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Project Explorer

The Project Explorer occupies the top of the right column. It is the tree-view answer to "what is in this project?" and switches between four perspectives via tabs.

Project Explorer with the Objects tab expanded showing the butterfly tutorial's hierarchy

Tabs

Tab Shows Use for
Objects Scene graph of placements (Mesh3D / Image / Curve / Light / Camera) Selection, hierarchy, hide / show, parent / unparent
Assets Files referenced by the project, in groups: Textures, 3D Models, Brushes, Lights, Audio Find an external asset; reveal in Finder; bundle into .esk
History Action log: every undoable change in time order Undo back to a specific point; bookmark a state
Sets Named collections of placements Bulk select, hide, render-mask

Objects tab

Each row shows an icon (mesh / image / curve / light / camera), the placement's id, and any markers (lock state, visibility eye, render mask). Click a row to select; Shift-click to extend selection; Ctrl-click to toggle.

Right-click a row for:

  • Rename
  • Duplicate
  • Delete
  • Parent under… / Unparent
  • Convert to (Mesh3D ↔ Image, Curve → Mesh3D, etc.)
  • Reveal in View Panel
  • Open in Code (jump to paired Python handler)

Expand a row's triangle to see children (a Mesh3D's wing sub-transforms, an Image's landmark pairs, a Group's contents).

Assets tab

Lists external file references plus textures baked into the .esk. The top row, <projectname>.esk · Reveal in Finder, opens the bundle folder. Below it, files are grouped by kind:

Textures · 3
  textures/butterfly_albedo.png
  textures/butterfly_normal.png
  ../butterfly/iridescentwinged_butterfly.png   ↗ external
3D Models · 1
  _3ds/butterfly.3ds   ↗ external

External assets get a ↗ arrow. Click any row to highlight where it is used in the scene. Drag a row into the View Panel to drop a new placement instance.

History tab

A time-ordered list of every action: tool stroke, menu pick, value edit. Click a row to jump to that state (the rest of the undo history below is preserved but inactive).

Bookmark a state with the button: useful when you have a working draft you want to come back to after experimenting.

Sets tab

A named collection of placement ids. The Designer creates one set automatically for landmark pairs (landmarks_butterfly); you can create more for your own selections via Edit > Group Selected… or right-click > Add Selection to Set.

Use sets to:

  • Bulk hide all the model's helper geometry while you focus on a region.
  • Apply a render-part mask to a set in one click.
  • Animate every placement in a set in sync (the time slider's filter dropdown supports filtering by set).

Press Cmd+F (macOS) or Ctrl+F (other) with the Project Explorer focused to fuzzy-search by placement id. Useful when a scene grows past 50 placements.