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  • Published 28 Mar 2026

Better handling groups

I made an addon that brings intuitive object grouping into Blender. Select objects, hit Group, and they're wrapped in a single selectable unit. Features:

Group/Ungroup with a single click Open a group to edit members individually, close it to lock them back Attach/Detach objects to existing groups Adjustable pivot point — 27 snap positions (corners, edges, faces, center) via a visual grid selector GPU-drawn bounding box overlay when editing Instance tools: Sync modifiers, constraints & materials across Alt+D linked instances, and apply modifiers to all instances at once while keeping them linked. I think a more polished version should be implement into blender and resolve the grouping issue one and for all.

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Development Status: Open

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Loukas
28 Mar 2026

2 Comments

gwetell

Do the outliner work as one expects as well? Because if I'm constrained to using some "open" and "close" button just to select stuff in a group then it's not interesting, but if we have normal selectable groups in the outliner that one can expand and select just like any normal outliner then yeah this is something I'd very much like to have in Blender!

Loukas-K

Most DCC programs let you 'open' a group to adjust individual objects; otherwise, the group is just a container that gets in the way. I designed this addon to bridge that gap by allowing instanced objects to share and sync modifiers. It provides a much more flexible alternative to instance collections, ensuring objects remain linked even when their modifier stack is applied. Also in the outliner if you don't open the group you can't select each individual objects separately. In my workflow I always leave the group open, but only if I want to translate it I close it. That's the actual purpose of a group.