0.9.22+patch.1
2026-10-05
A small bugfix release, resolving issues with HyperMod on instanced objects with Edge Bevel mods.
When toggling or removing them, they are now kept in sync, just as the Edge Bevel tool does already too.
HyperMod now also previews them in the 3D view on those instanced objects too, and indicates in the stack if an EdgeBevel mod is instanced.
Linked or Instanced EdgeBevel mods in HyperMod
Keep in mind
Blender doesn't really have instanced modifiers, but HyperCursor's EdgeBevel, AddjustArray and now HyperMod tools can treat some as if they were.
I've also fixed another issue when HC is installed as an extension, when using the AddObject pie. See the changelog for details.
Thanks nonakukoro and Mr.Yeah! for the reports, much appreciated!
0.9.22
2026-10-01
A lot of this release is about taking HyperCut to the next level, but there's a lot more beyond that too and a significant amount of polish all around.
HyperCut Minimize v2
HyperCut's Minimize feature never really worked that well and the way it was implemented was a bit hacky. This has been completely rewritten now. It's no longer an afterthought that runs at the end - and instead it is now a first-class feature that runs during the cut and can thereby be previewed before a cut is finalized. It also integrates well with the manual depth- and width-limiting features.
A fourth draw-plane has been added too now: the Screen itself. Toggle into it via S before you place the first cut point.
Working with the Cursor plane has been simplified and improved a lot as well, and no longer requires per-axis toggling. Instead it simply adjusts to the best aligned view, in the same way the BBox draw-plane always did.
HyperCut view tweening when using depth-limiting mode, as well as when aligning to the cursor plane
Finally, all the view changes the tool does - for example, when aligning the view with a draw-plane via V or when entering depth-limiting mode via D - will now tween smoothly instead of snapping instantaneously, as long as SOFT instead of HARD is chosen in the Focus settings.
SOFT and HARD Focus Settings in the sidebar
While working on HyperCut started this release, work on Slide Edge is what finished it. I wanted to redo the input method for a long time, as more often than not, sliding edge selections just didn't perform in the way mouse movement would suggest. You pick the rail in a flick HUD first, and then you slide in the direction you actually moved the mouse.
Slide Rail Selection via Flick HUD
Read on below, where I go into more detail for 0.9.22.
HyperCut
Pretty Cuts
Some visual polish landed on HyperCut too.
The cut-direction overlay is drawn with a dedicated angled-stripes shader now, and the BBox, Cursor and Screen draw planes get graphic labels (except for the face plane).
Angled Stripes Cut Direction Shader + Draw Plane Labels for BBox, Cursor and Screen
Minimized Cuts
An unminimized HyperCut is limited only by how far the mesh extends along the normal of the chosen draw plane. This works well for the early cuts on a very simple mesh, but as you increasingly refine it, chances are the cuts you make should occupy less and less space. The Minimize feature aims to automatically shrink a HyperCut to be just as big as necessary to actually achieve what you want. A minimized cut will also be easier to manage afterwards, because it is easier to spot via the PickObjectTree tool as well. The previous implementation of Minimize fell short most of the time unfortunately, to the point that I barely even used it. It was also minimizing only along the depth of the cut, not the width.
The new Minimize, toggleable within the modal with the purple exit-plane preview
The new implementation now minimizes both depth and width and gives you a proper preview too, showing you, as you drag out a cut, where the back side of the cutter will be. Toggle Minimize via M as before, or now also via X, which should be more convenient to reach.
In the addon prefs there's a Minimize Cutter default setting too, which will seed the prop in new Blender sessions, if you prefer to just always work with it enabled.
HyperCut Tool Default Preferences
Attention
There's a small downside of this feature where sometimes small slivers of mesh will be left standing, due to limited sampling precision on angled faces, so faces turning away from the draw plane of the cut.
They are easy enough to fix via the PushFace tool of course - or PUNCHit on the mesh level - but it's something to be aware of while using Minimize.
Cursor Plane Cuts
The cursor plane used to assume you want to cut along Y because that's how the TransformCursor tool aligns the cursor when snapping on an Edge.
You would use the X, Y and Z keys to then manually switch between the cursor's axes/planes.
Instead of this, HyperCut will now automatically pick the plane that faces the view the most, just like BBox mode did already before.
Snap Cursor CTRL + RMB, HyperCut CTRL + X, View Align V or SHIFT + V, Cursor Focus SHIFT + F
The decision to automatically invoke into Cursor plane mode has been expanded too. Previously - with the mouse not on top of the active object - HyperCut only looked at whether TransformCursor has been run directly before the cut. However, various view adjustment ops would then often overrule this. HyperCut now skips over various common operators you may run before a HyperCut and looks not just for TransformCursor but also PointCursor, CastCursor and SnapRotate in Cursor mode, to decide whether to invoke directly into Cursor plane mode - as long as HyperCut is invoked with the mouse outside of the active object!
SHIFT + F can now also focus on the cursor, while HyperCut is live and while you are still in Cursor draw-plane mode.
Screen Space Cuts
This has been requested a bunch of times over the years. I resisted initially because of how imprecise it is, and because Cursor-plane mode is superior in many cases, but there is an ease to Screen-space cutting that can't be matched by Cursor-plane mode.
So here it is now, Screen-space cutting, enabled via S.
HyperCutting in Screen space, creating tapered operand objects in perspective views
Note
If you choose to cut in Screen space, from a perspective view, the cutter created will be non-cubic and taper along the perspective view's rays.
This is the only way to give you exactly the cut you are drawing out.
If you don't like that, you should either manually switch into an ortho view before such a cut, or enable "Force Orthographic view..." in the addon prefs under the HyperCut tool defaults.

Depth and Width Limited Cuts
Setting up a depth-limit via D or a width limit via M while Minimize is enabled will now make sure the start-depth or -width are seeded from the minimized cutter's preview.
Aligning the view during depth-limited-adjustment has been improved and, as mentioned and shown earlier, will now tween the view, keeping you more aware spatially.
Slide Edge
I had intended to redo the Slide Edge input logic for a long time, and it's finally done now.
Sliding Edges with the new flick-HUD for Rail Edge Selection, as well as face Flatten
If you want to slide beyond the end of an edge with the native Blender edge slide tool, it requires you to slide back, hold ALT to lock in the edge as a rail, then slide in the direction you actually want.
I always disliked that and my previous solution to this in HyperCursor was an ALT toggle that allowed you to switch to that extended or opposite side of an edge, while sliding in that direction already, saving you from the slide-back-and-forth dance.
This worked well enough, but there also was another issue, where the direction the tool expects you to move the mouse to was not always obvious, depending on how you looked at the object and the mesh's topology.
Both of these are now fixed, by introducing a flick HUD, that you should be familiar with from the CastCursor tool, or perhaps Symmetrize in MESHmachine or Mirror in MACHIN3tools.
Instead of picking an Axis like in these 3 tools however, the Slide Edge tool makes you pick a set of rail edges.
But it also only does so if such a choice is actually required - because some topological conditions don't need it: If there are only 2 rail paths, because the one side is the perfect mirror of the other, or in the case of sliding non-manifold edges.
The flick-HUD is skipped for non-manifold edges + origin centering is offered and optionally disabled
With HUD shown, pick a set of rails, then move the mouse out of the circle to start the sliding
The tool now also supports numeric inputs via Tab. It can Keep the Origin Centered - toggled via C - when the slide changes the bounding box, and Flatten the face across a single-edge slide - toggled via F - when that slide turns the face non-planar.
Push Face
Push Face used to always start in Move mode - pushing the selected face's verts along the face normal - and Slide mode was something you optionally enabled by holding ALT during the modal.
The tool is now smarter about which mode to start in and will pick Slide for you, IF the edge-rails don't match the face normal.
As before you can still use ALT to switch the mode, it's just gonna be the opposite of whatever the tool decided at invoke-time now.
MOVE or SLIDE modes are now picked automatically, toggle the alternative via ALT as before
Holding SHIFT as you invoke the tool still pushes the opposite side's face too. The approach to find that opposite face has been redone completely, and now allows finding the opposite face even if either or both sides' faces are angled.
In fact, it will even initiate the default mode per-face now, so one could be MOVE while the other is SLIDE.
PushFace Opposite Side's Face Selection via SHIFT on invoke
Geometry Gizmos
There's a new type of Edge Gizmos now - one specifically for edges that point directly at the (orthographic) view.
Ortho Edge Gizmos - little circles sitting on the inside of mesh corners
An edge pointing straight at an orthographic view - such as a side view - was previously impossible to pick, as all you could see was the tiny cross section of the gizmo stem - and only if you zoomed in a lot. But even then other gizmos from connected edges would steal the click in most cases. Some of the edge tools also were not designed to be invoked from such a view in the first place, and so needed updating.
Beyond that, Edge and Face gizmos in perspective views now handle X-Ray much better, as whether an edge or face is in front of or behind the mesh is now decided with per-location hits, rather than a single one for the entire view region.
Edge Gizmos sitting on the silhouette can now be selected even without X-Ray mode
Also, with X-Ray disabled, edge gizmos sitting on the silhouette of an object are now always visible and clickable, when they previously were seen as behind the mesh and required X-Ray to be enabled.
Mirrored Faces
Live Mirror mods on the active object will now cause HyperCursor to draw the instanced side, allowing you to visually see where edits - and especially booleans - should be placed, and where they would be overridden by the Mirror mod(s).
Sometimes it can get confusing on which side of an object you are working on, so this will help. Also looks cool as f*ck.
Mirror Overlay Shader previewing the instanced side of a mirrored object
This Mirror Overlay is shown automatically, as you invoke a variety of tools, such as HyperCut, HyperBevel, Pick Hyper Bevel, Hyper Mod, Add Object At Cursor, Add Boolean and Boolean Translate.
If you dislike this, you can turn it off in the addon preferences in the tool defaults section, per tool.
Of the tools above HyperMod is special in that it visualizes only the actively selected Mirror mod, and unlike the other tools it will also still indicate the mirrored side, even if the mod is disabled.
HyperBevel
HyperBevel gains the ability to path-select.
Hold CTRL and HyperBevel highlights the shortest edge-chain from the last edge you marked to the edge under the mouse.
If nothing is marked yet, that first CTRL + LMB just marks the edge under the mouse. Alternatively you can also just use A to mark that first edge, just as before.
Path-Selecting HyperBevels
Also, finishing with Tab directly into edit mode, followed by switching back to Object mode, now no longer leaves you stranded with just the base mesh, when Simplify Geometry on Mode Switch is disabled in the addon prefs.
Inverted-space booleans
It turns out MANIFOLD booleans need their operand objects and the host to exist in the same positive or negative space. A host object under a negatively scaled group for example, or a host that itself is negatively scaled, is mirrored in the world, and a "mismatched" operand object would not produce the expected result for a MANIFOLD boolean.
All HyperCursor tools that set up booleans now evaluate and detect this and bring the operand object and potentially its entire object tree into the expected space without changing the visual appearance of the operand object and its children:
HyperCut, AddObjectAtCursor, Add Boolean and BooleanTranslate match the operand to that host now.
This was a real mind bender, took me an entire week. For you nothing changes, things just work as you expect.
Add Boolean will also skip an operand that is already a cutter on another host in the opposite space. Turning it around for the new host would break the existing boolean it already has, and so the HUD will let you know if this ever happens.
Inverted space warning, when trying to add a SECOND boolean to a space-mismatched host
The same issue also affected HyperBend where it would cause flipped faces, and ExtractFace where the new object ended negatively scaled.
more
You can now drop a HyperCursor asset from an Asset Browser that lives in its own separate window, perhaps one you have on a second screen.
Asset-Dropping on 2 3D Views, from 2 Asset Browsers on the same window, a 3rd one in its own window
The Link import method has been handled since a release or two ago, and so the header no longer warns about it. The old Append Reuse method in 4.5 still warns however, and that warning is now elevated to use the Error icon.
Loading a new file while a modal tool is still running, or a modal tool encountering an unhandled exception will now no longer spam the terminal with error messages and will no longer keep the tool's HUD stuck on the screen.
With Soft Focus enabled, HyperCursor tools will now still ease the view even when Reduce Motion is enabled in the Blender preferences.
Apply All Modifiers works around a Blender crash when applying modifiers on objects with some Geometry Nodes setups.
Applying mods on a duplicate via CTRL has also been fixed.
Compositorsnot the Blender kind that can't warp the mouse pointer, such as some (all?) Wayland ones, are now detected and handled. Unfortunately there is no real fix, so tools like AddObjectAtCursor and Bevel Edge follow the real mouse for the rest of the session, which means the object or bevel sizes start off wherever the mouse is, instead of at zero.
In tools that support Numeric Inputs during the modal, typing over a highlighted negative amount now keeps the leading minus. That covers PushFace, Move Face, Scale Face, Inset Face, Extrude Face, Push Edge, Slide Edge, TransformCursor and AdjustArray.
Finally, objects marked as unselectable in the outliner will now be duplicated by the DuplicateObjectTree tool, when previously they could not.
As always, see the changelog for a complete list of all changes and fixes.
0.9.21
2026-08-24
This release raises HyperCursor's minimum supported Blender version to 4.5 LTS.
It also converts the addon to Blender's extension format using a dual-stack approach that keeps the old zip-extract-install (manually put in the addons folder) working as before, while defaulting to extension-installation when the .zip is dropped on a Blender instance.
Beyond that AdjustArray now got operator-invoked gizmos with geometry-snapping support for the Linear ones.
Hyper Arrays with Gizmos, including Grid and Geometry Snapping support for Linear ones
Also HUDs, statusbars and (modal) numeric inputs across all tools exposing distance units now fully support the Blender unit system and the various ways you can tweak and customize it.
Complete Scene Unit Support, including for modal numeric inputs, here shown in the PushFace tool
Blender 4.5 LTS
I already suggested a while ago that 4.5 LTS (or higher) is where you want to be, mainly for Edge Weight Bevels, Manifold Booleans and Modifier Gizmos.
I'm now raising the minimum Blender version for HC to 4.5, which allows me to drop a huge amount of version-checks and forked logic paths throughout the codebase, and I can finally assume Manifold booleans, Edge Weight bevels, etc are always available.
If you're still on 4.3 or 4.4, stay on 0.9.20. If you just got into HyperCursor and can't run Blender 4.5 LTS or higher, let me know and I'll supply an older version.
Extension format
HyperCursor has also been converted to the extension format now - all my addons have been - but HC is the first to releaselimited to patrons in this shape.
Dropping the .zip on Blender will now install it into the extensions/user_default folder.
Note
If you still want to run it as a Legacy Addon - you can! Functionally it will be no different.
Instead of dropping the .zip on Blender, you now need to manually extract it into the scripts/addons folder.
Alternatively, when you have a previous version installed as a Legacy addon, you can also use HC's internal update installer, and it will automatically install the new version as a Legacy Addon too.
Dual-Installation blocking
With extensions, it's now more easily possible to install the same extension into multiple locations at the same time, at least in theory.
For example, you could have the same extension in multiple different folders under the main extensions folder.
You could also have the same addon as a legacy install in scripts/addons still.
Multiple PUNCHit Installations from different locations at the same time
To prevent issues inevitably arising from multiple such parallel installations, HyperCursor will now allow only one copy to actually activate.
Only one copy will allow itself to activate, and point out if others are presentdemonstrated with PUNCHit here
Note
With multiple parallel installations, each additional one will stay installed, but disable automatically within 3 seconds, and so individual installations never fight each other. The active copy's addon prefs will notify you of this, and tell you to uninstall the leftover copies.
The Get Support tool now also indicates whether the running copy is an extension or a legacy addon, and lists any leftover sibling installs.
drum.machin3.io repository
What's actually cool about the extension format is repositories. Without one, retrieving, installing and updating an addon is still just the same as with the legacy format - a .zip file you drop on Blender or extract yourself.
With a repository though, Blender can do all of that from a remote source on its own.
There's the default repository that comes with Blender of course for free community addons. Superhive then introduced their own repository recently, covering extension-addons sold on their market.
All good things come in threes, so soon there's gonna be the MACHIN3 repository - covering my addons, even across markets/platforms.
Note
I'll have more info on that very soon. Those backend changes didn't arrive in time for this HC release, and I decided against postponing.
Once you've added the repo to your Blender config and have your "market identities" linked properly, your MACHIN3 addons from Superhive, Gumroad and Patreon will all be available in that very repo from within Blender itself.
Adjust Array
The AdjustArray tool now draws gizmos while the tool is running:
- Linear arrays get a distance arrow along the existing offset axis.
- Radial arrays get an angle dial at the origin empty - hidden when the array is a full 360°.
Linear Distance Arrow Gizmo and Radial Angle Dial, Instance Adjustment enabled in both cases
For linear arrays, you can then proximity-snap the distance to verts, edges or the grid via CTRL.
Furthermore, you can change the linear array's direction by center-snapping to verts, edges, faces or the grid via CTRL + SHIFT.
Cycle the face center method with ALT + C (same as in TransformCursor), and toggle Self- and Wire-Object-Snapping with S and W (same as in PushFace).
Adjust Array Geometry Snapping - Distance only (Proximity) or Direction and Distance (Center)
Scene Units
TransformCursor and PushFace already showed and accepted imperial units and non-1 unit scales a few releases ago. This release spreads that to all other tools exposing distance units and deepens it.
All HUDs, statusbars, and numeric inputs have been updated and will match the value and unit exposed in the redo panels including custom unit scales, simply based on your unique scene unit setup.
HyperBevel width shown in scene's cm units
Tools updated accordingly are AddObjectAtCursor, TransformCursor, AdjustArray, the Pipe creation and adjustment tools, HyperBevel and EditHyperBevel, HyperMod, Blendulate, PushFace and finally HyperBend, where offset, limit and contain are now shown as the actual gizmo distance instead of in relative 0-1 space.
more
The group joining for new Cubes and Cylinders from last time is now proximity-based: it only offers to add the new Object to a group when you're within 2.5x the object's size.
Distance and Size based Object-to-Group Adding, disable via G if undesired
The HUD, G in the statusbar, and the redo toggle only appear when you're actually in range.
Geometry snapping in all tools is a lot faster when snapping through objects now - unselected wire objects in particular. I'm curious to hear back from people who had seen performance issues in heavy scenes, or on objects with heavy mod stacks.
EditHyperBevel now shows the actual boolean solver (Manifold, Exact, Fast/Float, plus Exact extras) instead of falsely claiming Exact.
TransformCursor's HUD distinguishes axis Proximity snap from Center snap - when move- vs drag-snapping, for example. Same as AdjustArray when adjusting a Linear Array's distance only vs actually changing the direction too.
Other things worth calling out:
- Cancelling native transform passthroughs via BooleanTranslate or BooleanDuplicate no longer leaves gizmos disabled, boolean mods missing or orphaned duplicates behind.
- Split booleans created in local view no longer disappear from it.
- Post-operation orphan purges no longer wipe packed or linked asset data by mistaking an in-use library for an empty one.
Last but not least, HideWireObjects now sorts into the context-appropriate _Wires collection when MACHIN3tools 2.0I'll share it and details about it soon, promised is present, MESHmachine stashes follow origin adjustments from ExtractFace, and tools no longer try to dump new objects into Packed or Linked collections.
As always, see the changelog for a complete list of all changes and fixes.
0.9.20
2026-07-06
At its core this is a compatibility release, bringing HyperCursor to Blender 5.2.
But it turned into much more than that, with a big chunk of work going into the Asset Browser, and into making HyperCursor's tools properly aware of MACHIN3tools groupsand their 2.0 rework throughout - ensuring duplicating, snap-rotating, transforming and radial-array-re-parenting of grouped objects all just work now instead of quietly breaking things.
Transforming group hierachies with contained instances, while avoiding double-transformations
Blender 5.2
Blender 5.2 changed how the geo node modifier API is accessed, which is done all over in HyperCursor - by HyperMod, Transform Cursor (Arraying), the various Adjust tools, the Object panel etc. - they all had to be adapted.
Adding the HyperCursor Examples asset library required a fix as well: Blender 5.2 introduced a new library type, and now requires you to explicitly pass it in as an argument at the time of creation (in Blender's preferences), without which it would error out.
Assets
Object Asset detection has been reworked to be far more robust, and to support multiple open Asset Browsers at the same time.
Previously HyperCursor would silently fail to detect an asset if you have multiple Asset Browsers open at the same time - now fetching and dropping HyperCursor assets works even with several Asset Browsers open at once, whether that's dropping or adding insets, or dropping bevel or pipe profiles.
Supplied Example Assets and assets you create with the CreateAsset tool now automatically carry the HyperCursor tag, and an asset-type tag.
HyperCursor relies on these internally now to detect which asset browser a dropped asset came from.
You can also use them yourself however to filter or search in the asset browser using terms like HyperCursor, Inset, Profile, Bevel or Pipe.
There's now support for online (downloadable) Assets too. And although that is more intended as a forward looking change for your own potentially online-or-network-hosted assets, Blender 5.2's Online Essentials library does include Object assets, that you can test this with.
The CreateAsset tool's user-facing ishyperasset toggle is now gone. Assets created with it are always HyperAssets now, use MACHIN3tools or anything else for regular assets.
Toggling Inset or Auto Disassemble also gives clearer feedback now, confirming up front what each of them actually does.
Improved Asset Creation with better hints, automatic tags and cross-addon shared terminology
Finally, the previous Disband tool has been renamed to DisassembleInset, and is now only exposed and used for HyperCursor's own Assembly Asset Insets. Again, MACHIN3tools already handles other Instance Collections in much more depth.
Radial Array Parenting
In a previous release, I introduced automatic parenting for radial arrays with 4 different parenting modes - Tree, Share, Parent and Child - depending on how the arrayed object was set up.
Despite the little note next to them, it's not immediately obvious, what each actually does to your hierarchy.
So there's now a little node graph in the HUD that visualizes all 4 modes, both when setting up a radial array with the Transform Cursor tool, and also when re-adjusting via Adjust Array.
Node Graph Indicating (Outside) Parent > Array Empty > Arrayed Object hierarchy in Tree mode
Radial array parenting is now also (MACHIN3tools) group-aware.
Arraying group objects no longer breaks them out of their group. Instead only group-safe modes are offered, when you attempt to radial-array group objects.
Depending on the specifics of your selection (all vs only some of a group's objects) re-parenting can then also affect the group's root empty rather than the group objects themselves.
The Adjust Array array tool has become a proper live parenting editor for radial-array setups, meaning it can completely de- and re-construct your array empty parenting hierarchies, and easily change them, without you having to manually touch any objects and awkwardly re-parent them.
Note
Previously switching modes was additive only, and depending on the mode, may have left existing hierarchy "links" behind. Also disabling parenting did nothing at all, but now actually unparents.
Re-invoke Adjust Array to switch parenting modes cleanly, or disable to fully unparent the setup
Affected (and already visible) array objects are also re-selected on invoke for better emphasis now.
Groups everywhere
Beyond arrays, a lot of tools learned to deal with MACHIN3tools groups properly - which is especially relevant for the upcoming MACHIN3tools 2.0 which introduces group instances and containers, and where group empties are hidden using a new mechanism.
The DuplicateObjectTree tool got the biggest overhaul here.
Box-selecting a group's objects now duplicates the whole group, even when the group empty itself isn't grabbed - it gets pulled in automatically once all of a group's objects are selected.
Group instances and containersboth in DeusEx, as well as any user-created instance collections, are now handled just like MACHIN3tools' own Duplicate Group tool does: collections get duplicated and re-populated with the duplicated objects, creating independent instance collections - unless you hold ALT which keeps them linked.
The duplicated group's root empty is also made active now, so tools that key off the active object - like MACHIN3tools' Align and SelectedToCursor - behave correctly when invoked afterwards.
The Transform Cursor, Point Cursor and Snap Rotate tools now compensate such group instances and mod objects when moving or rotating a selected group hierarchy, to avoid double-transformations.
Snap Rotate additionally lets you compensate the group's poses via a G toggle - disabled by default, since you'll usually snap rotate to establish a new pose rather than reposition existing ones.
Avoiding double-transformations when working with group instances
Last but not least, AddObjectAtCursor can now add a new Cube or Cylinder straight into a nearby MACHIN3tools group, if detected.
Like the MACHIN3tools Group tool itself, this will even match the group's existing object/viewport color and allows for really convenient organized-by-default blocking workflows. Toggle via G if undesired.
more
The SelectXray tool now also works in object mode, not just in edit mesh mode, although it's disabled by default in the addon prefs.
Note
Xray in object mode is a purely visual effect - it has no influence on select-ability, and objects are select-through even with xray disabled.
The rest is mostly fixes and robustness work: a handful of exception fixes across HyperBevel, Pick HyperBevel, AddObjectAtCursor and FocusOnCursor, an AdjustPipe fix for Auto Smooth on Blender 5.0+, more reliable HyperCursor keymap detection and restoration in Blender 4.5+, more thorough orphan purging and object duplication throughout, and a clear "Restart Required" message when re-installing or updating HyperCursor in a running Blender session instead of a cryptic load error.
As always, see the changelog for a complete list of all changes and fixes.
0.9.19
2026-02-20
This is a compatibility release, ensuring HyperCursor launchesat all with the upcoming Blender 5.1still in beta! and its move to Python 3.13.
Blender's update of the bundled Python from 3.11 to 3.13 caused HyperCursor to no longer register. All registration logic within HyperCursor has been overhauled and modernized to handle this now. As a side effect, this also makes HyperCursor work with non-official Blender builds bundling a mismatched Python version or none at all, although I still don't recommend doing this.
Note that I'm not giving my final approval for 5.1 yet, it's still early, and I haven't thoroughly tested it yet. Blender 5.1 may have introduced API changes that cause issues or unexpected behavior. If you find any, please report them to me.
Beyond the 5.1 related changes, the PushFace tool will now temporarily select the boolean host object if present, which can help previewing the result even though the booleans are temporarily disabled. Also, the CreateBoolean tool forces an object gizmo update now, ensuring the CreateSplitBoolean gizmo shows up immediately after creating a boolean.
See the changelog for all changes.
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.


