Edit mode
Vertex (1) Edge (2) Face (3)
Box (B) Lasso (L) Paint (P)
Sculpt brush (S)
Visible only (V)
Isolate: off
Size
Select all Invert None
Select connected (C)
0 selected
Move Rotate Scale
Delete selection
Lattice
Create lattice
Apply lattice Reset points Discard
Select control points with a box or a click, then move them with the gizmo. Keep the outer points where they are to blend into the rest of the piece. Everything inside the box follows softly.
Undo Redo
Done (Tab) Cancel
Drag to select. Shift adds to the selection, Ctrl removes from it. Click picks the nearest element. Paint only ever selects what you can see; Box and Lasso can also select through the model. Middle drag orbits, right drag pans, Alt + left drag also orbits. Shift while using the gizmo flips snapping. Faces, edges and vertices you delete or move are applied to the piece when you press Done.
2. Armor pieces Double click a piece to rename it here in the list. Enter confirms, Esc cancels. The name is used in exported GLB nodes.
Hide / show Remove (Del)
Merge selected into one
Deselect all (Q)
3. Transform mode Move Rotate Scale
Axes: World (T)
Undo Redo
No actions yet
Reset transform Frame scene
Show floor grid 4. Mesh tools Edit mesh (Tab) Mesh optimization Default reduce %
Apply default to all below
Select armor to configure individual meshes.
Optimize selected mesh(es) Show before / after Each mesh has its own reduction percentage and protection toggle. Detail-named meshes, skinned meshes, morph-target meshes, and multi-material meshes are protected by default. Other meshes can still lose fine detail. UV/color attributes are transferred approximately; inspect textured results. This is decimation, not voxel remeshing. Ctrl+Z restores the previous geometry.
Perspective Top Bottom Left Right Front Back
Mesh Statistics Selected model(s) 0
Triangles / faces 0
Vertices 0
Scene total 0
Triangles / faces 0
Vertices 0
Ctrl/Cmd-click armor in the list to multi-select.
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Left-drag: orbit · Piece selected: drag empty space to transform freely, Alt+drag orbits · Right-drag: pan · W: move · E: rotate · R: scale · Q: deselect · T: local/world axes · Del: remove · Tab: edit mesh · Ctrl+Z: undo
Alignment Center X / Z Place on ground
Center pivot
Create symmetrical copy Snap: Off
Center X / Z and Place on ground use the loaded character as the reference. Center pivot moves the rotate and scale pivot to the middle of the piece without moving it. A symmetrical copy mirrors the piece across the character center.
Workflow status Load a rigged character, then add one or more armor models.
Known limitations XYZ Studio Outfitter v1.9.0 includes optional experimental skin-weight transfer on selected-armor export, multi-selection transforms, mesh editing, centering, ground alignment, mirroring, and per-piece GLB export. Skin-weight transfer is experimental and approximate; it does not repair topology or guarantee clipping-free animation. Use rigid armor pieces or prepare skinned armor in Blender before import.