What it does. Minder is a touch-first 3D workspace. The viewport is central; creation and transform tools sit around it; the Outliner and property tabs expose scene and object settings.
Captured in Minder 3D The Minder 3D workspace, captured from the running 1.0 Beta app.How to use Open Minder Web and wait for the viewport to finish loading. Use the mode control at the top to switch Object, Edit, Texture Paint, Sculpt, Animation, or Pose workflows. Select an object before opening properties that act on a mesh. Controls Top bar: mode, Add, Undo, Redo, Save, and File menu. Left tools: Select, Move, Rotate, Scale, Frame All, and context actions. Property tabs: Object, Edit, UV, Material, Animation, Texture, Light, and Render. Outliner: selects and organizes scene objects. Example workflow Add a Cube. Tap it in the viewport or Outliner. Open Object properties, rename it, then Save As a .minder3d project. Tips If a panel looks empty, select a compatible object first. Use the orange Confirm and Cancel controls while a modeling tool session is active. Common problems A control is disabled: the current mode, selection type, or object does not support it. The viewport is slow: lower Render Quality or switch from Rendered to Solid. Related guides Viewport navigation → Save and open projects → Modes and undo → What it does. Orbit, pan, zoom, frame the scene, and snap to standard views without changing your objects.
How to use Drag empty viewport space to orbit. Use two fingers to dolly and pan on touch. Use Frame All when the scene is lost, or tap the axis gizmo for an exact view. Controls Mouse: left-drag orbit, middle wheel/dolly, right-drag pan. Alt + left-drag pans; Alt + Shift + left-drag rotates the studio environment. Axis gizmo: tap an axis for its primary view, double-tap for the opposite view, tap the center for perspective. View buttons: Front, Back, Left, Right, and Top. View Lock freezes the confirmed angle; hold it to access saved views. Example workflow Select a model. Tap Front, then Frame All. Save that view; orbit away and tap its saved-view button to return. Tips Navigation changes the editor view, not the object transform. Unlock the 3D view before trying to pan. Common problems Nothing moves while dragging: View Lock may be enabled. You sculpt or paint accidentally: start navigation on empty space or use the documented right-drag/two-finger gesture for that mode. Related guides Move, rotate, and scale → Create, activate, and frame a camera → What it does. The native .minder3d file preserves the editable scene. Legacy .mender files remain importable.
Captured in Minder 3D The real File menu keeps native project saving separate from exchange formats.How to use Open the File menu. Choose Save or Save As .minder3d. To resume, choose Import Minder3D Project and select a .minder3d or legacy .mender file. Controls Save updates the current file when the browser grants a file handle. Save As chooses a new name and location. Recent local projects may appear on the start screen when their stored JSON is under the app’s local-size threshold. Example workflow Name the project donut-study. Save as donut-study.minder3d. Export a GLB separately for sharing, while keeping the .minder3d file as the editable master. Tips Save before applying destructive modifiers or importing a replacement scene. A PNG is an image, not an editable project. Common problems ‘Not a valid Minder3D project’: the JSON format marker or object data is invalid. A large project may not appear in local Recents; open its saved file directly. Current limitation browser-local recent-project caching skips serialized projects larger than about 4.5 MB. The saved file itself is the reliable master.
Related guides Import OBJ, GLB/glTF, FBX, images, and sequences → Export project, OBJ, GLB/glTF, sequences, or PNG → What it does. Modes change what taps and tools affect. Undo/Redo keeps up to 64 snapshot-based steps for supported edits.
How to use Tap the current mode or its arrow. Choose the workflow that matches the task. Leave special modes before selecting an unrelated object when prompted. Controls Object: whole objects and transforms. Edit: vertices, edges, and faces. Texture Paint: pixels on the active texture. Sculpt: vertices through brushes. Animation/Pose: clips, keys, and bones. Undo and Redo are in the top bar. Example workflow Add a Cube in Object Mode. Enter Edit Mode and extrude a face. Undo once to remove the extrusion without deleting the cube. Tips Confirm or cancel a live tool session before switching modes. Mode-specific controls intentionally disappear when the active selection is incompatible. Related guides Interface overview → Select, add, subtract, and clear → What it does. Auto UV detects seams, unwraps, and packs in one action. Pack Islands rearranges existing islands into texture space.
Captured in Minder 3D The UV panel combines automatic setup with manual seam, island, pin, and diagnostic tools.How to use Select a mesh and open UV. Tap Auto UV for a full automatic layout. Use Pack Islands after manual changes to make the layout fit the 0–1 square. Controls UV Preview overlays the layout. Show Overlap highlights overlapping faces. Stats report island count, selected elements, pins, overlaps, and out-of-bounds UVs. Grid density choices: 8, 10, 16, or 32. Example workflow Auto UV a primitive. Enable Show Overlap and check that overlaps read zero. Create the paint texture only after the layout is acceptable. Tips Auto UV is the safest beginner starting point. Packing changes island position and scale, so do it before detailed painting. Common problems Auto UV/unwrap fails: inspect mesh topology and try a simpler seam layout. Related guides Seams, Unwrap, and Reset UV → Edit, pin, relax, normalize, and snap UVs → What it does. Seams mark where the surface may split. Unwrap cuts islands from those seams; Reset UV restores the baseline layout.
How to use In Edge selection, select one or more edges. Tap Mark Seam; marked edges appear red. Tap Unwrap, then Pack Islands. Use Clear Seam to remove selected marks. Controls Mark Seam only flags edges—it does not unwrap by itself. Live Unwrap recalculates as relevant UV settings change. Reset UV discards the current working layout. Example workflow Loop-select a seam around a cylinder plus one vertical edge. Mark Seam, Unwrap, then Pack Islands. Inspect overlap and out-of-bounds stats. Tips Place seams where they will be less visible. Pin important UVs before Relax. Common problems ‘Unwrap failed safely’: check seams, pins, and topology. One large distorted island: add seams that let the surface open. Related guides Box, linked, loop, and material selection → Edit, pin, relax, normalize, and snap UVs → What it does. UV edit commands refine selected islands or corners after unwrapping.
How to use Select UVs with Select All, Invert, Select Island, or Deselect. Rotate ±90°, Flip U/V, Normalize, or Snap Grid. Pin important UVs, then Relax to reduce distortion while respecting pins. Controls Pin / Unpin toggles fixed UVs. Relax uses an LSCM solver. Normalize fits the selection consistently inside UV space. UV zoom controls: in, reset, and out. Example workflow Select a label island. Rotate it 90°, normalize it, and snap a corner to the grid. Pin the corners and Relax surrounding UVs. Tips Use Select Island before transforming a whole island. Watch the overlap and out-of-bounds counters after edits. Common problems ‘UV Relax failed safely’: unpin some UVs or inspect topology. No visible change: verify that a UV selection exists. Related guides Auto UV and Pack Islands → Create and manage a paint texture → What it does. Texture Paint needs a selected mesh and a deliberate UV map. If none exists, Minder auto-unwraps before texture creation.
Captured in Minder 3D Texture creation uses the selected mesh and an explicit square resolution.How to use Select a mesh and open Texture. Choose 256, 512, 1024, or 2048 resolution and a base color. Tap Create Texture, then enter Texture Paint mode. Controls Recreate Texture replaces the active texture. Download PNG exports the square texture. Delete removes it. Unlit Active displays exact pixels independent of lights. Example workflow Auto UV the model. Create a 1024 orange texture. Paint details, download the PNG, and save the project. Tips Higher resolution holds more detail but uses more memory. Recreating a texture is destructive; download or save first. Common problems ‘Select a mesh first’: cameras, lights, and groups are not paint targets. Painting appears on multiple faces: fix overlapping UVs. Related guides Brushes, blend modes, and gestures → Fill, Blur, Smudge, Picker, and AO → What it does. Soft, Hard, and Hair presets stamp color with adjustable size, opacity, softness, and spacing.
Captured in Minder 3D The live Texture Paint workspace keeps the viewport, pixel tools, blend modes, and texture management together.How to use Tap Brush and choose Soft, Hard, or Hair. Set Paint Color and adjust Size, Opacity, Softness, and Spacing. Drag on the mesh to paint. Controls Blend modes: Color, Multiply, Screen, and Mix. Two-finger pinch while painting changes brush size from 2–200. Right-drag or two-finger navigation reaches the orbit controls. Mirror Seams can continue stamps across mapped seam neighbors. Example workflow Use a Soft brush in Mix mode for broad color. Switch to Hard for clean details. Use Multiply for shadow accents and Screen for highlights. Tips Shorter spacing produces a smoother continuous stroke but does more work. Lower opacity and build color gradually. Common problems Dragging orbits instead of paints: begin directly over the mesh. Jagged strokes: reduce spacing or increase texture resolution. Related guides Create and manage a paint texture → Fill, Blur, Smudge, Picker, and AO → What it does. Special paint tools alter existing pixels rather than laying down a normal brush stroke.
Captured in Minder 3D Blur is selected in the actual paint toolbar; its strength remains available in the texture panel.How to use Choose Fill and tap a region. Choose Blur and paint over hard pixel transitions; adjust Blur Strength from 0.25× to 10×. Choose Smudge and drag in the direction pixels should smear. Choose Picker and tap to sample a color. Controls Fill flood-fills the connected region under the tap. Picker and Fill are single-tap tools. AO Bake uses the mesh and UVs to add ambient-occlusion information; intensity defaults to 0.8 in the implementation. Example workflow Pick an existing body color. Fill a connected island. Blur the boundary, then lightly smudge a transition. Tips Save/download before a broad Fill or AO operation. Use Undo immediately if a fill crosses an unwanted area. Common problems Fill reaches too far: check UV island connectivity and overlaps. Blur seems weak: increase Blur Strength or repeat the stroke. Related guides Brushes, blend modes, and gestures → Auto UV and Pack Islands → Troubleshooting Troubleshooting Start with selection, mode, topology, device load, and format compatibility—the five most common causes.
What it does. Most tools are contextual: they require a particular object type, mode, and element selection.
How to use Read the current mode at the top. Select a compatible mesh in the viewport or Outliner. For Edit tools, choose Vertex/Edge/Face and make a valid selection; for Material/Texture/Sculpt, select a mesh. Controls Disabled buttons indicate missing context. Viewport hints and toasts state required selections such as ‘Tap a face first’ or ‘Select a mesh first’. Example workflow If Extrude does nothing, enter Edit Mode, choose Face, select a face, then launch Extrude. Tips Use Undo rather than stacking repeated clicks when feedback is unclear. Common problems Selection outline absent: tap the object again or use the Outliner. Panel empty: active object may be a camera/light/helper rather than a mesh. Related guides Interface overview → Select, add, subtract, and clear → What it does. Geometry count, texture size, modifiers, shadows, post effects, and output size all compete for browser and GPU memory.
How to use Switch to Solid and lower Render Quality. Disable or reduce SSAO, shadows, bloom, DOF, fog, Subdivision levels, scatter density, and paint resolution. Test PNG output at 1K and 32 samples before increasing quality. Controls Auto quality considers device memory and CPU cores. Viewport pixel ratio, shadow resolution, and SSAO are quality-scaled. 8K output and 1024 samples are the most demanding choices. Example workflow Pause heavy effects while modeling. Make a 1K proof render. Increase one setting at a time for the final. Tips Close other GPU-heavy tabs on mobile. Save the project before a long render or dense modifier apply. Common problems Browser tab reloads during render: reduce resolution, samples, and texture sizes. Sculpt is uneven: use a suitably subdivided—but not excessive—mesh. Related guides Render a PNG → Array, Mirror, Thickness, Bevel, Subdivision, and Triangulate → What it does. File errors usually come from missing companions, invalid project data, unsupported exchange features, or browser resource limits.
How to use Confirm the extension and select companion MTL/images for OBJ or images for external glTF. For OBJ sequences, verify numbering and identical topology. When FBX export is requested, use GLB instead. Controls Supported import: .minder3d/.mender, OBJ/MTL, numbered OBJ sequences, GLB/glTF, FBX, and PNG/JPG/WebP image planes. Supported export: .minder3d, OBJ, OBJ-sequence ZIP, GLB, glTF, paint/render PNG. Example workflow Re-export a failing source asset as GLB from its authoring tool. Import it into a clean Minder scene. Check materials, bones, clips, and scale before merging it into the working project. Tips Modern Chromium-based browsers generally offer the most complete file-handle behavior; download-based Save As remains the portable fallback. Never treat a successful import as proof of a perfect round trip—test the exported result. Common problems ‘Not a valid Minder3D project’: open the original native file, not an exchange export renamed to .minder3d. FBX export unavailable: this is an explicit format limitation, not a temporary button failure. Current limitation exact file-system behavior varies by browser. Exchange formats cannot preserve every Minder-specific setting, and OBJ cannot preserve rigs or animation.
Related guides Import OBJ, GLB/glTF, FBX, images, and sequences → Export project, OBJ, GLB/glTF, sequences, or PNG → Save and open projects →