OBJECT MODE (T switches to Edit mode) 1-6 = add cube, plane, pyramid, sphere, prism, cone | O = clear all G / R / S = grab, rotate, scale. Then X, Y or Z to lock an axis, arrows to apply, Space to finish D = duplicate part | Y = mirror | H = hide/show part | J = join everything into one part P = SEPARATE: splits the connected piece under your selected vertex into its own part 7 / 8 = pick part | X = delete part | arrows = orbit | Z / C = zoom | 0 = reset view EDIT MODE (T switches back) N = next vertex | 9 = next face | arrows = move vertex (Z moves: G, then Z, then Up/Down, then Space) E = extrude | F = fill triangle | I = inset face | B = bevel | M = merge | L = split face | K = knife edge | X = delete vertex OUTLINER (the parts list on stage): delete a row to delete that part from the 3D view. Q = undo (one level). V = wireframe/solid. Buttons on the edges do the same jobs as the keys. TIP: if parts start behaving oddly after lots of vertex edits, press J to rejoin everything into one clean object. NOTES AND CREDITS — copy below this line A from-scratch 3D modeler: pen-rendered viewport with perspective, depth-sorted solid fill with surface lighting, wireframe mode, multi-part scene table, and a warp-rendered engine so it draws without flicker. Primitives are real meshes (the sphere is an 18-vertex geodesic ball, plus a 24-quad torus button). Known limits: one undo level, big meshes run slower, and joining (J) fixes crooked part data after heavy editing. Built block-by-block with code assistance; Blender shortcuts copied with love. One accuracy note: undo covers geometry and parts but not the camera, so orbiting or zooming then pressing Q won't snap the view back — that's intentional. At this point just click the help button