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Maintain a tidy Scene Tree – prefix related parts (“Bolt_”, “Hull_”) and use Sort by Name to group them.
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Watch your selection type – many tools (e.g., Mesh Repair vs. Points commands) run only on specific object types; double-check the Scene Tree highlight before you click.
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Use Apply Transform after major moves or scales – baking keeps object scale at 1 × 1 × 1 and avoids export issues.
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Switch between Orthographic and Perspective views – ortho for precise edits, perspective for realistic checks.
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Leverage Opacity – lower it when you need to inspect interior geometry without hiding outer shells.
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Group objects logically – then clone or merge entire subtrees with one command.