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Scene, parts & transforms

The Scene tab is mission control for what's in your scene: the hierarchy of models, groups, and parts, plus exact numeric transforms for the selection.

The hierarchy

Every loaded model becomes a top-level group named after its file, with the model's own authored groups and parts nested below. The header counts the totals — parts, gems, metals.

The hierarchy: renamed parts, a duplicated group with its copies hidden, and per-row select, duplicate, show/hide, and delete on every row.
The hierarchy: renamed parts, a duplicated group with its copies hidden, and per-row select, duplicate, show/hide, and delete on every row.

Each row carries quick actions: select/deselect (multi-selection), duplicate, hide/show, delete. Group rows cascade — hiding a group hides every descendant, selecting a group selects them all.

Multi-selection

The small square button on each row adds or removes that part from the multi-selection without clearing the rest. Group select buttons complete a partial selection to the whole group, or clear it when everything's already in. The gizmo moves the entire selection together, and material edits broadcast to it.

A practical jewelry workflow: duplicate a complete ring, position the copy beside the original, then select both top-level ring groups — one shared gizmo controls the pair while every stone and metal part stays with its own ring.

Duplicating a complete ring, positioning the copy beside the original, then selecting both ring groups as one set.

With two or more parts selected, right-click → Group selection creates a new hierarchy group from them, right where the first member sat.

Variants

Four filter buttons above the tree — Full · Metal · Gems · Selected — restrict what renders without touching any part's own Show/Hide flag. Perfect for inspecting the setting alone or the stones alone.

Isolate

Right-click a part → Isolate hides everything else (if the part is in your multi-selection, the whole selection stays). Exit isolate brings the rest back exactly as it was. Isolation is a filter on top of visibility — nothing's flags are rewritten.

Duplicate and mirror

Transforms

The gizmo

Pick Move, Rotate, or Scale from the tool rail and drag the gizmo on the selection:

Modifier Effect
Shift Snaps — rotation in 90° steps, movement on a fixed grid, scaling in quarter steps
Alt Fine drag — one-tenth speed for jewelry-scale precision

Uniform scale is the center handle; the three axis handles scale along one axis. Pivot mode repositions the transform origin without moving geometry — set it once, and rotation happens around the point you chose.

Shift-rotate snapping in clean 90° steps; Alt slows a drag to one tenth.

Numeric transforms

Select exactly one part and the Scene tab's Transform section shows its position, rotation (degrees), and scale as editable numbers:

Typing an exact rotation, then scrubbing position by its label.

This works on gems too — behind the scenes gem geometry is handled specially for optical accuracy, but to you it's just numbers.

Every transform commit is one undo step (⌘Z).

Part kind

GemGpu classifies parts as gem, metal, or surface — the classification decides which material family the part uses. If an import guessed wrong, right-click the part → Set kind and correct it; the part immediately picks up that family's template material.

Scene settings, notes & saving

The top of the Scene tab holds Save to Drive (name the scene settings and store them in your Drive), a Notes field saved with the scene (client, deadline, sizes — whatever helps you), and for signed-in users with an imported model, the explicit Save model to Drive upload.