SKALIN3D / BWrap Docs

BWrap

One-click non-rigid mesh wrapping for Blender. Conform any template topology onto scans, sculpts and stylized characters.

v1.0 — Official Release Blender 4.2+ GPL-3.0 Windows · macOS · Linux

Overview

WHAT BWRAP DOES

BWrap drapes one mesh over another. You pick a template (the topology you want to keep — clean quads, UVs, weights, morph compatibility) and a target (the shape you want — a sculpt, a 3D scan, a stylized character). Place a set of matching point pairs, press Wrap, and the template takes on the target's shape while keeping its own topology.

Under the hood, BWrap runs a three-stage solve: rigid alignment from your points, a landmark warp that gets the template roughly into place, and an iterative non-rigid registration that fits the surface precisely — with symmetric solving, fold-aware matching around eyelids and lips, and distributed landmark constraints that steer without pinching.

Two-viewport workspace

A dedicated BWrap workspace shows template and target side by side, with synced navigation and per-view point display.

Fast point tools

Click-to-place pairs, drag to adjust, box-select, mirror, weld duplicates, snap to the centerline, and save point sets as reusable files.

One-click quality

Fast, Balanced and Best presets cover previews through final assets. A typical head wraps in seconds to half a minute.

Whose shape wins — you decide

The Conform Strength slider and the Keep Shape weight group control whether a region adopts the target fully or keeps your template's modelling.

Live refinement

Nudge brushes slide the wrapped mesh along the target in real time — grab, smooth, or drag individual points with automatic interpolation.

Iterative wrapping

Bake a wrap into the template, refresh your points onto it, adjust, and wrap again — each pass starts where the last one ended.

Installation

TWO MINUTES, NO DEPENDENCIES
  1. Download bwrap-1.0.0.zip. Don't unzip it.
  2. In Blender, open Edit ▸ Preferences ▸ Get Extensions, click the dropdown arrow in the top-right corner and choose Install from Disk…
  3. Select the zip. BWrap appears as a new BWrap tab in the 3D Viewport sidebar (N panel).
UPGRADING
When updating from a previous build, remove the old version first (Preferences ▸ Extensions), install the new zip, and restart Blender once so all interactive tools re-register cleanly.

Quickstart

FIRST WRAP IN FIVE MINUTES
  1. In the Setup panel, pick your Template and Target objects, then click Build BWrap Workspace for the side-by-side view.
  2. Open Points and click Add. Click a landmark on the template, then the matching spot on the target. Repeat for the major features — eye corners, nose tip, mouth corners, chin, ears, and a few points over the skull and neck.
  3. Place points on one side only, then press Mirror All — mirrored twins are created and kept in sync automatically.
  4. In Wrap, click Balanced, leave Conform Strength at 1.0, and press the big Wrap button. Watch it converge live.
  5. The result lands in a BWrap shape key on the template — dial it, Apply it, or extract it To New Object.
  6. Need adjustments? Open Refine and use the Nudge brushes, or add points where the fit drifts and wrap again.
RULE OF THUMB
Point coverage matters more than any setting. 30 points make a usable wrap; 80–150 well-spread points make an excellent one. Always include a coarse ring over the back of the skull, crown and neck — sparse coverage there is the single biggest source of drift.

Setup & Workspace

PANEL 01 — SETUP

Template is the mesh that deforms; its topology is preserved exactly. Target is the shape being matched; it is never modified. The swap button exchanges the two. Modifiers on the target (like Subdivision Surface) are respected — BWrap fits the surface you actually see.

Build BWrap Workspace creates a dedicated workspace with two viewports, each isolating one mesh, so you can place pairs without occlusion. The button grays out once the workspace exists. The small split button beside it splits the current area instead.

Placing Points

PANEL 03 — POINTS

Point pairs tell the solver which spot on the template corresponds to which spot on the target. They are anchored to the template's topology, so a saved point set can be reused on any mesh with the same topology.

Add mode

  • Click template, click target — alternating clicks complete pairs. The header counts placed pairs.
  • Shift+Click queues several template points, then Enter (or a plain click) switches to target phase to complete them in order.
  • Hold X while clicking to snap the point onto the centerline (local X = 0).
  • Z undoes the last placement. Esc / right-click finishes.

Adjust mode

  • Drag a point to slide it across its mesh.
  • Drag empty space to box-select points — Shift-drag adds, Ctrl-drag removes, a click on empty space clears. Selected points glow amber. Scene objects are never touched.
  • Del deletes the selection. Ctrl+Click deletes a single point. X snaps the point under the cursor to the centerline.

Organizing

  • Mirror Sel / Mirror All creates mirrored twins across local X. Mirroring is idempotent: existing twins (matched by label or position) are updated in place, never duplicated — re-mirror freely after adjusting one side.
  • Weld Points removes duplicates closer than the weld distance, keeping the earlier point of each cluster.
  • Snap Selected to X=0 projects the selected pairs (or the active one) onto both centerlines.
  • The header shows Centerline / Mirrored / Unmirrored counts at a glance — Unmirrored doubles as a to-do list before Mirror All.
  • Save / Load Point Data writes the complete point set — anchors, target positions and labels — to a JSON file, loadable in any scene that uses the same template topology.

Wrapping

PANEL 05 — WRAP

Quality presets

PRESETRUNTIME*USE FOR
Fast~5–10 sPreviews while iterating on points; light sampling, 10 solve steps.
Balanced~15–20 sThe default recommendation — final quality for most meshes.
Best~30–45 sDeep refinement, densest sampling, local scale freedom. Use for hero assets.

*Typical for a ~25k-vertex template on a modern desktop.

Conform Strength

The core creative dial. At 1.0 (default) the wrap fully adopts the target's surface everywhere — sparse-point regions like ears and skull commit to the sculpt completely. At 0.0 the template's local shapes are preserved and only moved into place — ideal when your template carries the detail (a modelled ear) and the target is a rough guide. Anything between blends the two. For per-region control, see the Keep Shape group.

Snap Open Edges to Target

When enabled, the template's boundary loops follow the target's open edges — a wrapped head's neck seam lands exactly on the target's neck seam, ready to meet its body. If the target has no open edges, the option is skipped with a notice.

Output

The result is written to a BWrap shape key (dial its strength, Apply to bake, Remove to discard, or extract To New Object), or applied directly, depending on the Output setting. Live Preview streams every solve step to the viewport.

Weight Groups

PANEL 04 — PER-REGION CONTROL

Three vertex groups on the template give you painted, per-region control. Each does one distinct thing:

GROUPMEANINGTYPICAL USE
ExcludeNever fit this region to the target; carry it along smoothly with the rest of the mesh. Interior mouth bags, eye sockets, nostril interiors.
Keep ShapeFit and move the region, but keep the template's own modelling instead of capturing the target's surface.A well-modelled ear on a rough target.
Lock in PlaceDon't move these vertices at all. Attachment points that must stay put.

Detect Interior fills the Exclude group automatically by finding occluded cavity vertices (mouth bags), with a Grow option to cover the lip-margin transition. Exclusion maps can be saved and loaded as presets, bound to the template topology.

Refine Tools

PANEL 06 — AFTER THE WRAP

Conform Points to Wrap

Bakes the wrap into the template's base mesh and refreshes every point onto the new surface. This enables iterative wrapping: wrap, bake, add or adjust points where the fit drifts, wrap again — each pass starts from the previous result.

Nudge (live brush)

Drag the wrapped mesh and it slides along the underlying target in real time, staying glued to the surface with the same fold-aware gating used by the solver.

  • Drag — grab and slide on the target surface.
  • Shift-drag — smooth: evens out pinched or uneven topology while staying on the surface.
  • Ctrl-drag — move freely, without surface snapping.
  • Ctrl+Scroll — brush size. Plain scroll still zooms.

Nudge Points (live)

Click exactly on a target-side point and drag it across the target — the wrapped mesh follows it live, and the influence automatically reaches to the neighboring points, so the surface interpolates between your landmarks. No brush size to manage; clicking empty space does nothing. The point's data updates as you drag, so the correction carries into the next wrap.

Strength scales both brushes. X Symmetry mirrors strokes and point drags across the template's centerline, moving mirrored twin points automatically.

View Options

PANEL 02 — VIEW
  • Points / Names — show markers and their labels.
  • In Front / Per View — draw points through geometry, and show each mesh's points only in its own workspace pane.
  • Point Size — marker display size.
  • Wireframe — toggles the wireframe overlay in both workspace viewports at once, so template and target always match.
  • Sync Views — mirrors navigation between the two panes: orbit one, both move. Press again to stop.

Best Practices

FIELD-TESTED ON PRODUCTION CHARACTER WORK
  • Coverage beats precision. The solver averages out a few millimetres of click noise, so place points quickly and confidently — but spread them everywhere. The back of the skull needs points just as much as the face.
  • Densify the creases. Eyelid margins, the lip line and corners, nostril rims and ear folds are where misplacement is visible. Give them 3–4 points each.
  • One side + Mirror All. With Symmetrize enabled (Advanced), each off-center point effectively counts twice.
  • Exclude the interiors. Run Detect Interior once per template, save it as an exclusion preset, load it forever.
  • Iterate. A quick Balanced wrap, Conform Points, a few added points where it drifts, wrap again — usually beats one long perfectionist session.
  • Finish with Nudge. Millimetre fixes are faster with the brushes than with another solve.

Settings Reference

WRAP ▸ SETTINGS ▸ ADVANCED

The quality presets set all of these. Reach for the individual controls only when a specific mesh demands it.

SETTINGWHAT IT CONTROLS
Steps / StiffnessThe solve schedule: stiffness starts high (mesh moves as one piece) and relaxes stepwise so detail can form. More steps = finer convergence.
Iterations / Refine StepsInner solves per step, and how many final steps use exact surface lookups.
Point Weight / Keep Points PinnedHow strongly point pairs steer, and whether they hold to the end or fade out.
Rigid Align / Landmark WarpThe initialization stages. Leave on unless meshes are pre-aligned.
Normal Limit / Reject DistanceCorrespondence safety gates: matches with disagreeing normals or excessive distance are rejected and bridged smoothly.
Fold-Aware MatchingIn folded regions (eyelids), match only surfaces whose orientation agrees — the upper lid can't grab the lower one just because it's nearer.
Local Scale FreedomLets regions grow or shrink locally without stiffness resistance (used by Best).
Symmetrize (X)Couples mirror vertices during the solve: exactly symmetric output, locked centerline. Symmetric sculpts only.
Max SamplesTarget sampling density cap. Raise for extremely dense targets (500k+).

Troubleshooting

COMMON QUESTIONS

The wrap slides in an area

That region needs points. Tangential accuracy between points is set by point density — add a few pairs there (they don't need to be precise) and wrap again.

The mouth or eyelids crumple

Interior surfaces are competing with exterior ones. Run Detect Interior on the template so the mouth bag and sockets are excluded and carried, and make sure Fold-Aware Matching is on (it is by default).

An area keeps the template's shape instead of the target's

Check Conform Strength is at 1.0, and that the region isn't painted into the Keep Shape or Exclude group.

The neck seam doesn't meet the body

Enable Snap Open Edges to Target before wrapping — the boundary loop will land exactly on the target's open edge.

"Other shape keys kept" warning on Conform Points

Your template had additional shape keys. The wrap became the new Basis and the other keys' deltas now apply on top of it — usually what you want, but review them.

A tool button stays highlighted after a crash or reload

Restart Blender once — interactive tools re-register on startup and all mode highlights reset.

SUPPORT
Questions, reports and feature requests: skalin.org