These sets of commands group a number of useful different features that we not relevant to any particular topic.


Open the panel specified by the name given as option. The panel is opened in its current or default location and if it is in a dock bar containing more than one tab, it is set as the current tab.


  • Panel name (as text): can be either UvEditor, SoftEdit or ModelOutliner


Project an image onto a different object. The image will be taken from the bitmap (or color) texture of the selected object and it will be assigned as a new material of the target object. Depending on the kind of project either the camera view direction will be used or the natural mesh direction. The natural mesh direction is meant as the average of the normals of the given normal.

Both the source mesh and target mesh need to have valid UVs for the image to be properly calculated.


  • ProjectionDirection: direction of the projection of the image.
  • ImageSize: width and height of the generated texture. If zero or negative the original size of the image will be used. You should give enough resolution to make sure that the generated projection is readable.


Remap objects from one mesh to another. The objects will need to have matching UV coordinates (texture). The remapping will leverage those to match the position from one mesh to the next one. You can use diverse meshes but if the UV match to some extent then the remapping will work.


  • Tolerance: this is the search tolerance for the remapping. It informs the tool on how large to look around the given point for a match on the target mesh.
  • Edge length: this is the dimension to be used for sampling. When a curve or any other object need to be re-sampled for the mapping then this measure will be used.


Enables the soft edit grip and shows the panel. Soft editing allow you to change a mesh by applying a transformation proportionally to neighbors of the selected vertices. The effect of the change is visualized with colors in the mesh you are editing.

Soft edit


Allow to merge two or more grips into a single arbitrary location when editing a mesh's grips. This command can also be triggered from the related button in the Botcha Soft Edit panel. (See B_SoftEditGrips)


Allow to merge a set of grips dividing them in groups based on their mutual distance. Every such group is collapsed into a grip that has an average location.


  • Distance: the distance used to group grips to merge

Merge multi grips


Project a mesh onto another one. It is useful, for example, to make a mesh "stick" to another mesh.


Rebuilds the selected mesh's normals, considering a welding angle between faces' normals.


  • AngleWeld: the welding angle to consider when rebuilding normals


Flows a number of mesh edges to match the given curves specified. You can choose multiple couples of mesh edges and curves at the same time. The mesh is deformed trying to reduce the distortion as much as possible.


  • Accuracy: the level of accuracy you want on the similarity between the new mesh edge and the curves selected. A lower accuracy will provide faster results. It goes from a minimum value of 0 to a maximum one of 100.
  • Delete input: You can choose wether to keep the old mesh or not.



Given a mesh or surface and one or more curves laying on it, this command allows you to create stitching along the curves.


  • Pattern: The preferred stitching pattern. You can either choose a pattern within a set of given ones (Linear, DashDot, ZigZag) or create your pattern with B_StitchPatternCreate command (see below).
  • Style: The dash can assume two different shapes: Rounded, consisting in a cylinder with hemispherical ends, and Curved, if you prefer that the dash ends bend to the surface and give a more realistic effect.
  • Diameter: Diameter of any dash composing the stitching.
  • ProjectOnMesh: Allows you to choose between keeping the stitching on their leading curve or project them on the mesh.


You can easily handle stitching generation by the Botcha panel Botcha stitching. Double clicking on the preferred pattern represented on the panel will allow you to choose the mesh and the curves where you want to create the stitching.

StitchingCreate A linear stitching of curved style and cross rounded one


Allows to create a custom pattern for stitching. The command will ask you to choose the curves you want your pattern to be made of, and a leading line, necessary to establish the orientation of the pattern shapes and their position with respect to the stitching curve they lay on.


  • DashLen: The length of any dash in the pattern.
  • PatternName: The name of the pattern, that will appear on the panel after creating it.