Inochi2D
Studio anatomy

Editor workspace

Understand the Blender-inspired shell and where Creator operations live.

Workspace map

The layout keeps Inochi Creator’s information architecture while using Blender’s density, sizing, panel controls and keyboard grammar. Every boundary between Nodes, Parameters, Inspector, Viewport and Animation is resizable.

Nodes          Inspector                       Viewport
──────────     Model · Scene · Textures        ─────────
Parameters     Object · Mesh · Parameter       Animation
               Flip · Clips · Runtime          (Animation only)

Modeling and Animation

Modeling contains Node transforms, Parameter deformation and Mesh transactions. Mesh editing is not a third workspace. Animation adds the bottom Timeline and clip controls while retaining the same native document, runtime and Parameter owner.

Keyboard and pointer grammar

  • G, R and S start move, rotate and scale.
  • Escape or right click cancels an active gesture and restores the pointer-down value.
  • Cmd/Ctrl + Z and Shift + Cmd/Ctrl + Z use the native History branch.
  • Number fields scrub horizontally; Shift uses fine 0.01 steps where applicable.

Viewport controls

The Viewport header owns background color, Mirror, Physics, post processing and History. Mesh tools appear on the left only during an active Mesh transaction; Apply and Cancel commit or discard that native draft.