Editing a Part You Have Built
To change something you built an hour ago, click its pill in the timeline. Its panel opens where the toolbar was, the viewport rolls back to show the part as it was at that moment, you change the value, and you press OK. Everything downstream rebuilds on the new answer. That loop is the whole reason to model parametrically.
The loop, once through
Take a bracket: a rectangle sketched on the front plane, extruded 6 mm, two holes cut through it, and a fillet on the outside corners. The holes came out at 5 mm and the bolts need 5.4 mm.
- Click the cut's pill in the timeline. The floating toolbar disappears and the cut's settings panel takes its place, at the top-left of the viewport. The panel header shows the step's coloured icon and its name.
- The viewport rolls back. The fillet is gone from the screen, and so is anything else built after the cut. You are looking at the part as it stood when this step ran.
- Change the diameter to 5.4. The change is applied as you type, so the holes in front of you widen while the panel is still open.
- Press
OK, orEnter, which does the same thing. The panel closes, the toolbar comes back, and the fillet reappears, rebuilt around the new holes.
Nothing about that loop is special to a cut. Every step in the timeline opens the same way, shows you the same rolled-back view, and commits the same way.
What the viewport is showing you
Opening a step rolls the 3D view back to that step and hides everything after it. This is a display change only. The playhead does not move, no step is disabled, and closing the panel restores the full model.
Four kinds go one step further back than that and hang a live ghost in the gap: an extrude, a push face, and the two kinds of smart object, placed and code. You see the model without the step you are editing, plus a translucent preview of what your typing is currently producing. That is deliberate: it is the only way to judge a depth against the face it starts from.
Two settings switch the ghost back off. An extrude with a stepped profile, and an extrude or push face set to stop at a face you picked, both show the committed result instead, because neither has a preview to draw. Every other step in the timeline is the plain case: no ghost, no extra roll-back, and the real body regenerating under your hands as you type.
If a step you are editing seems to have made half the part vanish, this is why. Close the panel and the rest comes back.
What actually rebuilds
On any edit, the rebuild starts at the first step you changed and runs forward to the end. Everything before it is reused from a cache rather than recomputed, so editing the last step of a long history is fast and editing the first one is not.
Three things never trigger a rebuild at all: renaming a step, toggling whether a sketch is shown in 3D, and moving a step in or out of a group.
A change to a named parameter is the exception: it rebuilds from the very first step. Named Parameters explains what that costs and why it is still the right way to work.
Committing, cancelling, undoing
The footer of the panel carries two buttons. On a step you are revisiting they read Delete and OK. On a step you have only just created they read Cancel and OK, and on a sketch the right-hand button reads Finish Sketch.
Enter is OK. Esc does not close a step you are revisiting: it only acts as Cancel, on a step you just added. To back out of an edit to an existing step, close the panel and undo.
Clicking outside the panel closes it, and closing is all that OK does: your changes went into the model as you typed them, so there is no separate moment of committing and no way to click away from an edit to abandon it. Undo is the way back.
Most of the screen does not count as outside. Clicks in the 3D viewport are excluded, as are clicks in the SmartObjects panel, the picking banner, a dropdown and anything floating above the page. Otherwise you could not pick a face without losing the panel that asked for it. Inside a sketch the rule is switched off altogether: clicking in the viewport is how you draw, so it never closes the panel, and neither does clicking the page around it. Press Finish Sketch to come out.
The whole span from opening the panel to closing it is one undo entry, named Edit followed by the step's name. Ten adjustments to a depth while the panel is open collapse into one undo, so a single Ctrl+Z puts the step back the way you found it.
Renaming a step
Click the name in the panel header and type. A step called Extrude 4 tells you nothing six weeks later; Mounting boss tells you what it is for. Renaming never rebuilds anything.
Turning a step off instead of deleting it
Right-click a pill and choose Disable. The rebuild skips that step entirely, as if it had never been added, and everything downstream rebuilds without it. Right-click again and choose Enable to bring it back.
This is the right tool for "does anything still depend on this?" and for a variant you want to keep in the file. Disable the step, look at what turns red, and enable it again.
The pill goes inert while it is off, which catches everyone once. Reading the Timeline has the states and how to tell them apart.
Deleting a step
Delete in the panel footer, or Delete in the pill's right-click menu.
Some deletions ask first. Deleting a sketch, or a reference plane, axis or point, that other steps depend on raises a confirmation headed Delete {name}?, with the body {count} features depend on it and will enter an error state: followed by the list of what breaks. It closes by telling you that there is no way to re-point a dependent feature after the deletion, and that you would normally delete those features too and build them again.
Deleting a step also deletes, silently, any group it leaves empty.
Several steps at once
Shift-click pills to build a multi-selection, then right-click it.
Disable and Enable appear only when every step in the selection is already in the same state, so a mixed selection offers neither. Group has conditions of its own, which Reading the Timeline sets out.
When it goes wrong
The panel will not close. You are pressing Esc on an existing step, which does nothing. Press Enter, or click OK. In a sketch, neither Esc nor clicking away closes anything either: the button is Finish Sketch.
A step refuses to be deleted and says nothing. The base sketch of a smart object cannot be deleted. There is no dialog and no message: the click has no effect. Delete the smart-object step instead.
Steps went red after an edit you thought was small. Something downstream was pointing at a face or an edge that your change moved too far, or removed. Open the red step and read its banner. When a Step Goes Red groups the messages, and References That Survive an Edit explains how far a face can move before a downstream fillet loses it.
See also
- Reading the Timeline: what the pills and their colours are telling you
- When a Step Goes Red: reading the banner in a failed step
- References That Survive an Edit: why a downstream step loses the face it was pointing at
- Named Parameters: putting the number in one place instead of in the step
