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Painting and colors
Pencil, eraser, face fill, colors and presets, and how to mark areas for your agent.
The painting tools sit in the dock at the bottom of the canvas. They work in 3D and in 2D.
Tools
| Tool | Key | What it does |
|---|---|---|
| Pencil | P | Paints one pixel at a time on the active layer. Drag to draw lines. |
| Eraser | E | Removes pixels from the outer layer. Base pixels stay opaque, so the eraser does nothing there. |
| Fill face | F | Fills a whole face (for example the front of the head) with the current color. |
| Rotate | – | 3D only: dragging rotates the view instead of painting. |
| Mark | M | Marks an area for your agent (see below). |
Each stroke is one step in the timeline; undo it with ⌘ Z (Windows: Ctrl Z) and redo with ⇧ ⌘ Z.
Colors
The color swatch in the dock opens the colors:
- Presets – six colors taken from your current skin. They update after edits, imports and undo, so the colors you use most are always one click away.
- Pick a color – any color with the system color picker.
- Saved colors – colors you or your agent saved to the skin's palette.
Marking areas for your agent
Marks tell the agent where you mean. Choose Mark (M), then one of:
- Brush – paint over the pixels you mean.
- Area – drag a rectangle on one face.
- Face – click to mark a whole face.
Marks add up across gestures and body parts. The dock shows how much is marked and an × to clear it; clearing removes only the marks, never pixels. Esc or another tool ends marking.
When you send a request, your current marks travel with it, so the agent knows that "make this gold" means the marked buckle. Marks are a pointer, not a fence: if your request says "change the boots like the marked helmet", the agent may edit outside the marks. See Requests, marks and Finish.
Tips
- Paint the base layer first, then add depth with the outer layer.
- Check both sides: the character's left arm is on the viewer's right in the front view.
- Use Split view to paint precisely in 2D while watching the 3D result.