ADD
REMOVE
FOR ABSOLUTE CONTROL OF VARIANTS CONTENT
_
MANAGE CONTENT
The ADD / REMOVE tab is your “surgical editing” toolbox for variants. Instead of recreating variants from scratch, you can:
Register or unregister selected objects in one or many variants.
Clean up modifiers and materials across variants, without touching everything else.
Keep the variant database and live sync — every operation updates both the stored config and the actual scene objects.
This especially useful once a project is already full of variants and you just need to iteratively refine which objects, modifiers or materials belong where.
These tools work on the currently selected objects in the 3D view and act on either the active variant or all variants.
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SELECTED OBJECTS
To transfer the selected object’s data to other variants, first enable which data you want to transfer from the “TRANSFERS” tab, then hit the DATA transfer icon of the receiving variant’s header.
Below are the types of data you can transfer.
Note that the light toggles will only be available if you have selected a light. Furthermore, some of them are light-type-specific.
ADD SELECTED
TO ACTIVE VARIANT
Adds all currently selected objects to the active variant only.
Each object is un-excluded from the active variant (if it was excluded)
A stable UID is generated (or reused) for each object and stored in the variant’s object entries list, so tracking survives renames and reparenting.
The add-on serializes the selected objects’ data (location, visibility, materials, etc., based on your toggles) and merges it into the variant’s internal config.
Entries and config are synced and the UI/visualization refreshes.
Use it when:
You’ve created or tweaked some objects and want them to become part of the currently active variant only.
ADD SELECTED
TO ALL VARIANTS
Adds the currently selected objects to every variant in the scene.
Objects are un-excluded and tracked via stable UIDs.
Objects are now variant-specific and can carry different properties between variants.
Only truly new objects are serialized and merged into each variant’s config to avoid duplicates.
Use it when:
You introduced “global” objects that should participate in the variants system of your scene/project.
REMOVE SELECTED
FROM ACTIVE VARIANT
Removes the selected objects from the active variant only.
Marks those objects as excluded in the active variant.
Removes the matching entries from the variant’s object entries list using either the store UID or the object’s name.
Purges the corresponding object records from the variant’s config, again matching by name and/or UID.
Use it when:
You only want to remove certain objects from the current variant while leaving the untouched in other variants.
REMOVE SELECTED
FROM ALL VARIANTS
Removes the selected objects from every variant in the scene.
Marks the objects as excluded.
Removes the corresponding object entries by UID or name.
Cleans up config list for those objects.
Syncs and refreshes the exclusion visualization and UI.
Use it when:
You decide certain objects should never participate in variants anymore (e.g. common elements, environment components etc.)
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OBJECTS EXCLUSIONS
It is possible to flag objects as “Excluded” to avoid them to be stored in variants when you don’t want them to be.
When creating, updating or resaving a variant, the add-on read this flag before committing to their inclusion (or not) into the variants.
This feature allows you to control exactly what is getting added in variants. At any moment, you can remove this flag and the objects whose flag was removed will be included normally.
Adds all currently selected objects to the active variant only.
Each object is un-excluded from the active variant (if it was excluded)
A stable UID is generated (or reused) for each object and stored in the variant’s object entries list, so tracking survives renames and reparenting.
The add-on serializes the selected objects’ data (location, visibility, materials, etc., based on your toggles) and merges it into the variant’s internal config.
Entries and config are synced and the UI/visualization refreshes.
SELECT EXCLUDED
FROM ACTIVE VARIANT
Adds the currently selected objects to every variant in the scene.
Objects are un-excluded and tracked via stable UIDs.
Objects are now variant-specific and can carry different properties between variants.
Only truly new objects are serialized and merged into each variant’s config to avoid duplicates.
SELECT EXCLUDED
FROM ALL VARIANTS
Removes the selected objects from the active variant only.
Marks those objects as excluded in the active variant.
Removes the matching entries from the variant’s object entries list using either the store UID or the object’s name.
Purges the corresponding object records from the variant’s config, again matching by name and/or UID.
FILTER EXCLUDED
FROM ACTIVE VARIANT
FILTER EXCLUDED
FROM ALL VARIANTS
Removes the selected objects from every variant in the scene.
Marks the objects as excluded.
Removes the corresponding object entries by UID or name.
Cleans up config list for those objects.
Syncs and refreshes the exclusion visualization and UI.
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REMOVE MODIFIERS
The Modifiers section is a cleanup powerhouse; you can strip specific modifiers off selected objects the active variant or across all variants, while also removing them from the live scene objects.
Both workflows start by scanning the selected objects and listing all existing modifiers, so you can pick which ones to remove.
REMOVE MODIFIERS
FROM ACTIVE VARIANT
Opens a dialog listing all modifiers found on the currently selected objects. Once you choose which modifiers to remove and confirm, the operator:
Removes the chosen modifier entries from the active variant’s stored config for the selected objects only.
Also removes those modifiers from the actual selected objects in the scene.
Use it when:
You want to simplify or clean up a specific variant (e.g. remove remesh or subdivision modifiers only for one variant used for previews).
REMOVE MODIFIERS
FROM ALL VARIANTS
Same workflow, but applied to every variant. After you choose which modifiers to remove:
Each variant’s config is updated so that the chosen modifiers are removed from the selected objects in that variant.
Those modifiers are also removed from the live selected objects in the scene, so the 3D view matches the updated variants.
Use it when:
A modifier is globally deprecated (e.g. you changed your modeling pipeline or replaced an old bevel or data transfer setup).
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REMOVE MATERIALS
The Materials tools focus on removing material assignments or even entire slots from the selected objects, with the variant configs kept in sync.
The core logic lives in a pop-up that:
Lists the materials/slots to operate on.
Lets you choose whether to remove whole slots or just clear their materials (“include slots” toggle).
For each selected object, the stack is then updated, reflecting your desired changes.
REMOVE MATERIALS
FROM ACTIVE VARIANT
Opens the Remove Materials dialog for the selected objects.
Applies the changes to the active variant only.
Use it when:
You want a specific variant to strip certain materials from selected meshed (e.g. a “clay” render” variant that removes paint/decals only there).
REMOVE MATERIALS
FROM ALL VARIANTS
Uses the same pop-up, but applies the removal pass to all variants instead of just one.
Use it when:
You have decided certain materials or material slots shouldn’t exist on specific objects in any variant (retired shaders, bad references, etc.).