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.

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).
Search¶
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.