation was enabled, either by default or toggled via the T key.
The Point Cursor tool now has that option too, and since it only ever sets Cursor rotation - it will also only set the Transform Orientation when enabled. Also either by default (addon prefs) or toggled via the T key.
Regular Keymaps
The previous patch brought a HyperBevel keymap that works even with the HyperCursor tool disabled.
This release adds additional keymaps for PickHyperBevel, HyperCut, PickObjectTree and HyperBend. All are disabled by default, so they have to be enabled in the addon prefs.
All of these keymaps are now also exposed under the keymaps tab, in addition to the individual Tool Defaults under the Settings tab.
Regular 'Outside' Keymaps in the addons prefs under the Keymaps tab now have their own sub-panel
more
See the changelog for a list of all changes and fixes.
0.9.18+patch.4
2025-06-19
Mostly a bugfix release but also adds a few things, and tweaks some behaviors, in particular for the TransformCursor tool.
Transform Cursor
Grid Increment Snapping was always possible, but now it's visualized too!
Just scroll up or down while you snap the cursor to the grid.
Grid Increment Snapping at 1/10th scale
Grid Increment Snapping at 1/100th scale
MACHIN3tools Cursor and Origin Pie
The Transform Cursor tool now behaves a bit differently when invoked from the MACHIN3tools Cursor and Origin pie.
Cursor Transform behavior mirroring the Cursor tools in MACHIN3tools
Note
The benefit of invoking the tool from the MACHIN3tools pie is two-fold:
- Works even while the HC tool is not active
- Works even when the Cursor is not on the screen
Invoked from the MACHIN3tools pie while ALT was pressed - cursor takes (only) location from face
Keep in mind
The ALT and CTRL keys work differently in this case when invoked from the. They don't pass through to Blender's transform tools, and don't initiate Hyper Arrays either.
Instead, ALT forces setting the Cursor Location only, while CTRL forces setting the Rotation only - just like in MACHIN3tools. Both will also always snap without the need to hold CTRL.
And finally, only cursor transformation works in this case, no object transform.
Invoked from the MACHIN3tools pie while CTRL was pressed - cursor takes (only) rotation from Edge
You can now also optionally let the tool set Blender's transform pivot and orientation, which allows using Blender's native transform tools in cursor space.
The default behavior for this (and other tools) is adjustable in the addon prefs.
Tool Defaults Settings in the addon preferences
Hyper Bevel + Cane T
In the past I have moved all keymaps under the HyperCursor tool, meaning they will only work while the HyperCursor tool is active.
This is one of the main reasons why Blender introduced the concept of tools - to make better use of always-limited keymap real-estate and avoid conflicts with other tools and addons.
Watching Cane T's recent tutorials it's obvious however that this can be limiting, and that having some tools accessible "from the outside" might be a good idea. Personally I'm almost always in the HC tool these days, but I understand that this will not be the case for everyone.
I'm bringing a better way to switch between tools to MACHIN3tools in the upcoming release too for that reason.
On discord Adasky said: "I always hated useless active tool sidebar..." and I couldn't agree more :)
For HyperCursor however, I've added a second HyperBevel keymap now, that works in regular Object Mode, no matter what tool is active. It's still the same CTRL + B, but has to be activated in the addon preferences first - and can be remapped there too of course.
Enable the HyperBevel keymap under the Tool Defaults Settings
Let me know
I'm open to do the same for other tools as well. Let me know if you are interested in that, and for what tools in particular.
Check out Cane's tutorial, it's awesome. There's a cheap first part too.
more
Check out the changelog for details on the various fixes.
0.9.18+patch.3
2025-06-07
Small bugfix release, continuing my efforts to make 0.9.18 rock solid. Thanks for the reports LKAMinco!
See changelog for details.
0.9.18+patch.2
2025-06-03
This mostly fixes bugs I've encountered, or that were reported since February. Quite a few actually.
But also, it supports and defaults to MANIFOLD booleans in Blender 4.5, which should give you significant speed and stability imrovements especially when making heavy use of EXACT booleans, like HyperBevels. There's a conversion tool in the sidebar too, so you can easily update older models.
HyperCursor's Blendulate tool has been updated to match the new abilities in CURVEmachine 1.4.
The TransformCursor tool can now snap in the grid while moving, not just when dragging.
Also when dragging a selection with the tool - toggled via S or Q keys - you can now flip the selection upside down via the X key, when you snap on geometry or the grid.
This is and has been default behavior before already, to allow for easy face-to-face or vert-to-vert or vert-to-face (etc. etc.) alignments.
It can be useful to not flip however, in particular directly after having just dragged the selection along with the cursor - I really need to demo this, ha.
If you have PUNCHit 1.3 installed, then you can now punch from object mode via the face pie. Supports multiple hyper-selected faces too, but is still limited to single face island extrusions.
Check out the changelog for the rest, basically just bug fixes.
0.9.18+patch.1
2025-02-14
Smol bugfix release.
0.9.18
2025-02-10
Massive release covering 8 months of almost full time development, bringing a completely new HyperBevel tool.
See changelog for details.


