[Early Preview] Meshie - A Mesh Editor for Studio
Hello! I’ve been developing a plugin called Meshie (Mesh Internal Editor! Credit to @WaeGeez for the name
). As a long-time developer myself, I was never a big fan of having to switch between Blender and Roblox when creating game assets. Solid modeling and building with parts can take things far! But in terms of game performance and a fast-paced modeling workflow, external editors and meshes still have the edge.
The downsides to this are clear. Blender, while glorious and mighty, is simply too complex of a pipeline to navigate for simple Roblox game assets - especially for newer developers. The amount of times I personally started and gave up learning Blender over the years before it finally all clicked together…
The goal with Meshie isn’t to replace external tools entirely (not yet, anyways), but to at the very least provide a stable in-studio pipeline for static game assets. Bones, rigging, animatable properties… I’ll have to study up on before tackling, never been my area of expertise. Although the EditableMesh API theoretically has endless possibilities!
I’ve been debating on whether or not to publish this until I was certain it was ready, but at this point I think I’d like to start interacting with the developer community, gain some feedback and ideas. Currently, it feels a little too much like Blender in my opinion. I’m not very creative, and just very used to Blender nowadays, haha. It’s hard to argue that Blender does have a very logically-correct user interface. Besides, I’d rather not start on documentation if I end up changing a whole bunch of features. But the goal is for Meshie to feel… good! Nice to use, easy to learn, intuitive, and streamlined.
Required Beta Features (PLEASE READ):
- EditableMesh Batching
- glTF Export (Highly recommend always using glTF when working with Meshie) Needed for colored faces to bake on export.
- Revamped Asset Manager (Recommended)
Preview Changelog (Updated 09/06/26)
Update 08/30/26:
- Added an Add Primitive operator (“Add” menu in topbar) – Adjustable primitive MeshParts.
- Added a Preferences window with fully rebindable hotkeys. This can be accessed via the “View” dropdown button in the topbar.
- Added face painting — assign flat, solid colors to individual faces from a small color palette.
- Added basic global shading toggles in the Viewport Settings (top right “VP” button) – Switch between Flat and Smooth Shading for your mesh. Fully custom geometry-specific shading, I’m thinking is probably not in scope for Meshie to maintain that “streamlined” feel. Would like to hear feedback on this.
- Split the over-populated Pie Menu into multiple different Pie Menus separated by category. These can all be rebound in the preferences window. Still determining the best solution to operation invoking, but this feels a lot better for now.
- Reworked RMesh to merge the split EditableMesh vertices after population. 3x better performance during editing!
- Various bug fixes. Should be a lot more reliable to use now.
(MOST RECENT) Update 09/06/26:
Shading Overhaul: The entire RMesh data structure and operator schema was given a significant overhaul with Normal Attribute Ids in mind. These can be viewed in real time using the Shading Normals Debug view toggle. The shading modes can be changed via the Viewport Settings panel opened with the Top Right button labeled “VP.” Additionally Smooth Shading mode now has an angle threshold slider.
Face Color Overhaul: Paired with the normal Ids, similar backend changes were made to Color Ids. Colors also now persist through all operations. UV Ids were also included in these changes, in preparation for texture editing support.
Paint Panel improvements and additions: The Paint Panel now supports any range of RGB+Alpha values, as well as:
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Classic full-range RGB color picker.
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More colors in the palette row.
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A “recent colors” row.
Selection: Face selection now tints selected faces using an independent selection ColorId. Previously face selection relied on the edge-cascade to visualize selected faces. Now, with colors supported, face selection can receive full face-overlay tint. A much needed improvement.

Rebindable Shortcuts and Search: All invokable operators can now be rebound to a shortcut in the preferences window. As operator depth and my dissatisfaction of the Pie Menus grows, I’m allowing all operators to be rebindable to any key press. The pie menus are still in place for now, so ops can be invoked either through a bindable shortcut or the assigned pie menu. Operators still can not be assigned to specific pie menus, but I’ve yet to receive any feedback or ideas on what to do here. Need some passionate testers ![]()
Recoverable Assets: All MeshParts edited in Meshie now get serialized string values attached to them so if an error or studio restart occurs without exporting and importing a mesh, they can be recovered from that data.
A popup window will appear on plugin load if any meshparts are found with RMesh data, with the ability to restore that data. These recoverable assets are also highlighted using a selection box. The window will close when prompted or when all recoverable assets are restored.
Operators:
- Subdivide (Default ‘H’)
- Fill (Pushed, but needs more extensive testing. Default ‘N’)
- Merge (By Distance, At Center, Collapse. Default Merge Pie Menu ‘M’)
- Various Select Operators. In addition to last update’s edge loops select (ALT+Click).
All rebindable of course.
Additionally, in lieu of an Auto-Merge feature, vertices that are within a threshold distance of each other are highlighted red to visualize vertices that should be merged.
UI Improvements:
- UI Panels now track an active panel, so the last-clicked panel always renders on top of others.
- Various issues with input sinking resolved using correct architecture.
- Default panel sizes and positions updated and improved.
Various Other Improvements and bug-fixes:
- Origin to Center of MeshPart on Finalize.
- Meshie now polls to prevent activating native studio ribbon tools (Select, Move, Scale, Rotate), which interfere with Meshie’s various custom PluginMouse logic.
- Clamp Overlap parameter now default to true for applicable ops.
- Pie menu operator invocation error on click instead of release is resolved.
- Other issues with geometry selection cascading resolved.
- Atomic ops like Delete and Dissolve are now formally part of a more robust pipeline.
Removing stale sections of the post. Working on an in-plugin usage guide and tutorial.
Operator Showcase
Just a few examples of the ops that are currently implemented. (Will be doing much cleaner annotated demonstrational videos and clips of ALL ops in the official documentation.)
Selection
Extrude
Bevel
Inset
Loop Cut Slide
Dissolve
What's Currently Working
What’s Currently Working
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True Ngon support (RMesh): A radial edge data structure that utilizes EditableMesh face-vertex data as its internal support to provide editing topology of any kind.
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Geometry Selection: A fully functioning viewport selection pipeline. You can seamlessly cycle between Vertex, Edge, and Face modes (Alt+1,2,3) to select and manipulate whatever geometry is desired. It includes Alt+click to select loops, an X-ray toggle for depth occlusion that works perfectly with selection, a click-drag selection box, and cascading geometry selection when switching modes.
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Expanding Operator Suite: The backend supports a wide variety of geometry operations. Far beyond simple transform ops, the architecture allows for advanced modifications that handle complex topology. (Many more to come!).
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Operation Parameters: Operations feature a panel, a little too similar to, Blender’s operation panel. Operations have an expanding variety of parameters to change the result of an operation.
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Modal Modifiers: You can apply axis constraints and tweak core parameters in real-time before even touching the final operator adjustment panel.
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Custom History Stack: Meshie handles its own history stack. This allows you to cleanly undo and redo, without breaking the mesh state. While editing, native studio undo/redo will be cleared and consolidated to Meshie ops, so keep that in mind!
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Dock/Undock UI Panels: All user interface panels have feature the ability to convert to and from standalone viewport panels to dockable widgets. Allowing you to customize your interface. Saving UI layouts is on the immediate agenda.
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Simple Shading: Global smooth/flat shading toggle can be accessed in the viewport settings panel, located in the top right button on the topbar.
Current Limitations
Current Limitations
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The Export Pipeline (Crucial): This is the biggest hurdle right now. Until
CreateAssetAsyncis supported in Creator Store plugins, modifying a mesh directly can brick it if you aren’t careful. (Checkerboard cube of doom!) Once you finish editing an asset, you must export it as an.objfile and reimport it to save it permanently. (Note:.gltfcurrently causes dark shading artifacts). I am actively working on a backup system to protect assets. -
Modifying existing assets: Meshie can actually reconstruct the exact topology of a mesh exported directly from Blender by performing a couple extra steps before exporting. However, this may potentially cause issues with UV data and textures. If anyone has any deep knowledge about split vertex attributes and how exporting and importing interacts with them, please let me know here!: https://devforum.roblox.com/t/properly-getting-split-vertex-attributes-on-meshes-imported-into-roblox/4807821
The algorithm that populates Ngon data relies on these split vertex attributes which EditableMesh generates as individual vertices. The upside to this is that Ngon reconstruction is flawless, as there’s no guesswork in reconstruction. However, this also means that imported meshes can only use a third of the EditableMesh vertex limit.
- Bugs and Edge Cases Galore: It gets better by the day though. With community testing and feedback I’ll be able to track them down more efficiently.
Early Access & Pricing
Early Access & Pricing
Expected timeline for documentation and a more “official” alpha release will be around 1-2 months. Price will likely increase as Meshie grows.
Because this is an early release, documentation is practically non-existent, and you will possibly encounter rough edges (quite literally, no pun intended).
With all the bugs and missing features, I want to be upfront. Meshie isn’t quite ready to replace external mesh editors entirely even for low-poly mesh assets, that is however the goal for an upcoming official alpha release.
Purchasing Meshie at this time grants lifetime access to the plugin, all future updates, and a direct say in our feature roadmap as we expand.
PRICE INCREASE SOON
This may be the last update before a more formal Alpha release. At that time, the long-term price of Meshie will be decided. Meshie has officially begun to exceed some areas of traditional mesh editors in terms of it’s accessibility and simplicity, while retaining the advanced aspects of asset creation. The architecture is now very solid and is just about ready to be shown off with more radical features and updates.
If you’re interested in purchasing this very early preview version of Meshie to support it’s development, you can grab it here:
https://create.roblox.com/store/asset/115486039050658/Meshie-Early-Preview









