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  • Add a primitive
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  • Align vertices
  • Group objects
  • Join meshes
  • Set the origin
  • Apply transforms
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  • Overview
  • Get started with Show3D
  • Modeling tools
    • Modeling examples
  • Materials & textures
  • Agent modeling
    • Connect Codex
  • Asset generation

In this topic

  • Add a primitive
  • Move
  • Rotate
  • Scale
  • Duplicate
  • Repeat in a line
  • Repeat around a center
  • Snap to a grid
  • Align vertices
  • Group objects
  • Join meshes
  • Set the origin
  • Apply transforms

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Modeling tools
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  2. Documentation
  3. Modeling tools
  4. Join meshes

Join meshes

Combine mesh objects into one object. Separate islands can remain; joining does not remove overlapping volume like a boolean union.

Before you start

Select at least two supported mesh objects in object mode. Resolve active modifiers if Join Objects is unavailable. Choose the intended active object because it provides the target object context for the join.

Use the operation

Combine separate mesh objects so they can be selected and edited as one.

  1. Inspect the selected meshes and the active object before joining.
  2. Choose Join Objects in the object context menu. The menu shows the platform's modifier key plus J.
  3. Inspect the combined object in the scene tree and enter mesh edit mode to inspect its parts.
  4. Check material assignments and the boundaries between the original objects before making further edits.

Controls and choices

ControlsWhat changes
Active meshDetermines the target context; source geometry is transformed into the joined object's coordinates.
Source selectionOnly the chosen supported meshes participate. Locked or incompatible objects can prevent the operation.
Material slotsSource face materials are mapped into the joined object's material slots; inspect seams after joining.

See what changes

Before

Join meshes: Two mesh objects

Two mesh objects

After

Join meshes: One mesh object

One mesh object

Concept illustration. The diagrams explain the operation. Your result depends on the starting geometry and settings.

Check the result

One object can still contain disconnected islands and overlapping surfaces. Join does not weld adjacent vertices or compute a solid union. Use Merge by Distance for a deliberately matching seam, or Boolean Union when the desired result is a combined volume.

Related operations

Group objectsSeparate geometryMerge by distanceBoolean union

Practice in Show3D

Open the editor and follow the steps with your own scene.
Start modelingModeling essentials

On this page

Before you startUse the operationControls and choicesSee what changesCheck the resultRelated operations