FAQ¶
Which Blender versions does this work on?¶
Blender 4.5 LTS (tested on 4.5.13 LTS) and Blender 5.2 LTS (tested on 5.2.1 LTS) are tested. Blender 4.2–4.4 and other 4.5.x/5.x releases can install the add-on (the extension system requires 4.2+) but have not been tested. See Compatibility for the full table and how it's verified.
Do I need to install an add-on?¶
No, but it's recommended. The TO_Callouts node group works on its own
as a native asset — append or link it like any other Blender asset
(Options B/C in the User Guide), nothing to
enable in Preferences. The add-on (Option A) is a companion tool,
included in the package as a separate zip (GPL-3.0-or-later, source
included), that automates numbering, layout, and camera framing for
you; skip it if you'd rather build the anchors and labels by hand.
What does it NOT do?¶
- It doesn't choose label order for you — parts are numbered by object
name, character by character (
Part10sorts beforePart2); use zero-padded names for the order you expect. - It doesn't manage label readability for you — you choose where each label sits, and very dense layouts (roughly 20+ converging leader lines on a small assembly) get hard for a human to trace even without technical overlap.
- It doesn't keep manually-dragged label positions across an Apply — clicking Apply Callouts rebuilds everything from scratch.
- It doesn't combine baked (Realize) geometry with further manual label moves in this version.
- It doesn't export to
.glb/.gltf/.fbx— that's a manual Convert-to-Mesh-then-export step on your side. - It doesn't write a render file — pressing F12 is still up to you.
- It isn't built for organic, single-mesh models without separable parts — callouts label distinct parts, not regions of a continuous surface.
See Known limits in the User Guide for the full list with context.
Can I use this in client work or paid projects?¶
Yes, within the terms of the license included in the package — see License for the exact terms and where to find them.
How are updates handled?¶
Details on updates will be published here at launch. See Contact / Help if you have a question in the meantime.
What's your purchase and refund policy?¶
Purchase and refund details will be published here at launch. See Contact / Help if you have a question before buying.
How many parts/callouts can I label in one scene?¶
The node group itself draws markers and leader lines correctly regardless of anchor count — up to 50 anchors with no geometry issues during development. In practice, readability depends on your own label layout: once more than about 20 leader lines converge on a small assembly, tracing which line goes to which part gets hard for a human viewer, even if nothing technically overlaps. See the User Guide for details and a recommended approach for larger assemblies.
Does it work on organic/sculpted models?¶
It works on any mesh assembly where you can identify clear anchor points (part origins). Highly organic or single-mesh models without separable parts are outside the intended use case — callouts label distinct parts, not regions of a continuous surface.
Can I change the marker/leader look (color, thickness)?¶
Yes — Marker Radius and Leader Radius are exposed inputs on the
Geometry Nodes modifier. For color, the simplest option is the object's
own Material Properties tab: assign a material to the object's
first material slot, and Blender applies it to any geometry generated
by the modifier that doesn't already have its own per-face material —
no need to edit the node group itself. With the add-on, assign it
after your last Apply Callouts — Apply deletes and rebuilds that
object each time, so a material assigned before an Apply is lost.
Something isn't working — what do I do?¶
Start with the User Guide troubleshooting section. If that doesn't resolve it, see Contact / Help.