Model editing. The Edit tab moves, turns and scales vertices, paints weights, edits UVs, parts and attach offsets, kitbashes parts from other models and rebuilds Gate to Heavens LODs, saving into the game's own model files.
Symmetric editing. With Symmetry on, moves, smoothing and weight painting land on each vertex's mirror twin too, and Mirror weights copies the other side's weights with each left bone swapped for its right twin.
Model check. The Edit tab lists what the game would draw wrongly, such as unweighted vertices, collapsed triangles, missing UVs and oversized textures, and selects the vertices each finding names.
Model painting. The Paint tab paints straight onto the model, on both sides at once with Mirror, and edits RF Online glow masks.
Edit in Blender. Send a model or a single clip to Blender, and Studio picks up the result when you save there.
Pose mode and dope sheet. A bone gizmo poses the model, and the dope sheet moves, copies, pastes and mirrors keys, edits markers, flips a clip and drags keys on their curves in the graph editor.
IK and hold in place. Drag a hand or foot and the limb follows, or keep a foot planted over a range of frames.
Pose library. Save poses by name and apply them at any frame of any clip, mirrored or to one limb.
Clip layers. Play one clip over some of the bones of another, such as an attack's arms over a walk's legs.
Clip import and borrowing. Import a clip onto the open model, retargeted from Mixamo, Rigify or Unreal skeletons, or borrow one from another model, and wire it to an RF Online monster's or a Gate to Heavens class's actions.
Loops and onion skin. A seam figure shows how far a clip jumps when it repeats, Make loop blends its end into its start, and the onion skin shows ghosts of the frames around the playhead.
Batch clips. Retime, loop or reverse every clip a pattern matches, written in the game's own format.
Item icons. Render a model into the RF Online item icon sheet, and add recolor variants as new items.
Gallery export and measure. Export a picture of every model in a category with contact sheets and an index, and measure a model's size or the distance between two points.
Texture editor. Paint, fill, clone, stamp decals, view channels, replace from an image, resize, change format, rebuild mips and round-trip through your own image editor.
Texture layers, text and selections. Paint and type on layers that Save flattens into the game's format, with rectangle, lasso and magic wand selections limiting every edit.
Tile view and Make tileable. See a texture repeated with its seams showing, paint across its edges, and blend them so it wraps.
Live texture edits. Every stroke and recolor shows on the open models as you make it, before you save.
Batch textures. Apply one recipe of recolor, resize, format and mips to many textures at once, with a preview and undo.
Interface editor. Move, resize and re-art the windows of Gate to Heavens Classic, World of Kung Fu and DragonSoul, restyle Gate to Heavens' windows and replace RF Online's sprite pages, with a check and Install.
Sounds. Play, replace, trim, fade and normalize the client's sounds and save them into the project.
Compare clients. Diff the open client against another client folder file by file, and take its files into the project.
Project check. One report of everything that would stop an Install or look wrong in the game.
Publish to players. File > Publish to players puts a project's client changes on your server's launcher updater, so every player's launcher downloads them on its next start.
Project packages. Hand a whole project to a teammate as one .zip, checked file by file when it is opened.
Where used. See everything that reads a client file, and every file a model reads.
Game data from the model. The model inspector lists and edits the game data rows that draw the open model.
Game data graph, charts and drop simulator. Follow quest chains and references as a graph, plot two columns to spot the rows out of line, and roll an RF Online monster's drops thousands of times with the server's own roll.
Terrain sculpting. Raise, lower, smooth, flatten, level and paint an MMO World map's terrain, with objects kept on the ground.
Find and replace across maps. Find objects on every map by kind, model, monster, name or field, and change them all, one undo step per map.
Portal destinations. Pick where an RF Online portal leads from a list, jump to its destination, and make the portal back.
Command palette, History and What's new. Ctrl+Shift+P runs any command, Ctrl+P finds anything, the History panel lists every undo step, and a guided tour and What's new show the way round.
Packs browser. Archives show their pictures as thumbnails, and Space opens a large preview.
RF Online skinned export. Exported characters arrive in Blender facing and standing as they do in Studio, and import back to the same place.
RF Online animation keying. Keying a bone with no keys of its own works on Dragonborn, Age of Patron, 1.5, Secret of Holystone, Red Army and Giga, as well as Golden Age.
World of Kung Fu creature clips. Trimmed, retimed, reversed and spliced creature clips save into the game's own files.
Client detection. The stock and patched 1.5 clients, an unmodified Dragonborn client and the RedFox Age of Patron client are recognised exactly.
Automation. Every new editor action has a matching tool on Studio's MCP endpoint.