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Quick Start

The fastest path from "I have the package" to "I have a labeled scene."

  1. Put explocallout.blend and blender_assets.cats.txt in a folder you control, e.g. Documents/BlenderAssets/ExploCallout/.
  2. In Blender, open Edit > Preferences > File Paths > Asset Libraries and click + to add a library pointing at that folder.
  3. Open the Asset Browser in any 3D Viewport, pick your new library, and you'll see the TO_Callouts node group under the Callouts catalog.
  4. Drag the node group onto any mesh object in your scene, or use Add > Node Group inside a Geometry Nodes modifier.

Prefer Append/Link instead? See the full User Guide for that option.

2. Build an anchor points object

Create a single Mesh object where each vertex sits at a part's world-space origin (keep the object's own transform at Location (0, 0, 0), Rotation 0, Scale 1). Add a Float Vector attribute named label_offset on that mesh — one vector per point, pointing from the anchor toward where you want its label to sit.

3. Apply the node group

Add TO_Callouts as a Geometry Nodes modifier on the anchor points object, then adjust Marker Radius and Leader Radius to match your scene scale.

4. Add numbered labels

Add a Text object at each label position, with a Track To constraint pointing at your camera, so numbers stay readable as you reframe.

5. Inspect the example

The package ships with a worked 6-part assembly example — open it and look at the anchor points object and modifier stack to see a known-good reference before building your own.

For the full explanation of how the node group works, known limits, and a FAQ, see the User Guide.